RE: AAR HSG Urrah (Full Version)

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Mad Russian -> RE: AAR HSG Urrah (10/3/2010 3:37:39 PM)

The difference in the way a texture is presented makes a lot of difference. Here is a texture that I've used on the map only left in it's unsoftened state. You can see just how much difference there is in what I started with and what I chose to display on the map.

The unsoftened texture is off the map edge. I will go back and soften it as well so it matches the terrain more closely to what the map looks like. You see I can even texture the terrain that is off map so they match up and the 'distance' terrain looks like what is on the map.

Good Hunting.

MR

[image]local://upfiles/28652/422D4B6AE6C7427391D37B2DC9A55D4F.jpg[/image]




RockinHarry -> RE: AAR HSG Urrah (10/3/2010 4:53:18 PM)

I didnīt mean the quality of the textures, which indeed are beautyful! [8D] I rather meant ways to visually improve the appearance of the various forest types, no matter if at ground level or in birds eye view.

When comparing with a satelite image (...even if this sounds somewhat unfair), dense forests present themselves more like a "dark mass". Same actually applies when looked at from ground level.

As one canīt add enough trees (and their shadows!) to give that dark mass appearance, I suggested to darken the ground textures more and possibly add simplified objects (billboards) in the interior of forests, that change with range of LOD.

Is the various shadows in the game a "baked" shadow layer? I just recently worked some with the Battlefield 1942 map editor, which offers this prerendering of shadows (raytracing, or more simplified shadow generation) for all map objects. This shadow layer then is baked with the actual ground terrain map.




Mad Russian -> RE: AAR HSG Urrah (10/3/2010 5:07:54 PM)

quote:

ORIGINAL: RockinHarry

I didnīt mean the quality of the textures, which indeed are beautyful! [8D] I rather meant ways to visually improve the appearance of the various forest types, no matter if at ground level or in birds eye view.

When comparing with a satelite image (...even if this sounds somewhat unfair), dense forests present themselves more like a "dark mass". Same actually applies when looked at from ground level.

As one canīt add enough trees (and their shadows!) to give that dark mass appearance, I suggested to darken the ground textures more and possibly add simplified objects (billboards) in the interior of forests, that change with range of LOD.

Is the various shadows in the game a "baked" shadow layer? I just recently worked some with the Battlefield 1942 map editor, which offers this prerendering of shadows (raytracing, or more simplified shadow generation) for all map objects. This shadow layer then is baked with the actual ground terrain map.



I have dozens of textures to choose from. I chose the ones you see in the scenario. I can make them black or almost white if I wanted to.

There's not a problem telling different textures during game play.

Good Hunting.

MR




Gerry4321 -> RE: AAR HSG Urrah (10/3/2010 6:09:07 PM)

Hello:

This scenario does not show dense forest terrain - looks like the area is very thinly populated with trees? I think even regular wooded areas would have trees closer together. Are there other maps with dense woods/forest?

Thanks,

Gerry




rickier65 -> RE: AAR HSG Urrah (10/3/2010 8:25:31 PM)

mispost




Mad Russian -> RE: AAR HSG Urrah (10/3/2010 11:04:32 PM)

Nope. This was the first attempt at this scale.

Good Hunting.

MR




rickier65 -> RE: AAR HSG Urrah (10/4/2010 1:10:59 AM)


quote:

ORIGINAL: RockinHarry

As one canīt add enough trees (and their shadows!) to give that dark mass appearance, I suggested to darken the ground textures more and possibly add simplified objects (billboards) in the interior of forests, that change with range of LOD.


Actually this is something the map designer can do in Map Maker (I know MR has done this on some of his maps).

quote:

ORIGINAL: RockinHarry
Is the various shadows in the game a "baked" shadow layer? I just recently worked some with the Battlefield 1942 map editor, which offers this prerendering of shadows (raytracing, or more simplified shadow generation) for all map objects. This shadow layer then is baked with the actual ground terrain map.


Shadows can be toggled off in the options menu to improve performance, so I assume this means they are not "baked" into the map currently.

Thanks
rick




Mad Russian -> RE: AAR HSG Urrah (10/4/2010 1:13:17 AM)

As the infantry move you can watch their shadows move too. Everything in PCO has shadows. They are 'live' not pre-rendered.

Good Hunting.

MR




RockinHarry -> RE: AAR HSG Urrah (10/4/2010 8:22:01 AM)

Sorry, I didnīt want to interrupt your AAR that much. So please just keep goin! [:)] Rick opened another thread for the forest topic.




Mad Russian -> RE: AAR HSG Urrah (10/4/2010 2:07:50 PM)

Okay, enough map maker editor stuff and back to the village.

