RE: Your Style Maps (Full Version)

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junk2drive -> RE: Your Style Maps (6/3/2011 2:27:47 AM)

Wheat is valid.

From my notes

Your entries will be like this

<grass mediaId="mo_springwheat1.dds" width="0.54-0.65" height="0.54-0.65" density="0.25" sightingFactorHit="-1" persistent="false" terrain="Mud" />

Which is, <grass, space, media, upper case i with no space, d, equal sign, the dds from your media.xml in quotes with no space. Then a space and the criteria for your grass, the terrain type which must be in the list above, and />

Try changing 1.5 to 1.0 or less.




HintJ -> RE: Your Style Maps (6/3/2011 2:28:36 AM)

I copy and pasted your example, changing the Mud to Wheat. Still crashes.

EDIT-It works now. Thanks




junk2drive -> RE: Your Style Maps (6/3/2011 2:31:07 AM)

Be right back. And so I was.




HintJ -> RE: Your Style Maps (6/3/2011 2:50:13 AM)

My goodness this grass system will be a world of improvement; the autogen wheat looked like crap, IMO

[image]local://upfiles/36350/BD7BE50B5ECC40DDBDC5EB1818ED0A8D.jpg[/image]




junk2drive -> RE: Your Style Maps (6/3/2011 2:52:36 AM)

Be sure to check the sighting out and in. Then adjust your height as needed.

Can't wait to see this in my game.




HintJ -> RE: Your Style Maps (6/3/2011 3:59:53 AM)

Well, for anyone waiting on the map, some awesome news, and some bad news.

I wasted many hours today trying to get a satisfactory looking map. I finally gave up and decided to learn the grass system. Well, I think it should do quite nicely. The bad news is it will take me longer to get it right.

I just don't want to put out anything that isn't as good as I can make it. I've figured a way to avoid autogen of hedges and wheat, so everything should look more in line w/the actual map.

[image]local://upfiles/36350/D1A9316B8B2C46CD8B5E70EF601610E4.jpg[/image]




junk2drive -> RE: Your Style Maps (6/3/2011 4:07:47 AM)

Yes that is good news. There is a learning curve and if you keep perfecting you keep learning. Once you make one good map, the rest will be quicker.




Jacko -> RE: Your Style Maps (6/3/2011 5:56:52 AM)

quote:

ORIGINAL: HintJ

I want to give out this map to anybody that wants to test it (or even modify it.) Here's the latest pic:

The filesize right now is just under 10MB. I think that's a little too big to post here, so does anybody know how to post a 10MB file somewhere for others to download?

[image]local://upfiles/36350/53782B3DBD0E4326A46AEAF7B65A12CC.jpg[/image]


HintJ, I would like to test/try that map. I think it looks stunning.

I must say, I hadn't discovered this thread til now, but I begin to realize the sky is the limit when it comes to mapping with PCO. Incredible, guys. [&o]




HintJ -> RE: Your Style Maps (6/3/2011 12:40:26 PM)

That map doesn't exist anymore . . . There's a few people out there that have something similar, and I probably should have waited. The new grass system preserves the beauty of the original CC map, while zoomed close to the ground, you have a grass system that more closely resembles the map itself.

On a positive note, I now have a Dropbox account so soon it should be available for all; however, you will probably want to make your own missions, as I'm not to terribly gifted in that area.

[image]local://upfiles/36350/BC2FB9083DD644829EAB16F3350DE157.jpg[/image]




Jacko -> RE: Your Style Maps (6/3/2011 5:12:57 PM)

Missions yes, maps not really, if it can be avoided. So I would be very happy to see gifted map makers such as you making their maps available to the rest of us. Man, that is a good looking map...




HintJ -> RE: Your Style Maps (6/4/2011 4:05:20 PM)

I made some adjustments to my maps height range, and does anyone know how to quickly fix this problem for all my objects?

[image]local://upfiles/36350/5AE0D30FF0EA4003A415317DA6B2785B.jpg[/image]




Mobius -> RE: Your Style Maps (6/4/2011 4:11:25 PM)

I think you may have to go through your map in the MM and click on the structure. Then rebuild the map. I'm not sure you have to select every structure or not. But just try it with a few then rebuild the map.




Mad Russian -> RE: Your Style Maps (6/4/2011 6:57:27 PM)

I've had flying terrain before but it's been a long time. I think all I did to fix it was to rebuild the map.

Good Hunting.

MR




HintJ -> RE: Your Style Maps (6/5/2011 2:48:16 AM)

Got it fixed by saving from the scene edit program and re-loading into Mapmaker.

BTW, I'm satisfied w/the current map. I'll make a mission, include a template for random battle, and have it soon available.

Regarding Dropbox, does anyone (JD2, for example) know whether I need a constant internet connection for Dropbox to work? If so, I may have to find another way to post it . . .




junk2drive -> RE: Your Style Maps (6/5/2011 2:54:17 AM)

You do not need a constant connection. When you do connect, DB will look at your computer and sync the files. In other words add anything new and update anything old that has changed. So you can copy something from you work folder to your DB folder then connect. It will take a while to upload so you need to stay connected for that. I have DB set to start when Windows starts and place the tray icon.




