RE: Screenshot of the day... (Full Version)

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JMass -> RE: Screenshot of the day... (3/8/2012 7:44:05 PM)

Thanks for your appreciations but it is all the team that works on Ostfront that makes it a great wargame. [:)] I would also to improve all the Pz IIIs with some new StuG III's polys.




Jacko -> RE: Screenshot of the day... (3/8/2012 8:04:56 PM)


quote:

ORIGINAL: JMass

Thanks for your appreciations but it is all the team that works on Ostfront that makes it a great wargame. [:)] I would also to improve all the Pz IIIs with some new StuG III's polys.


I do realize that, but I mean the vehicle part. You are absolutely right that there's a splendid team behind this wargame.




rickier65 -> Not a hard morning yet -- (3/20/2012 9:20:59 PM)


The morning of the 20th as Abt 503 form up and move out of Mezotur. The traffic can be heavy sometimes for such a small village!

Rick


[image]local://upfiles/91/E8BA89584F3E4092A4CD9BBD26C73AC9.jpg[/image]




rickier65 -> RE: Not a hard morning yet -- (3/22/2012 4:49:17 AM)

The corn is getting high here. I'm still on the east side of the ridge, with the Soviets right behind. I'll need to set up a defensive line along the crest the hill ahead.

Rick


[image]local://upfiles/91/80483D3A8A8746B09C6BF1200C2AA5EC.jpg[/image]




rickier65 -> RE: Not a hard morning yet -- (3/22/2012 4:57:50 AM)

I can see the ridgeline ahead.

Rick



[image]local://upfiles/91/D4B9AB624563428ABB63A7C783BAA25D.jpg[/image]




sztartur2 -> RE: Not a hard morning yet -- (3/22/2012 8:15:20 PM)

Where did you get that corn???




rickier65 -> RE: Not a hard morning yet -- (3/22/2012 9:12:17 PM)

quote:

ORIGINAL: sztartur

Where did you get that corn???


I grew that corn myself! (probably not quite up to some of the better artists around here though but it isn't too bad). I've attached a zipfile if you want to play around with it.


Rick




junk2drive -> RE: Not a hard morning yet -- (3/23/2012 1:50:03 AM)

Artur has been begging for corn for so long that I thought someone made it for him. Looks pretty good to me.




rickier65 -> RE: Not a hard morning yet -- (3/23/2012 2:21:09 AM)


quote:

ORIGINAL: junk2drive

Artur has been begging for corn for so long that I thought someone made it for him. Looks pretty good to me.


Not as long as i've been begging for a russian lendlease halftrack!

Rick




k9mike -> RE: Not a hard morning yet -- (3/23/2012 7:30:06 PM)

Those are some neat screens Rick. The Stug practically disappears in the corn....:)




Mobius -> If we had a binocular view (4/22/2012 5:03:30 PM)

.


[image]local://upfiles/21308/D21EFE3F75284CC0AC52754B50872BA0.jpg[/image]




JMass -> RE: If we had a binocular view (4/23/2012 4:20:36 AM)

New WiP:

[image]local://upfiles/20885/C0966FCE95DC4FAA8940E7720970859F.jpg[/image]




Stridor -> RE: If we had a binocular view (4/23/2012 5:58:14 AM)

Sadly this is Hollywood's (were I currently type this [;)] - oh the irony) idea of bino view (so the audience knows the pro/an-tagonist is looking through binoculars).

A real bino view, if collimated correctly, focuses to a single viewing circle.

So in this case PCO has it more right than wrong (rectangular vs circle vs bi-circle)

Regards

S.




Mobius -> RE: If we had a binocular view (4/23/2012 2:28:43 PM)

quote:

ORIGINAL: Stridor
Sadly this is Hollywood's (were I currently type this [;)] - oh the irony) idea of bino view (so the audience knows the pro/an-tagonist is looking through binoculars).
A real bino view, if collimated correctly, focuses to a single viewing circle.
So in this case PCO has it more right than wrong (rectangular vs circle vs bi-circle)
Yeah, you are right. The mind puts it together as one complete picture.
And welcome to LA.




heinrich55 -> RE: New WIP (4/23/2012 3:31:41 PM)

JMass,
Real nice. Sturmgeschütz III - my favorite.

Heinrich55




JMass -> RE: New WIP (7/22/2012 7:41:36 PM)

I was short of time in the last months and finally I decide to improve the PzKpfw III series like I did for the PzKpfw IVs before to finish the StuG III because the first are in a lot of scenarios and they need better models. Here is a screenshot of the PzKpfw III F.


[image]local://upfiles/20885/8CA47ED28D9A48998EB3CF2385A78A90.jpg[/image]




Mobius -> Nearing Completion (3/16/2013 10:27:49 PM)

ultra detail StuG III F

[image]local://upfiles/21308/ED2EBFB5546542F59C1EEDA02BFCA168.jpg[/image]




Mobius -> Girls und Panzer Command (3/23/2013 2:45:04 AM)

Four double cheeseburgers, onion rings and a Large Orange drink.


[image]local://upfiles/21308/58E0669FD4A04D2A90E02E9848C89725.jpg[/image]




Staggerwing -> RE: Girls und Panzer Command (10/27/2013 12:26:07 PM)

Ha! Good one Mobius!




Mobius -> Lithuania, Daugai (2/5/2014 10:25:12 PM)

Somewhere in Lithuania, July 1944.

An experiment to have 3 lakes at different levels.
For a scenario from the book, Panzer Gunner.

