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Grayed reach mod - 10/19/2015 2:56:01 PM   
salazarus

 

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I find this to dark and it hides too much details so I changed it a bit.
Screens:
Before:



After:


Not a good solution but for me it works better than original. I hope we get at some point in future png support.



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< Message edited by salazarus -- 10/19/2015 4:13:03 PM >
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RE: Grayed reach mod - 10/19/2015 4:18:01 PM   
Crossroads


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Agreed, the shadowing effect would be much nicer with true semitransparency. I use Hex Highlights instead of the default shadow mesh, it is far nicer on the eye.

In case you have not noticed this, it is under Options -> Hex Highlights.

The default is Hex Shading, while I prefer the Hex Outlines (Alternate) option.

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RE: Grayed reach mod - 10/19/2015 6:08:37 PM   
salazarus

 

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Oh, I didn't notice that. Hex outlines are great. Thanks a lot.

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RE: Grayed reach mod - 10/19/2015 6:10:17 PM   
Crossroads


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We actually tried that "X" mapping you did there as well at one point, but decided to bin it

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RE: Grayed reach mod - 10/19/2015 6:15:12 PM   
berto


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quote:

ORIGINAL: salazarus

I find this to dark and it hides too much details so I changed it a bit...

In the late stages of ME 1.00's development, we discussed this issue. I had implemented something like what you portray, but with smaller, black Xs. I liked it, but the other Dev Team members didn't.

What if you made the Xs not quite so big? What if instead of red, they were gray? Might look better.

Another thing to try (which I did): Instead of Xs, try a smaller dotted mesh, like a smaller circle of dotted mesh.

There are a number of different ways you can do this. Consider experimenting!

But I'm with Crossroads. My preferred alternative is to use Options > Hex Highlights. (Note: Using Options > Highlight Colors, you can change the color of the hex highlights too.)

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RE: Grayed reach mod - 10/19/2015 6:25:18 PM   
Crossroads


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Actually, why not try what you did there just as it is, but with gray instead of red. It might actually look quite good!

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RE: Grayed reach mod - 10/19/2015 6:30:57 PM   
berto


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From an earlier Dev Forum (private) post:

quote:

ORIGINAL: berto

quote:

ORIGINAL: berto

I have one more thing I can try. May not be to your liking, but it would be still a third alternative, for people who don't like the hex highlights, but who also abhor the shader artifacting.

Actually, several more things. Here's one:




This is a variation on an earlier JT standard, where in his early ACW game he used overbearing big red Xs to show anti-highlights/blocks. In the above screenshot, those are black hexes. We can vary

  • Their size.
  • Their thickness.
  • Their color (e.g., gray instead of black, or some other color, even red).

    Indeed, we can use other symmetrical shapes, to avoid the jaggedness problem of hex shapes.

    It may not be to your or the Dev Team's liking, but here is a third alternative for those players who don't like the new hex highlight option, and who abhor the traditional shader artifacting.

  • If you like, maybe I can dig that up, and we can make it available as a mod.

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    RE: Grayed reach mod - 10/19/2015 7:56:33 PM   
    VegasOZ

     

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    No offense to anyone intended but PLEASE do not make the "X" method forced. I have no problem with the "grayed out" method used now and HATE "X" solution.

    So, please be sure to make it a CHOICE...

    Thanks

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    RE: Grayed reach mod - 10/19/2015 8:03:39 PM   
    berto


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    Yes, of course it's a choice. See Options > Hex Highlights, where you have the options

  • Hex Shading [the traditional method, what you prefer]
  • Hex Outline
  • Hex Outline (Alternate)

    In any case, in this discussion, we are talking about the Xs being a mod -- i.e., not official, not forced on anybody.

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    RE: Grayed reach mod - 10/19/2015 8:33:17 PM   
    Rosseau

     

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    Tough choice, but I like the heavy fog, due to my eyesight being not-so-good. Choices are good.

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    RE: Grayed reach mod - 10/19/2015 9:56:06 PM   
    salazarus

     

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    I made few versions of this. Smaller doted mesh didn't look well. I also tried using vertical and horizontal lines but it looked weird. I'll try smaller x, but for now I'm happy with Outline. I'm also experimenting a little with terrain:
    Old

    New

    Old

    New

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    RE: Grayed reach mod - 10/20/2015 8:23:07 AM   
    Crossroads


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    A terrain mod! Yes!

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    RE: Grayed reach mod - 10/20/2015 1:26:46 PM   
    salazarus

     

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    Map sometimes is too pixelated and things are too small for my taste. I've made rough terrain and rocks(hammada) bigger. I'm trying to do something with wadi. But for now I have no idea how to improve it.


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    RE: Grayed reach mod - 10/20/2015 1:44:03 PM   
    Crossroads


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    That is a really nice idea Salazarus

    2D Normal (75%) is my pet peeve, it is really difficult to make look good when scaling down the original 100%. Even 2D Zoom-Out (505) appreas to be easier... But instead of scaling down maybe to use larger terrain and vegetation graphics, just less of them.

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    RE: Grayed reach mod - 10/20/2015 1:47:38 PM   
    Crossroads


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    As for the dotted shadow mesh, I'll include a more fine grained mesh in the 1.01. Don't need to be that large come to think of it.

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    RE: Grayed reach mod - 10/20/2015 11:23:37 PM   
    budd


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    I prefer the mesh but don't use it because its too dark, looking forward to a lighter mesh.

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    RE: Grayed reach mod - 10/21/2015 12:52:34 AM   
    Bradley62


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    Could Jison's MapMod for Panzer Campaigns be adapted for CS?

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    RE: Grayed reach mod - 10/21/2015 6:23:08 AM   
    Crossroads


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    quote:

    ORIGINAL: Bradley62

    Could Jison's MapMod for Panzer Campaigns be adapted for CS?


    Answered HERE. Answer being "no I don't think so but no harm trying?".

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