HintJ -> RE: Your Style Maps (6/5/2011 4:49:53 AM)

I can't believe this! My game crashes every time I try to load a scenario. Not just mine, EVERY SINGLE SCENARIO! I going to the tech support w/this. Unbelievable.




junk2drive -> RE: Your Style Maps (6/5/2011 4:58:41 AM)

As you reported in the tech forum, the game doesn't like foreign characters like umlauts.




HintJ -> RE: Your Style Maps (6/5/2011 5:20:40 AM)

quote:

ORIGINAL: junk2drive

As you reported in the tech forum, the game doesn't like foreign characters like umlauts.

Even if I change them to English style spellings, the game refuses to ever load ANY scenario again until I completely remove the offending scenario.

Wow! Nobody use foreign to English characters in ANY unit names, or you will lose all of your work and the game will refuse to function!




junk2drive -> RE: Your Style Maps (6/5/2011 5:27:47 AM)

There may still be a character left in the file somewhere. When I put in the descriptions to the spec screen I had that problem and they were hard to find.

Also in your quest to delete and retype letters, you may have deleted something by accident that causes a new problem.




HintJ -> RE: Your Style Maps (6/5/2011 6:33:56 AM)

edit: current download link 2 posts below--




Jacko -> RE: Your Style Maps (6/5/2011 7:27:28 AM)

The link works, HintJ. And the map is stunning! I especially like the water, the crops and the trenches. Well done!




junk2drive -> RE: Your Style Maps (6/5/2011 7:27:29 AM)

It's almost 11:30 here and normally I would have gone to bed at 10 or so but the electric company was here fixing a loose connection that was causing the power to fluctuate and our computers kept shutting off.

Good readme, glad you included one. No problem with the scenario. I'll try the template tomorrow. I would have put more grass on the map but it looks good for what it is supposed to be. Maybe tone down the brightness. If you paint impassable on the terrain along the bridge and a bit on each shoreline, it will help guide units across the bridge instead of crossing the water.

Good job for your first.




HintJ -> RE: Your Style Maps (6/5/2011 12:15:15 PM)

quote:

ORIGINAL: junk2drive

It's almost 11:30 here and normally I would have gone to bed at 10 or so but the electric company was here fixing a loose connection that was causing the power to fluctuate and our computers kept shutting off.

Good readme, glad you included one. No problem with the scenario. I'll try the template tomorrow. I would have put more grass on the map but it looks good for what it is supposed to be. Maybe tone down the brightness. If you paint impassable on the terrain along the bridge and a bit on each shoreline, it will help guide units across the bridge instead of crossing the water.

Good job for your first.

Thanks for the feedback. The Map is coded for water, if you try to order a unit from one end of the map to the other, the AI will cross the bridge or the shallow part. I agree its a little bright--It's less bright now.


Download link for the CC3 map:
http://dl.dropbox.com/u/31190062/Lvov1DropBoxB.zip




Erik Rutins -> RE: Your Style Maps (6/5/2011 2:16:54 PM)

Very cool, I'm downloading now and will give it a test today! Thanks for posting this, make sure you give it its own thread in the maps sub-forum as well. [8D]

Regards,

- Erik




junk2drive -> RE: Your Style Maps (6/5/2011 2:25:08 PM)

Erik there is a new template in the Maps Mods and scenarios forum.




Erik Rutins -> RE: Your Style Maps (6/5/2011 2:36:07 PM)

Cool, hadn't gotten there yet. [:D]




Erik Rutins -> RE: Your Style Maps (6/5/2011 7:11:03 PM)

Great map, fun scenario! I think the map really accomplished your goal of bringing a CC map into Panzer Command. The CC texture works very well as a mega-texture and gives the map a very good look overall. The only part that I always thought could look better on that CC map was the wheat texture, where the edges look a bit odd. You clearly mastered the map maker. You've used the various features well. The grass and wheat and bushes look good and are well placed. The texture map makes sense for all the structures and the underlying mega texture.

The scenario is a good challenge as the Germans! The map worked well and your use of single squad/vehicle platoons helped give more of a CC or CM feel to it. A good fun skirmish.

Overall, very well done and excellent for your first map and scenario.

Regards,

- Erik




HintJ -> RE: Your Style Maps (6/5/2011 8:57:43 PM)


quote:

ORIGINAL: Erik Rutins

The map worked well and your use of single squad/vehicle platoons helped give more of a CC or CM feel to it.

Overall, very well done and excellent for your first map and scenario.

Regards,

- Erik


Glad you like it. I think it might upset some PC purists to have all single-unit platoons, but I'm thinking such a technique could even be used very effectively for a forced 60 or 40:0 turn structure.




junk2drive -> RE: Your Style Maps (6/5/2011 9:05:05 PM)

Not a problem with single squads. The more variation the better. Whatever makes it more enjoyable for a broad audience.

Wild Bill Wilder did a similar thing for WinSPMBT with single soldier squads.




Mad Russian -> RE: Your Style Maps (6/5/2011 9:06:56 PM)

The only place it will make a difference is the number of radios in the scenario. Each "platoon" has a radio. Whether they are 1 squad platoons or 20 squad platoons.

Good Hunting.

MR




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