As the guys are rushing to cross the road they start to get tired. I'll stop them when they do. I don't want them to become exhausted.

Good Hunting.

MR

[image]local://upfiles/28652/A3CDBD0FAA2143DF858725F74CEF5E36.jpg[/image]




Mad Russian -> RE: AAR HSG Urrah (10/4/2010 2:12:55 PM)

Finally, we get some suppression fire on that MG.

Good Hunting.

MR

[image]local://upfiles/28652/907D61FB27B94E3585C9FF79A7206340.jpg[/image]




Mad Russian -> RE: AAR HSG Urrah (10/4/2010 2:17:09 PM)

Once we can actually see him and not just have a "?" as to his location we can put effective fire on him.

By clicking on either the unit or one of the messages in message box it will highlight all messages in the box that pertain to that particular unit.

Good Hunting.

MR

[image]local://upfiles/28652/A71C7098798942ECAAB6FB7DE9439BD2.jpg[/image]




Mad Russian -> RE: AAR HSG Urrah (10/4/2010 2:21:16 PM)

While we took out the first MMG the LT was taking fire and took casualties.

The indicators at the bottom of is information box show that he is suppressed, has taken a single level of casualties and is tired. He's not in the best of shape at the moment.

Good Hunting.

MR

[image]local://upfiles/28652/E9FD8B74C0D44C11871D7484B0865461.jpg[/image]




Mad Russian -> RE: AAR HSG Urrah (10/5/2010 4:14:25 AM)

After killing the MMG in the front building it still shows the "?". Are they dead or not?

Good Hunting.

MR

[image]local://upfiles/28652/852F24EFDE5145D988A49D99D7693EED.jpg[/image]




Mad Russian -> RE: AAR HSG Urrah (10/5/2010 4:18:33 AM)

The two infantry squads highlighted in the HUD are being targeted by Russian defenders. So far I've not lost an entire squad. Which is good for me but the Russians are fighting harder than expected.

At the moment we've only cleared one building. This doesn't bode well for our follow up attacks at close range.

Good Hunting.

MR

[image]local://upfiles/28652/5134517C767E42D9BF5713BE664739CC.jpg[/image]




Mad Russian -> RE: AAR HSG Urrah (10/5/2010 2:44:59 PM)

Here are the company fire and maneuver orders.

Good Hunting.

MR

[image]local://upfiles/28652/A3B4D977BABF4CB08C240DFD8E35CEB2.jpg[/image]




Mad Russian -> RE: AAR HSG Urrah (10/5/2010 2:51:01 PM)

You can see that the Russians in the building are targeting the LT and not the squads moving around behind them.

Good Hunting.

MR

[image]local://upfiles/28652/8D75FCA8D2254DCEB9705E0358920C9A.jpg[/image]




Mad Russian -> RE: AAR HSG Urrah (10/5/2010 2:53:24 PM)

Time for a little mortar support.

Good Hunting.

MR

[image]local://upfiles/28652/D58A30DB58F04029B138E414DFA8B139.jpg[/image]




Mad Russian -> RE: AAR HSG Urrah (10/5/2010 2:56:09 PM)

The Fire and Maneuver plan for turn 13. The attack is taking too long to develop.

Also, there is a flag next to the building on the far left of the village. We have cleared that house so that flag should be controlled by us. It keeps flipping back and forth between our control and Russian control.

That could mean we both have units close to that flag influencing it and when those units take fire and are suppressed they lose their ability to effect control of the flag.

In any case the German Victory Level indicator is sitting right at the bottom of the gauge.

Good Hunting.

MR

[image]local://upfiles/28652/270F3261FDA74A06BB62DDCA51F2394A.jpg[/image]




Mad Russian -> RE: AAR HSG Urrah (10/5/2010 3:01:57 PM)


quote:

ORIGINAL: Mad Russian

The Fire and Maneuver plan for turn 13. The attack is taking too long to develop.

Also, there is a flag next to the building on the far left of the village. We have cleared that house so that flag should be controlled by us. It keeps flipping back and forth between our control and Russian control.

That could mean we both have units close to that flag influencing it and when those units take fire and are suppressed they lose their ability to effect control of the flag.

In any case the German Victory Level indicator is sitting right at the bottom of the gauge all the while the Russian Victory Level is climbing.

We are going to have to try to effect that soon or lose the game. While there are no set turns in PCO the Victory Level indicators show you when the game is about to end. This game is getting closer to ending.

Good Hunting.

