RE: Your Style Maps (Full Version)

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Thomm -> RE: Your Style Maps (5/5/2011 1:34:56 PM)


quote:

ORIGINAL: HintJ

I combined the height map and terrain texture in a free program called Terragen.


[&o]

Best regards,
Thomm




HintJ -> RE: Your Style Maps (5/5/2011 11:22:08 PM)

I think you know more about this kind of thing than I do, Thomm, and it was Terragen that did all the work. According to Wikipedia, Terragen has been used in movies and commercials. Also, it is free!

http://www.planetside.co.uk/content/view/16/28/

I guess someone could plausibly use Terragen is to create realistic random height maps. I don't really see why someone would use Terragen when real-world DEMs are available. Besides Google Earth, I think there are DEMs for the Moon and Mars. Maybe we can play on the Moon! We can change the sky texture, right?

[image]local://upfiles/36350/19ABDBF4C0D54D459146815CB9710352.jpg[/image]
Also, does anyone know what the max DEM resolution is for MM? 129x129 should be more than enough resolution for a 750x750M map (That's what I plan to use for a Close Combat import,) but I'm just curious.




Thomm -> RE: Your Style Maps (5/6/2011 2:24:31 PM)


quote:

ORIGINAL: HintJ

I think you know more about this kind of thing than I do, Thomm, and it was Terragen that did all the work.


No, you pawned me(*), plain and simple.

Best regards,
Thomm

(*) This is the phrase they use for total domination these days, isn't it?




Mad Russian -> RE: Your Style Maps (5/15/2011 3:34:10 PM)

Your map will without a doubt be YOUR MAP. Just look at the display options for textures alone in PCO.


The textures are a result of how the scenario designer chooses to display the terrain.

There are two settings with a range from 1 to 999 and two other settings that have a range of 20 more. That's a texture display range of 399,200,400. Then there is a directional display for the terrain texture that covers the 360 degrees of the compass. If you consider that to be 360 more options for display you come up with a total of 12,201,553,224,000 different display options for a single texture in PCO. I'm pretty sure that's not a poly issue. I can display the terrain textures showing from completely smooth to completely rough and everything in between. No other games terrain display features come anywhere near PCO's ability for the designer to show a texture as they wish. Ours are not a single tile that displays only one way in the game but it's a single pixel shown any way the designer wants to show it.

Good Hunting.

MR




HintJ -> RE: Your Style Maps (5/15/2011 5:37:28 PM)

MR,

I've put some trenches and foxholes on my map, and in Scene Edit I adjusted them so that they are level w/the ground. But when I hit the button on MM to import the changes from Scene Edit, the next time I save the map, none of the changes have been made.

I guess my question is: How do I correctly import my changes from Scene Edit back to MM?




Mad Russian -> RE: Your Style Maps (5/15/2011 5:46:10 PM)

You have to save those changes in SceneEditor before they show up as changes back on the map.

Once you save them in SceneEditor go back to MM and down in the bottom left hand side of the page is the import arrow. Click that. Once it's imported back do another build for your map to save those changes in your map as well as in SceneEditor.

Good Hunting.

MR


[image]local://upfiles/28652/EF6DC0DC94C44B5DBC3BD0A22CEF79C1.jpg[/image]




HintJ -> RE: Your Style Maps (5/15/2011 7:32:44 PM)

Hey MR, I know this is your thread and not just for my personal attempt at a cc map, but so far this is getting quite interesting.

[image]local://upfiles/36350/6A62F18225F04FB1BAE7572E6F20D921.jpg[/image]




junk2drive -> RE: Your Style Maps (5/15/2011 7:34:01 PM)

Can't wait to see you turn out a series of CC maps. And battles to go with them. And then a campaign. And then...




Mad Russian -> RE: Your Style Maps (5/15/2011 7:59:59 PM)


quote:

ORIGINAL: HintJ

Hey MR, I know this is your thread and not just for my personal attempt at a cc map, but so far this is getting quite interesting.



