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RE: Forest terrain - - 10/5/2010 10:09:50 PM   
Stridor


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quote:

ORIGINAL: RockinHarry


quote:

ORIGINAL: benpark

The amount of stuff that has been built for this update is really mind blowing when you look at the numbers (if I may toot our own horns). I made the trees and quite a few of the buildings/structures, and it's about a year and a half of model making and file adjusting.

The variety of trees that I have made gives you summer, fall, winter options in about 6-12 trees for each season. This also is rounded out by many varieties of shrubs and hedges.

I have also added new types of buildings that include German and "Middle European" house types. Lots of them.


From what I´ve seen, this is truely beautiful artworks!

Question: I assume every single (tree) object has its own bounding box, used for LOS and collision tracing?

Assuming you seek to create a really "dense looking" forest, can you create a group of trees (maybe 10 to 20m square), incl. underbrush ect. in your 3D Editor and make just a single bounding box around it, to lessen the burden on the LOS/collision tracing engine? The right place for this single 10-20m size group then would be the interior of a dense forest.


Yes you can do that, you can even define a LOD version which will LOD in when the camera is far enough away. Doing it this way will speed up map loading, LOS sim time and FPS. You would have to ensure that no unit could ever *get* over to your dense tree patch (this is easy enough to do in Map Maker) otherwise heavy tanks wouldn't be able to knock over the "trees" or crush the "brush".

It wouldn't even be all that hard to do with Ben's amazing trees, simply group a whole bunch together in max or fragmotion, scale and rotate to taste. Once done this dense tree patch could then be shared with other Map Maker users.

S

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Post #: 31
RE: Forest terrain - - 10/5/2010 11:53:28 PM   
junk2drive


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And Harry, before you ask, there is a gravity button so that your trees stand up straight on a hillside. The hillside with the cow on it.

Not sure how it would work with a large cluster of trees though.

< Message edited by junk2drive -- 10/5/2010 11:54:27 PM >

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Post #: 32
RE: Forest terrain - - 10/6/2010 7:25:45 AM   
Mad Russian


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Here's another shot of forest textures.

Good Hunting.

MR




Attachment (1)

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Flashpoint Campaigns: Red Storm Development Team.

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Post #: 33
RE: Forest terrain - - 10/6/2010 5:43:52 PM   
RocketMan


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Can you add large rocks in Map Maker? There probably aren't a lot of rocky areas in Russia, unlike where I live in Colorado, but just curious if the feature exists in PCO.

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Post #: 34
RE: Forest terrain - - 10/6/2010 6:15:44 PM   
rickier65

 

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quote:

ORIGINAL: RocketMan

Can you add large rocks in Map Maker? There probably aren't a lot of rocky areas in Russia, unlike where I live in Colorado, but just curious if the feature exists in PCO.



If I can find it I'll post a shot of the Map I've was working on for the HILL 621 Scenario. (an old SL scen.) If I recall I had some large boulders. The Map Maker has a setting that allows you to specify that a map object is normal to the ground as well as another control to make things vertical to the ground. It also has a "sink" setting so you can place Boiulders and then "sink them some into the slope.

Sometimes it takes a long time to make a map in Map maker -- beause you can easily get wrapped up in doing so MANY things with it! It's hard to stop and say enough!

Thanks
rick

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Post #: 35
RE: Forest terrain - - 10/6/2010 11:28:43 PM   
benpark

 

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I have added models for rocks. Probably 5-7 variations of them, if I can recall correctly.

There aren't any the size of a tank, but it wouldn't be too hard to do if there was a demand for it. I still have some unfinished work on some other items first, but I'll see about doing large boulders if people want them.

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Post #: 36
RE: Forest terrain - - 10/6/2010 11:47:51 PM   
RocketMan


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quote:

ORIGINAL: benpark

I have added models for rocks. Probably 5-7 variations of them, if I can recall correctly.

There aren't any the size of a tank, but it wouldn't be too hard to do if there was a demand for it. I still have some unfinished work on some other items first, but I'll see about doing large boulders if people want them.


That's great benpark. If the gameplay is as good as the graphics you guys will have made a great game!

Do your rocks provide any cover or they just eye candy?

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Post #: 37
RE: Forest terrain - - 10/7/2010 1:41:53 AM   
heinrich55

 

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Rick,
Oh yes, Hill 621 scenario! What memories. That was one of my favorites. I hope you can find that map. I'd love to see it.

