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RE: Custom layers - 9/27/2013 2:46:16 PM   
Maesphil74

 

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quote:

ORIGINAL: phoenix

You don't need the closest zoom level (as in the last pic above - though the pre-release material all seemed to suggest, shall we say, that an airbase wouldn't look like that....), but the others I've used I would use all the time to distinguish groups of planes, boats etc and give orders to them.

They have money to make. I understand.



I was in the same boat as you.
Cheers for the heads up.

(in reply to Phoenix100)
Post #: 31
RE: Custom layers - 9/27/2013 3:30:13 PM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
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Everything you saw in the screenshots and videos was made with the same game you have now. The way computers work, you would need either something that's procedurally/fractally generated or a bitmap of such immense size that we'd have to deliver the game on a hard drive for you to have the entire world at extreme zoom with super high resolution. I have to say I never noticed this as an issue because I don't need to zoom that far in when playing and when I do I accept that the bitmaps are a certain resolution balanced for playability and aesthetics at the most common view scale, so when you zoom in further than their resolution, they get more blurry.

Regards,

- Erik


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(in reply to Phoenix100)
Post #: 32
RE: Custom layers - 9/27/2013 3:35:53 PM   
Dimitris

 

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As I showed here: http://www.matrixgames.com/forums/fb.asp?m=3419798

...we demonstrated "ugly" as well as "pretty" terrain & coastlines well before release. There was no attempt to mislead customers as to what they are getting.

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(in reply to Erik Rutins)
Post #: 33
RE: Custom layers - 9/29/2013 1:39:10 AM   
khecker

 

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Joined: 9/29/2013
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The undersea contour shading seems off. In the submarine tutorial, transiting the A patrol zone from the NW corner towards the SE corner, the data block indicates that the sea floor goes from approx. -2400 feet to -141 feet. All of this is shaded the same light (shallow?) color.

If possible, a far more granular set of shading is needed for the operational depths of submarines, which can then transition to less granular shading for depths from crush to sea floor.

Also, in the cursor hovering data block, can you put a space between the depth/elevation figure and ft? It is hard to read (especially when the last digit is a 1). -2431 ft rather than -2431ft.

(in reply to Dimitris)
Post #: 34
RE: Custom layers - 9/29/2013 1:52:45 AM   
jpkoester1

 

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khecker: did you switch on the relief layer?

(in reply to khecker)
Post #: 35
RE: Custom layers - 9/29/2013 5:35:26 PM   
moontan

 

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double post

< Message edited by moontan -- 9/29/2013 5:43:50 PM >

(in reply to Phoenix100)
Post #: 36
RE: Custom layers - 9/29/2013 5:41:48 PM   
moontan

 

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Joined: 9/29/2013
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this is standard for any game that uses bitmaps to render terrains.
the seams are always noticeable in any games that uses such bitmaps.

myself, i like procedurally generated terrains better.

but procedurally generated graphics looks computer generated while bitmaps based terrains looks more realistic.
as long as you don't study the image in details using a microscope or don't zoom in too close.

one downside of bitmaps based terrains is the huge amount of disk space needed.
the Terrain folder for Command is already 3.5 GB, which is huge.

there's pros and cons to both methods, as you have noticed.

quote:

ORIGINAL: phoenix

And here's the ocean floor thing. (Notice also the big tiling line, as in the other pics). Is the ocean floor meant to be this blurred? Maybe it's ok as a representation of features 3,000m down, but I just thought I would ask?

All these images turned into gifs (low quality) to upload them, but you can still get the idea).







< Message edited by moontan -- 9/29/2013 5:56:22 PM >

(in reply to moontan)
Post #: 37
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