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Gradient visuals - 12/18/2021 4:44:21 PM   
billios65

 

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Anyone made an alternative to the height maps used in the game? When zoomed in it looks like poppadoms currently.
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RE: Gradient visuals - 12/18/2021 4:56:43 PM   
ZygfrydDeLowe

 

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quote:

ORIGINAL: billios65

Anyone made an alternative to the height maps used in the game? When zoomed in it looks like poppadoms currently.


Yes, the height is hard to parse. I think the edges of the hill hexes should be more pronounced.
Like for the maps made for Flashpoint Campaigns (it was a mod):

(in reply to billios65)
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RE: Gradient visuals - 12/18/2021 5:30:07 PM   
MemoryLeak


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From: Woodland, CA USA
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i played for several hours and didn't realize there were elevations in the game.

I cannot discern any difference in heights from looking at the map, so this is just one more aspect of the game that I have to ignore because it poorly done. Gets old.

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(in reply to ZygfrydDeLowe)
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RE: Gradient visuals - 12/18/2021 6:21:24 PM   
billios65

 

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That looks easier on the eye, more natural, not sure about defining the hex edges like that though.

(in reply to MemoryLeak)
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RE: Gradient visuals - 12/21/2021 6:09:34 AM   
Profender


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Joined: 10/26/2016
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quote:

ORIGINAL: ZygfrydDeLowe

quote:

ORIGINAL: billios65

Anyone made an alternative to the height maps used in the game? When zoomed in it looks like poppadoms currently.


Yes, the height is hard to parse. I think the edges of the hill hexes should be more pronounced.
Like for the maps made for Flashpoint Campaigns (it was a mod):



Something like that would be great, lot easier on the eyes.

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(in reply to ZygfrydDeLowe)
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RE: Gradient visuals - 12/21/2021 8:14:38 AM   
briklebritt

 

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From: Germany
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Such a height map would be great..

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RE: Gradient visuals - 12/21/2021 1:47:42 PM   
billios65

 

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The snow map looks particularly good.

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RE: Gradient visuals - 1/5/2022 10:15:44 AM   
Phoenix100

 

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It's actually his (William's?)'paper' map, not snow. Beautiful though, yes.

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RE: Gradient visuals - 1/10/2022 1:43:16 AM   
spellir74


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Note to map makers and modders...


THE SUNSHINE COMES FROM THE SOUTH WHEN EXPERIENCED BY THE NORTHERN HEMISPHERE!

(...For decades now and no one has said anything.)

.............
Further...

There is a line between realism -- "AMBIANCE" -- and tactical necessity.

No officer would use a map that sacrificed simple necessity for realism.


.............
[Where is the main tiller/wds site forum? Give that stuff a piece of my mind too.]

(in reply to billios65)
Post #: 9
RE: Gradient visuals - 1/11/2022 7:14:52 AM   
spellir74


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If one is making height maps, one should color-code "centric rings". E.g sea level (0m) is dark green, then 25m is lighter, etc, till yellows and browns for hills and mtns.

(in reply to spellir74)
Post #: 10
RE: Gradient visuals - 1/11/2022 12:35:14 PM   
spellir74


Posts: 2065
Joined: 6/15/2008
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RE sunshine...

Shadows are thick in width; light strikes are thin. ...Like rocket science.

(...It's what plants crave.)

(in reply to spellir74)
Post #: 11
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