Are you doing it for a scenario in PCO?

Heinrich55

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Post #: 38
RE: Forest terrain - - 10/7/2010 1:58:35 AM   
rickier65

 

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quote:

ORIGINAL: heinrich55

Rick,
Oh yes, Hill 621 scenario! What memories. That was one of my favorites. I hope you can find that map. I'd love to see it.

Are you doing it for a scenario in PCO?

Heinrich55


I started it quite a while back - but since it's a SL scenario, we can't really include it as part of PCO, so I put it off while I work on things we can include with PCO. Once PCO is released, I plan to put together a SL 'pack" with a few Squad Leader scenarios I've done in this system.

But it will take some work - they were done with a very very early version of MM so I need them update it for PCO using the matest MapMaker version.

thanks
rick

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Post #: 39
RE: Forest terrain - - 10/7/2010 2:58:10 AM   
Mad Russian


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Hill 621 doesn't belong to Squad Leader.

If you make the map using Map Maker and do the research available for the battle now it would look completely different than what was done decades ago. Unless you intend to make an exact copy just to play using PCO as the medium.

PCO actually can be made to look very much like SL/ASL maps. They take me back sometimes when I look at them. Especially the way the buildings look at times.

Good Hunting.

MR

_____________________________

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Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 40
RE: Forest terrain - - 10/7/2010 8:39:50 AM   
rickier65

 

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quote:

ORIGINAL: RockinHarry

Using the standard trees and an appropiate ground texture for the forest edges.

Using progressively darkened variations of the ground texture for the interior.



I decided to go in and tinker a little bit with the woods texture for the map you were referencing, to see what I might be able to do. Still not quite where I'd like it, but I darkened it some, and though you can see it in this pic, I darkened it a bit more as you move into the woods.

One of the things that Map maker does when you do a "final" build is to make a megatexture that you can actually edit in a paint program (well - if you know much about paint programs which I don't). But since my map was already done, I went in and did the darkening on the megatexture.

This means you have a lot of flexibility in how you actually put the finishing touches on your map.

thanks
rick





Attachment (1)

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Post #: 41
RE: Forest terrain - - 10/7/2010 11:55:17 AM   
RockinHarry


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quote:

ORIGINAL: Rick


quote:

ORIGINAL: RockinHarry

Using the standard trees and an appropiate ground texture for the forest edges.

Using progressively darkened variations of the ground texture for the interior.



I decided to go in and tinker a little bit with the woods texture for the map you were referencing, to see what I might be able to do. Still not quite where I'd like it, but I darkened it some, and though you can see it in this pic, I darkened it a bit more as you move into the woods.

One of the things that Map maker does when you do a "final" build is to make a megatexture that you can actually edit in a paint program (well - if you know much about paint programs which I don't). But since my map was already done, I went in and did the darkening on the megatexture.

This means you have a lot of flexibility in how you actually put the finishing touches on your map.

thanks
rick






Yes, this answers my very initial question, regarding "handpainting" of maps. So this is the megatexture then.

I´d go as far as removing the shadow map tag from the individual interior trees and instead do some fuzzy shadowing of the megatexture instead. That should save some resources from the lighting engine.

For a dense forest made of evergreen trees, I´d enhance the darkening even more, as well as changing the basic ground texture below.

Too bad, I just can work with these excellent tools in my brain.

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Post #: 42
RE: Forest terrain - - 10/7/2010 12:05:33 PM   
RockinHarry


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quote:

ORIGINAL: Stridor


quote:

ORIGINAL: RockinHarry


quote:

ORIGINAL: benpark

The amount of stuff that has been built for this update is really mind blowing when you look at the numbers (if I may toot our own horns). I made the trees and quite a few of the buildings/structures, and it's about a year and a half of model making and file adjusting.

The variety of trees that I have made gives you summer, fall, winter options in about 6-12 trees for each season. This also is rounded out by many varieties of shrubs and hedges.

I have also added new types of buildings that include German and "Middle European" house types. Lots of them.


From what I´ve seen, this is truely beautiful artworks!

Question: I assume every single (tree) object has its own bounding box, used for LOS and collision tracing?