The name of this thread is YOUR Style Maps not MR's Maps.

This isn't a thread about my maps. It's a thread about your maps and how you make them and what you do with them.

You keep right on showing us what you're doing. I'm sure others are interested in doing the same things.

Good Hunting.

MR




junk2drive -> RE: Your Style Maps (5/15/2011 8:02:06 PM)

What is nice is that someone new to the game can read these threads, and make a map like that within a few days of having the game.




thewood1 -> RE: Your Style Maps (5/15/2011 9:38:01 PM)

That is a beautiful map...I would love to test it or build a scenario on it.




rickier65 -> RE: Your Style Maps (5/15/2011 9:43:33 PM)


quote:

ORIGINAL: HintJ

....... my personal attempt at a cc map, but so far this is getting quite interesting.



If that screenshot was your first attempt - you're going to put any of my maps to shame. That looked good.

Thanks!
Rick




JMass -> RE: Your Style Maps (5/15/2011 10:43:01 PM)

Very nice! [:)]




HintJ -> RE: Your Style Maps (5/15/2011 10:52:40 PM)

Thanks for the compliments, but you should know that the Megatexture is simply the same CC3 map I've been messing w/for awhile now--it isn't my artwork.




junk2drive -> RE: Your Style Maps (5/15/2011 10:56:48 PM)

I think we knew that. But it does look nice that it works. We assume you have made the underlying terrain map?




HintJ -> RE: Your Style Maps (5/15/2011 11:04:12 PM)


quote:

ORIGINAL: junk2drive

I think we knew that. But it does look nice that it works. We assume you have made the underlying terrain map?


Yes, basically the main dirt road, buildings, added trees--that kind of stuff.

What I'd like to try is making a map using the stock textures, printing out a very light black and white version of the generated megatexture, coloring it by hand w/colored pencils or crayons, and then re-scanning it in for the megatexture.




Mad Russian -> RE: Your Style Maps (5/15/2011 11:19:27 PM)

Add buildings last. They should be the last things on your structures list. Meaning they should be on the very bottom. If they're not select them and hold down the shift key select the name button and the check save button and place another building on the map. The delete the one that's not on the bottom of the list.

This will put all your buildings at the bottom of the list. This is the most important step in map making if there is a building and trees on the same map.

Good Hunting.

MR




junk2drive -> RE: Your Style Maps (5/15/2011 11:21:45 PM)

Roads need to be near the bottom too so that impassable tree areas don't bleed over on to the road.




rickier65 -> RE: Your Style Maps (5/16/2011 12:03:11 AM)


quote:

ORIGINAL: junk2drive

Roads need to be near the bottom too so that impassable tree areas don't bleed over on to the road.


Actually roads are drawn on the map, not placed like structures. So you do need to watch the over-bleed, but I've found by checking the "c" box in mapmaker, it usually does a fair job of minimizing the overbleed, except for those trees that are hand placed next to roads.

Thanks
rick




junk2drive -> RE: Your Style Maps (5/16/2011 12:05:01 AM)

OK I'm not a map maker but I remembered something about the roads. I thought it was the same list.




Mad Russian -> RE: Your Style Maps (5/16/2011 1:36:36 AM)

Not the same list. Whatever structure you put on the map sits over the textures. Roads are textures and trees are structures so they will always overlay the roads.

We'll get into roads with my pictorial tutorial as we get down to finalizing the map. There are things we need to do to make sure our roads don't turn into forests and I'll go over that. It's a very simple fix.

Good Hunting.

MR




Zakhal -> RE: Your Style Maps (5/16/2011 11:54:53 AM)


quote:

ORIGINAL: HintJ

Hey MR, I know this is your thread and not just for my personal attempt at a cc map, but so far this is getting quite interesting.

[image]local://upfiles/36350/6A62F18225F04FB1BAE7572E6F20D921.jpg[/image]

Thats one of the first cc east front maps? The hill with dugout looks very familiar. Overall really nice looking map.




