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RE: Forest terrain - - 10/13/2010 4:10:56 AM   
Mad Russian


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Yes. All maps can be saved in the random format so they can be used in random battles/campaigns.

Good Hunting.

MR


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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 #: 91
RE: Forest terrain - - 10/13/2010 4:40:55 AM   
lancer

 

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Excellent!

Cheers,
Lancer

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Post #: 92
RE: Forest terrain - - 10/13/2010 2:50:41 PM   
Mad Russian


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Here are some Screen Shots of a different sky with white light instead of a dawn sky with orange light.

Good Hunting.

MR




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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 #: 93
RE: Forest terrain - - 10/13/2010 2:51:34 PM   
Mad Russian


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Same sky different direction.

Good Hunting.

MR




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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.

(in reply to Mad Russian)
Post #: 94
RE: Forest terrain - - 10/13/2010 2:53:33 PM   
Mad Russian


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Same sky again.

As you can see the skies are very much a part of the background. The clouds also move during game play. I never notice that unless I'm at the right angle and happen to be watching some part of the action and see the clouds go floating by. That increases immersion greatly.

Good Hunting.

MR




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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.

(in reply to Mad Russian)
Post #: 95
RE: Forest terrain - - 10/13/2010 5:30:30 PM   
RockinHarry


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Nice landscape shots!

Question: As (spot?) lighting direction, strength and angle obviously can be freely edited for a given map, what about shadows and ambient light?

I know this sounds sorta nick pitty again, but I would assume a bright summer day at noon, to have way darker shadows and more ambient light. Can this data be edited in the game as well?

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RE: Forest terrain - - 10/13/2010 6:05:51 PM   
junk2drive


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You should have gotten on the team then you could play with all this stuff.

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Post #: 97
RE: Forest terrain - - 10/13/2010 6:07:34 PM   
Mad Russian


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Yes, you can see here where I selected both the diffuse and ambient light settings. These are in the lower left corner second line up. By changing them back to white they then become normal light settings.

Good Hunting.

MR




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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.

(in reply to RockinHarry)
Post #: 98
RE: Forest terrain - - 10/13/2010 6:07:58 PM   
rickier65

 

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quote:

ORIGINAL: RockinHarry

Nice landscape shots!

Question: As (spot?) lighting direction, strength and angle obviously can be freely edited for a given map, what about shadows and ambient light?

I know this sounds sorta nick pitty again, but I would assume a bright summer day at noon, to have way darker shadows and more ambient light. Can this data be edited in the game as well?


Rockin,

yes you can edit the Ambient And Diffuse light settings directly in the xml. Also this box shows the Map Maker controls for lighting, this doesn't look like much but you can get some very fine control. Stridor also put in an ephemeris calculator (the little sun sun symbol on the right). It give the correct settings based on Lat, longitude for the map you import based on whatever date you provide.

You can also edit the resulting values directly in the map file if you need even more control (and understand the values well enough).

Thanks
rick





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Post #: 99
RE: Forest terrain - - 10/13/2010 6:33:34 PM   
RockinHarry


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Thanks for quick reply! So If I get it right here, "diffuse" is for coloring the fog/distance haze and "ambient" sets the general lighting condition? So in order to have darker shadows, I think "ambient" then needs to be set lower (for bright sunny days), at least it works that way in other 3D game editors I know.

I assume "light strength" goes up to 255 max? In the editor SS I see values of 128 and 200. Or does it include lighting multiplier, measured in %?

So at max lighting strength setting (255?), the ground and object textures shine at their normal 100% gamma, or can you go over the top, by adding extra brightness?

< Message edited by RockinHarry -- 10/13/2010 6:36:25 PM >


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Post #: 100
RE: Forest terrain - - 10/13/2010 7:03:15 PM   
rickier65

 

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quote:

ORIGINAL: RockinHarry

Thanks for quick reply! So If I get it right here, "diffuse" is for coloring the fog/distance haze and "ambient" sets the general lighting condition? So in order to have darker shadows, I think "ambient" then needs to be set lower (for bright sunny days), at least it works that way in other 3D game editors I know.

I assume "light strength" goes up to 255 max? In the editor SS I see values of 128 and 200. Or does it include lighting multiplier, measured in %?

So at max lighting strength setting (255?), the ground and object textures shine at their normal 100% gamma, or can you go over the top, by adding extra brightness?


LOL - Rockin - you obviously know a lot more about this than I do. Yes the light strength goes up to 255. though at 255 things are really pretty bright. - Stridor is the guy who actually understands these controls, I pretty much use trial and error. But I think the diffuse light 'brightens' the directly illuminated surfaces, and ambient light brightens the indirectly illuminated surfaces -- and you've probably just exhausted my knowledge of how it works!.

I hope when the game is out we'll see some maps from you!

Thanks
rick



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Post #: 101
RE: Forest terrain - - 10/30/2010 5:07:34 PM   
Mad Russian


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PCO has never made a forest thick enough I couldn't go in with a tank. That's changed with the different trees that can be knocked down and those that can't. I can simply use trees that a tank can't knock down along the outside of the forest and they couldn't go in.

Or I can put anything I want there and give it the tank obstacle structure. Here is a picture of what my forest looks like on the map.

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 rickier65)
Post #: 102
RE: Forest terrain - - 10/30/2010 5:10:20 PM   
Mad Russian


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Looks good doesn't it?

I added a row of small bushes just inside the tree line with the structure values of tank obstacle. This is what they look like when viewed in the terrain structures view. Simply by clicking on the "insert" key brings this feature up.

See the small blue squares. Those tell the computer tanks aren't allowed. I now have an impenetrable forest that took me about 1 minute to create. The nice part is that it didn't change the look of my forest at all. The brush looks natural.

Good Hunting.

MR




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< Message edited by Mad Russian -- 10/30/2010 5:12:06 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.

(in reply to Mad Russian)
Post #: 103
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