Assuming you seek to create a really "dense looking" forest, can you create a group of trees (maybe 10 to 20m square), incl. underbrush ect. in your 3D Editor and make just a single bounding box around it, to lessen the burden on the LOS/collision tracing engine? The right place for this single 10-20m size group then would be the interior of a dense forest.


Yes you can do that, you can even define a LOD version which will LOD in when the camera is far enough away. Doing it this way will speed up map loading, LOS sim time and FPS. You would have to ensure that no unit could ever *get* over to your dense tree patch (this is easy enough to do in Map Maker) otherwise heavy tanks wouldn't be able to knock over the "trees" or crush the "brush".

It wouldn't even be all that hard to do with Ben's amazing trees, simply group a whole bunch together in max or fragmotion, scale and rotate to taste. Once done this dense tree patch could then be shared with other Map Maker users.

S


At least it sounds like something worth to try.

I assume a unit trying to enter this tree patch, would "bounce" at the outside (like in Panzer Commander or Red Orchestra)?

Think it would be sufficient to place these, where combat and movement is rather unlikely. This would be revealed during scenario testing.

Also one can leave gaps between these patches and fill them with single object trees. That might also help the AI pathfinding, on very dense and more complicated maps.

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Post #: 43
RE: Forest terrain - - 10/7/2010 1:55:40 PM   
junk2drive


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We have lots of stumps too for your Hurtgen battles.

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Post #: 44
RE: Forest terrain - - 10/7/2010 2:00:18 PM   
Mad Russian


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Speaking of your Hurtgen battles, you could actually mod the entire village and put them in the game as well.

MR


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Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 45
RE: Forest terrain - - 10/8/2010 7:27:12 AM   
Mad Russian


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It just came to me that while you may have a hard time seeing a texture difference, although you can set that at any shade you like you should have no problem seeing where the dense and light woods are with this graphic representation.

To get the underlying terrain features you simple hit the "insert" key.

Good Hunting.

MR




Attachment (1)

_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to Mad Russian)
Post #: 46
RE: Forest terrain - - 10/8/2010 9:28:33 AM   
RockinHarry


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quote:

ORIGINAL: junk2drive

We have lots of stumps too for your Hurtgen battles.


...no need to leave the Ostfront yet. As said, have a look at pictures taken in the Leningrad, Volchov and Rchev sectors!

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RE: Forest terrain - - 10/8/2010 11:11:15 AM   
RockinHarry


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quote:

ORIGINAL: Mad Russian

It just came to me that while you may have a hard time seeing a texture difference, although you can set that at any shade you like you should have no problem seeing where the dense and light woods are with this graphic representation.

To get the underlying terrain features you simple hit the "insert" key.

Good Hunting.

MR





Nice feature , but my aim was to see a better visual representation of "density" and "depth" for the forest terrain types. Just compare with CMx1.

I understand that the CMx1 LOS and collison tracing is solely based on the terrain tiles and contours (though inaccurate), while PCO traces LOS and collision quite accurately by the terrain mesh and single objects bounding boxes.

The base idea is to improve visual appearance of dense forest in PCO, by means of its editors in a resource friendly way.

That would be handpainting of the megatexture, in particular darkening the interior ground textures. Painting fuzzy blob shadows on the ground texture, to avoid having more trees cast ray traced shadows than necessary. Using simplified billboard objects (no cast shadows) for the interior. Using darkened trees (billboard and full complexity types) for the interior. Using goups of trees of this type (darkened, no shadow cast) for parts of the map, that are secondary for game play.

Personally I would be satisfied if the visuals look ok at ground level, while from birds eye view I get confused if I look on "dense forest" terrain, that actually looks more like "scattered trees" and can hardly distinguished from the true "light forest" areas or open terrain with single tree objects. That´s the case with the Glinki map and as said, I understand that you can´t place another 10000 trees to achieve a credible outlook.

Anyway, maybe there would be consideration for PC4 to add a LOD level, different for ground view and birds eye view. As we know, CMx1 uses a system, where tree billboards are changed to top down view billboards. Il2 Sturmovik also uses a very good looking model to present dense forest masses, when looked at from high above.

I´d imagine a high LOD view at ground level cam and a simplified LOD when raising the player cam to a certain altitude and angle. That could be either a single 2D (layer) texture covering forested areas (on top of the ground texture at a distance, maybe 10 to 30m), or single 3D forest block objects (like in SSI´s Panzer commander).