Thomm -> RE: Your Style Maps (5/16/2011 2:22:16 PM)

HintJ,

Fantastic!!

You are really making great progress!

And the beauty of the CC maps speaks for herself!

Best regards,
Thomm




benpark -> RE: Your Style Maps (5/16/2011 2:24:08 PM)

The CC map looks really good in 3D. Great first effort.

A few things I might do to it-

-add actual wheat (through the grass system)
-change the "crops" to be more like plowed fields and add something that approximates the green growth
-add actual water




HintJ -> RE: Your Style Maps (5/16/2011 4:46:45 PM)


quote:

ORIGINAL: benpark

The CC map looks really good in 3D. Great first effort.

A few things I might do to it-

-add actual wheat (through the grass system)
-change the "crops" to be more like plowed fields and add something that approximates the green growth
-add actual water


Yes, I would like to learn these things.

A few major issues w/cc maps:

(1) The scale isn't correct. Either the width or the height will be stretched or smashed a bit. There's no way I know of around this, so the units look either slightly too big or too small, depending on the map size.

(2) Map shadows are painted on CC maps and must be painted out or worked around. This is a time-consuming hassle.

(3) Trenches and foxholes must be painted over and replaced w/PC structures. This is similarly time-consuming like the shadows.

(4) Plants/grass/crops are definitely needed. Everything looks really good above ground level, but at ground level, everything looks very flat w/out plants.

For me this is now strictly a learning phase, and at some point, I'll start over and do the map correctly from start to finish.





Mad Russian -> RE: Your Style Maps (5/16/2011 5:13:44 PM)

quote:

ORIGINAL: HintJ,

A few major issues w/cc maps:

(2) Map shadows are painted on CC maps and must be painted out or worked around. This is a time-consuming hassle.

(3) Trenches and foxholes must be painted over and replaced w/PC structures. This is similarly time-consuming like the shadows.


That's what they make a fill bucket for in your paint program.

quote:


(4) Plants/grass/crops are definitely needed. Everything looks really good above ground level, but at ground level, everything looks very flat w/out plants.

For me this is now strictly a learning phase, and at some point, I'll start over and do the map correctly from start to finish.



There's no rush. Take your time. Ask questions. Look at the tutorials and see what you can do and how to get the effects you want.

Good Hunting.

MR




HintJ -> RE: Your Style Maps (5/17/2011 3:15:42 AM)

MR,

Is it possible to assign the trenches and foxholes already drawn on the CC map as trenches and foxholes in the MM? It would work like CMBB where they would still be flat but moving an infantry unit on top of them would give protection to units in the game engine, right?

If this is the case, I also assign the shell craters as "foxholes" (even though they technically aren't).

Just a thought, as it would be a shame to simply erase them.

edit-I could just paint over them in Paint.net w/the appropriate trenches or foxhole color for the MM like I did for the roads.




Mad Russian -> RE: Your Style Maps (5/17/2011 6:47:07 AM)

Yes. You can put them on the map where they show.

Foxholes and trenches can be placed like any other structure. Just be sure to remember to click the 'x' box for 'feature cuts out terrain'.

Good Hunting.

MR




Mad Russian -> RE: Your Style Maps (5/18/2011 2:58:13 AM)

This is a topo map of an area that I'm about to do a scenario on.

You can see how much information is on this map and I can transfer all of it into MM.

Good Hunting.

MR

[image]local://upfiles/28652/CB968E9B4DB540E2AFEFA9EC73F15EBE.jpg[/image]




Mad Russian -> RE: Your Style Maps (5/18/2011 3:19:29 AM)

Here's a glimpse at the saved locations I have on Google Earth. For when I have the time to make some new maps for PCO....[8D]

Good Hunting.

MR

[image]local://upfiles/28652/6F38049008624928B2AF804791914814.jpg[/image]




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