[image]local://upfiles/21308/D2403249544E4027BD75CA7BE2256C90.jpg[/image]




rickier65 -> RE: Lithuania, Daugai (2/6/2014 8:05:25 AM)


Interesting. I saw one lake, and the creek. but I didn't see any other lakes. Looking forward to a new scenario.

Rick




Mobius -> RE: Lithuania, Daugai (2/6/2014 11:40:58 AM)

quote:

ORIGINAL: Rick
Interesting. I saw one lake, and the creek. but I didn't see any other lakes. Looking forward to a new scenario.

You can't really tell the lake levels from an overview. So only if one was actaually looking could one tell that the stream runs from a higher lake to a lower lake. I'm not sure what the unit mix was here. Only that the Germans started here and worked their way west. Yes, apparently the Russians got around the Germans and forced the Germans to fight to open the road from Vilnius.



[image]local://upfiles/21308/BA5EF57E85BF416DA2E92E9C6A9FD5F3.jpg[/image]




Mobius -> RE: Lithuania, Daugai (2/6/2014 11:49:53 AM)

I thought I could make the map in a couple of days but trying to remember the workings of the MM and using AutoDesk to change the water mesh it took 5. Part of the time was taken trying to make the map without the purple impassable squares at the tree base and getting around the knockdown feature.






[image]local://upfiles/21308/A727F918A4E446DB9CCAE39FEAA337B0.jpg[/image]




rickier65 -> RE: Lithuania, Daugai (2/6/2014 6:51:24 PM)


Depending on how the lakes are arranged, Mapmaker should have been able to create 3 different levels. Though it can get tricky to fit the rectangular water meshes right if I recall. I didn't know you could create meshes outside of the program and merge them in though. I can think of some ties that would be useful (for some narrow road ditches for sure).

Are you going to upload the scenario when you're satisfied with it?

I also found the executable where I had fixed the knockdown bug so that it could be used. I should also review your note on the tree obstruction color. That might be something that can be changed in MM, I'll check.

Thanks
Rick




Mobius -> RE: Lithuania, Daugai (2/6/2014 7:26:18 PM)

You can modify the map mesh or any other directx .x extension file with a mesh editor like auto desk or fragmotion. MM makes one water level for the entire map. If the ground is too low this will bleed into view from a high elevation view. The water level is a single 2 poly panel. I just replicated it and shrunk them and placed them at the appropriate levels at the lakes. The exe paints them with the water_tex.

I modified the ground mesh in several Kursk maps and Kolomax where I made an anti-tank trench, gun and tank dugout emplacements. Though with the addition of grass they sometimes have a bit of a problem spotting.

It would be better if that impassable terrain at each tree could be turned off. Whatever the terrain type that would be a real problem for random setups as you could have parts of a woods where the units just can't get through. They could even be trapped there.




rickier65 -> RE: Lithuania, Daugai (2/6/2014 8:39:45 PM)


quote:

ORIGINAL: Mobius

You can modify the map mesh or any other directx .x extension file with a mesh editor like auto desk or fragmotion. MM makes one water level for the entire map. If the ground is too low this will bleed into view from a high elevation view. The water level is a single 2 poly panel. I just replicated it and shrunk them and placed them at the appropriate levels at the lakes. The exe paints them with the water_tex.
....



Actually MapMaker introduced a "Water Structure" in one of it's later versions. Using the Water Structure allows you to create multiple water levels. I thought I used it on one of the maps to create a lake with a stream running down from the outlet. But yes I do recall that shallow ground areas sometimes had issues with the view.

quote:

ORIGINAL: Mobius
It would be better if that impassable terrain at each tree could be turned off. Whatever the terrain type that would be a real problem for random setups as you could have parts of a woods where the units just can't get through. They could even be trapped there.


I think you can do this now in the structure coding in MapMaker.

Thanks!
Rick




Mobius -> RE: Lithuania, Daugai (2/7/2014 11:34:13 AM)

quote:

ORIGINAL: Rick
Actually MapMaker introduced a "Water Structure" in one of it's later versions. Using the Water Structure allows you to create multiple water levels. I thought I used it on one of the maps to create a lake with a stream running down from the outlet.

It would be pretty amazing if it could do that. I remember in Railroad Tycoon 3 our editor could flood fill an area to make lake water at specific level. But for streams we had a sorry looking decal of flowing water. That reminds me RRT3 lakes had reflections and waves. Not the static water we have even though the graphic engine dates from about the same time.




rickier65 -> RE: Lithuania, Daugai (2/7/2014 5:58:36 PM)


quote:

ORIGINAL: Mobius

quote:

ORIGINAL: Rick
Actually MapMaker introduced a "Water Structure" in one of it's later versions. Using the Water Structure allows you to create multiple water levels. I thought I used it on one of the maps to create a lake with a stream running down from the outlet.

It would be pretty amazing if it could do that. I remember in Railroad Tycoon 3 our editor could flood fill an area to make lake water at specific level. But for streams we had a sorry looking decal of flowing water. That reminds me RRT3 lakes had reflections and waves. Not the static water we have even though the graphic engine dates from about the same time.



I didn't mean we had water on a slope. But rather we created (Stridor created) the ability to have multiple water levels. The technique was to place rectangular water structures with varying depths. And we do have animated water, more suitable for rivers than lakes.

Thanks
Rick





Mobius -> Daugai Lithuania (2/9/2014 3:03:12 PM)

Back to screenies.
pastoral


[image]local://upfiles/21308/E137BE62955A4DFB97E30AC1F3F4CB38.jpg[/image]




Mobius -> RE: Daugai Lithuania (2/9/2014 3:04:01 PM)

Daugai action.


[image]local://upfiles/21308/6DAD68817BF74800B3FBFB134676144C.jpg[/image]




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