Question: While dynamic objects (soldier figures and vehicles) cast live shadows, do they also "receive" shadows from objects casting them?

So far, I do not know of a 3D wargame system, that have game units "benefit" from shadows as part of extra "camoflage". I´d wish for PC4 (or any 3D wargame) to have something like that implemented, at least in a somewhat abstracted manner.

In example an AT gun placed in open terrain would receive less "concealment", as a gun placed in open terrain AND in the shadow of something, a nearby house or while beeing in a terrain fold in dawn/dusk lighting conditions. One can create an extra shadow map layer that is used to calculate, if a game unit benefits from extra "concealment" while beeing in a shadowed area. A visual presentation could be to lower texture gamma (maybe -30-40%) for units in that shadow map areas. That sort of abstraction wouldn´t require to live calculate any point to point ray tracing routines, as the underlying shadow map determines "concealment benefits", as well as visually darkening of unit textures that melt with the terrain shadows. Maybe PCO has something implemented like that yet, but I can´t determine by viewing at the various SS´s.

< Message edited by RockinHarry -- 10/8/2010 11:17:23 AM >


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Post #: 48
RE: Forest terrain - - 10/8/2010 11:28:19 AM   
RockinHarry


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quote:

ORIGINAL: Mad Russian

It just came to me that while you may have a hard time seeing a texture difference, although you can set that at any shade you like you should have no problem seeing where the dense and light woods are with this graphic representation.

To get the underlying terrain features you simple hit the "insert" key.

Good Hunting.

MR





When looking at these screenshots (with underlying terrain "type" superimposed), my mind gets confused, as I´m used to identify dark areas with low level terrain and light shades/colors with higher level terrain, like is with "height maps".

So when looking at this screenshot, I keep determining tree density, by numbers of single trees and this way, the lightly forested areaes do not look very different from the heavy woods terrain to me.

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Post #: 49
RE: Forest terrain - - 10/8/2010 3:32:04 PM   
Mad Russian


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I set the density. I can put 2000 trees in any texture I want. Sometimes I put in textures to show on the game map. Sometimes a texture is small. Sometimes large. YOU decide. Then you do what you want in them. I'm simply showing you other facets of the game.

Until you actually  have PCO there's no way to show you all the features.

This particular map has no actual dense trees on it. Some are just more dense than others. This was intended to be and turned out to be an area sparsely populated with trees.

Good Hunting.

MR


< Message edited by Mad Russian -- 10/8/2010 3:35:08 PM >


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Flashpoint Campaigns: Red Storm Development Team.

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Post #: 50
RE: Forest terrain - - 10/8/2010 3:37:12 PM   
heinrich55

 

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RH,
I'm sure you will find a way to make all this work. I've enjoyed my trips to the Huertgen Forest care of your scenarios, as my AAR attested to that.
Heinrich55

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Post #: 51
RE: Forest terrain - - 10/8/2010 4:33:13 PM   
Mobius


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quote:

ORIGINAL: RockinHarry
So far, I do not know of a 3D wargame system, that have game units "benefit" from shadows as part of extra "camoflage". I´d wish for PC4 (or any 3D wargame) to have something like that implemented, at least in a somewhat abstracted manner.

In example an AT gun placed in open terrain would receive less "concealment", as a gun placed in open terrain AND in the shadow of something, a nearby house or while beeing in a terrain fold in dawn/dusk lighting conditions. One can create an extra shadow map layer that is used to calculate, if a game unit benefits from extra "concealment" while beeing in a shadowed area.

I would like some kind of concealment by being close to a structure. I was thinking about some abstract bonus if within say 10m. As we don't model every pile of refuse or chicken coop. But your idea of being more concealed if the shadow of the structure falls on it is a good one. Better for a computer game since it can be calculated and not have to be modelled or included as a map item.

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Post #: 52
RE: Forest terrain - - 10/8/2010 4:39:55 PM   
eniced73

 

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I have been following this thread as I am playing a scenario and have a question on LOS pertaining to forest areas. If I understand this right the underlying terrain texture shows how the movement of a unit will be affected and not necessarily the LOS from one unit to another. The individual trees affect this. So looking at the screen shot from above it is entirely possible to shoot at a unit through the light forest and heavy forest areas?