MR

[image]local://upfiles/28652/270F3261FDA74A06BB62DDCA51F2394A.jpg[/image]





pplci -> RE: AAR HSG Urrah (10/5/2010 4:14:58 PM)

MR

Love watching this AAR. I have played many years on the CMBB/CMAK series and am chomping at the bit for the release of this game. However on a side note, I read your "analysis" of PCO on a different thread and I still am confused about one thing. I am an avid TCIP player with several friends. Can we still play TCIP in some form or another that is close to the existing one.


Thanks


PPLCI




rickier65 -> RE: AAR HSG Urrah (10/5/2010 5:00:13 PM)


quote:

ORIGINAL: pplci

MR

Love watching this AAR. I have played many years on the CMBB/CMAK series and am chomping at the bit for the release of this game. However on a side note, I read your "analysis" of PCO on a different thread and I still am confused about one thing. I am an avid TCIP player with several friends. Can we still play TCIP in some form or another that is close to the existing one.


Thanks


PPLCI


PPLCI,

The MP option for PCO will allow you to play in the traditional, PBEM mode, or, if you set up a "DropBox" account, or similar type of internet based file sharing (Office Live sync is another I think), then you can use that and the MP experience is very similar to what you would have with TCP/IP.

Rick




88mmshock -> RE: AAR HSG Urrah (10/5/2010 6:15:39 PM)

It does look easier to discern terrain than the CM series but strangely I find the CM graphics more satifying.




Mad Russian -> RE: AAR HSG Urrah (10/5/2010 6:54:13 PM)

quote:

ORIGINAL: mfr

It does look easier to discern terrain than the CM series but strangely I find the CM graphics more satifying.


That's not strange. It's what you're used to. After a bit I don't pay much attention to any of the graphics and get down to gameplay. The graphics are pretty but they don't make the game for me, they just help set the stage.

After playing PCO I find CM graphics very dated.

Good Hunting.

MR




Mad Russian -> RE: AAR HSG Urrah (10/5/2010 6:56:43 PM)


quote:

ORIGINAL: pplci

MR

Love watching this AAR. I have played many years on the CMBB/CMAK series and am chomping at the bit for the release of this game. However on a side note, I read your "analysis" of PCO on a different thread and I still am confused about one thing. I am an avid TCIP player with several friends. Can we still play TCIP in some form or another that is close to the existing one.


Thanks


PPLCI



The use of Drop Box creates a kind of hybrid PBEM/TCP kind of game. If you are both online you can very much play like in TCP. If one of you needs to go do something it can turn into a PBEM game. If you need to do something while you wait for your opponent to finish his turn you can minimize the game and let Drop Box tell you when he sends you his next file.

It's the best of all worlds from what I've seen and we've used it A LOT.

Good Hunting.

MR




RockinHarry -> RE: AAR HSG Urrah (10/5/2010 7:23:40 PM)


quote:

ORIGINAL: mfr

It does look easier to discern terrain than the CM series but strangely I find the CM graphics more satifying.


What in particular? You probably did not see all available screenshots for this game yet! Consider PCO is completely open to be modded or content added, thus you can actually add something and not just change existing stuff, like in Cmx1. [8D]




Mad Russian -> RE: AAR HSG Urrah (10/5/2010 8:00:15 PM)

From the other side of the formation.

Good Hunting.

MR

[image]local://upfiles/28652/F426EC435D8A4C70AA8615CC1687D71A.jpg[/image]




Mad Russian -> RE: AAR HSG Urrah (10/5/2010 8:01:31 PM)

One platoon is going to try to assault that house from the back while covering fire tries to pin the Russian defenders inside.

While not at a critical level yet the Victory Level Gauge is starting to be a concern. We need to make an impact on that gauge very soon or we'll lose this battle.

We're still in good shape with our company. No squads taken out of the fight yet.

The one thing that concerns me is how open I've left the village. There should be more trees in this village in a forest setting. That's one thing I'll have to fix in Map Maker.

Good Hunting.

MR

[image]local://upfiles/28652/5CFEEB9C28C749FF888524171A2DF4D4.jpg[/image]




Mad Russian -> RE: AAR HSG Urrah (10/5/2010 8:06:43 PM)

You can see that we are very close with the two groups. They can easily support each other.

These ID Coins are set at normal.

Good Hunting.

MR

[image]local://upfiles/28652/1BB506E98C4140679E189DD3FF16ACD1.jpg[/image]




Mad Russian -> RE: AAR HSG Urrah (10/5/2010 8:11:18 PM)

Past the wood pile, and tree stumps, the 332nd Infantry Regiment marches towards the village that will be a part of it's bloody history forever.

Good Hunting.

MR

[image]local://upfiles/28652/4D9E53E27E9E4A01A38B3D8BA97A6171.jpg[/image]




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