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RE: Forest terrain - - 10/8/2010 4:58:30 PM   
Mobius


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quote:

ORIGINAL: eniced73

I have been following this thread as I am playing a scenario and have a question on LOS pertaining to forest areas. If I understand this right the underlying terrain texture shows how the movement of a unit will be affected and not necessarily the LOS from one unit to another. The individual trees affect this. So looking at the screen shot from above it is entirely possible to shoot at a unit through the light forest and heavy forest areas?





Yes, the forest terrain adds nothing to cover unless the ray actually touches a tree model. Each tree plane it passes through subtracts from sighting ability. The forest type also is a factor in how much each plane subtracts.

If the target was actually on a forest terrain it would get a set bonus of a few factors of concealment (i.e. concealment =subtract some sighting factors) regardless if the ray passed through a tree or not.

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Post #: 54
RE: Forest terrain - - 10/8/2010 5:10:59 PM   
eniced73

 

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Thanks. That clears things up. I was getting confused by using the insert key to try and plot my movements from cover to cover.

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RE: Forest terrain - - 10/8/2010 5:22:07 PM   
Mobius


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quote:

ORIGINAL: eniced73

Thanks. That clears things up. I was getting confused by using the insert key to try and plot my movements from cover to cover.

This is makes it a bit tricky designing scenarios. You place units in woods or behind woods on the terrain map but when checking the actual game you find they aren't behind any trees. So they aren't concealed.

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Post #: 56
RE: Forest terrain - - 10/8/2010 5:44:04 PM   
eniced73

 

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Yep. I am finding that out playing a couple scenarios. Just when I think that I can scoot around a heavy forest area to get a flank shot - BOOM! - a shell comes flying right through the middle of the forest and hits my advancing unit. I guess making a heavy forest tile that contains a heavier density of trees as MR mentioned above would work for a map designer.

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RE: Forest terrain - - 10/8/2010 5:44:10 PM   
Mad Russian


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Here is a screen shot of a map I'm working on in the Ukraine.

There is nothing on this map. No textures, no structures nothing.

When you look at this map it doesn't tell you anything because all that's on this map are colors. The colors on that map are 100% my doing. MM gave me a terrain map it created. But, as Stridor said, I hand edit every single map I do. That takes me longer. I'm just obsessive that way. While I leave few pixels unchanged you don't have to go to the same level of painting I do. Most of you will probably draw in a road and move on to finishing the map.

I assign whatever textures to whatever color I want. I can have blue mean wheatfields and yellow mean a river.

The textures show up on the map for you to see. Generally speaking you put colors and assign textures for the map maker to auto generate things for you. Like trees. So, I pick the green area on the map and make it a medium forest texture. For visual purposes only.

Then I take the auto generation and pick that same green. I now select a particular type of tree. A medium pine tree. I tell map maker to auto generate 2000 medium pine trees per kilometer of map space. It does it for you. Unless I have a full kilometer of that color depicted on the map it won't give me 2000. It will graduate that number to fit the actual area. Let's say it has given me 748 trees. That is 748 trees of that type I don't have to make. I can put as many types in that color as I like. Any kind of structure. Houses, brush, grass, trees, the map maker auto generation tool doesn't care.

So, where you see the trees get dense or thin is where the map maker auto generated them.

I can then go and move those by hand. OR if I want a tree/building/stump in a specific place I make one specifically and place it.






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< Message edited by Mad Russian -- 10/8/2010 5:48:15 PM >


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Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 58
RE: Forest terrain - - 10/8/2010 5:50:48 PM   
Mad Russian


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Here's another of my terrain maps. You can see the colors vary widely. They may show exactly the same terrain features on both maps but have different colors representing them.

Map Maker doesn't care.

This is actually what the terrain map looks like for the map we are discussing about the forest.

Good Hunting.

MR




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< Message edited by Mad Russian -- 10/8/2010 5:51:29 PM >


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The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 59
RE: Forest terrain - - 10/8/2010 5:53:14 PM   
Mad Russian


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Here is the terrain map for the map used in the Urrah AAR.

All 3 of these are 2km maps. There is 4 times as much terrain to deal with as on a 1km map. That's something to think about when you go to editing a map.

Not that I think about it....I just do it. But it can take a bit longer to detail the larger maps.

Good Hunting.

MR




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< Message edited by Mad Russian -- 10/8/2010 5:55:32 PM >


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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