Seite 4 von 11
Verfasst: 12.06.2007, 23:40
von Lamafarmer
Cassius hat geschrieben:GREENCORNFIELD
You are aware of the fact that it's supposed to be wheat, not corn as in your picture's corn? I mean, it would be silly if it was the other way.
Verfasst: 12.06.2007, 23:55
von Cassius
Oh, ok. Undestood!
Verfasst: 13.06.2007, 11:55
von viriato
Hi heres a new game...hehehe Find WALLY the artillery.The cammo is really good
Lets hope they do something about wheat volumes .TAke a look at the minimap
Verfasst: 13.06.2007, 14:11
von viriato
heres a second "wally"

with the cammo.The stuff is beginning to look good.there are some "megalodon trees" which i wouldnt use but all the same
Verfasst: 13.06.2007, 16:22
von viriato
her is some damage to the wheatfield.
The first is man made ,in the editor
The second is made by stug3 and third by howitzers.
They look a bit square

Verfasst: 13.06.2007, 17:32
von Lamafarmer
About the bogged down vehicle: My idea was to get rid of parts of the street, rather than adding new puddles ;P Maybe even change it from stone to sand/dirt.
Verfasst: 13.06.2007, 18:07
von viriato
Its the oil and petrol man!!!!

Verfasst: 13.06.2007, 18:09
von Tijn
Hello guys,
A little more info on the wheat fields.
- first of all size : it is unfortunately not possible to make bigger patches, the engine will interpret this as TALLER objects, the 3D illusion would be lost. Nothing I can do there to reduce the number of objects needed.
- second, regular shape : the individual patches are created as squares for reasons of creating a 3D illusion in 2D as explained earlier. I've added 9 different textures though, with different destroyed textures as well. Combining these textures randomly will break the unnatural square appearance of larger surfaces. Combine it with the loose irregular shapes. It's the best we can offer I'm afraid, unless someone has a way better solution. If so, by all means, share it.
- third, color: quite a lot depends on map gamma settings. I'm not sure it will help if we start messing with the colors, the source textures were close to perfect for the job IMO, and I prefer to leave it as it is. (For roads we could try to reduce brightness a little, if consensus is that these are to bright)
Martijn
Verfasst: 13.06.2007, 18:23
von batus
Hey, Tijn. The cornfield looks fine. The irregular patches are excellent. As for the roads and other stuff, there is again that colour loss and they look less detailed.
Also, I don't know why people are talking about an object limit. I just tested a 512x512 map with 126,499 objects.

No problems. I think we can survive a few more cornfield patches.
Verfasst: 13.06.2007, 18:38
von Matttheoz
I also think the colours are fine. It does a good job of representing the extreme conditions of a hot dry summer in russia, which I think it is supposed to do.
About the object limit...viriato, I think you can go a bit over 50,000 and noone will die

. They are more of a recommendation than anything and were more relevant back in the old days when hardware was much poorer. With objects especially it depends mostly on your processor's capabilities. Even with houses, as you said yourself somewhere, you can stretch the limit before they start disappearing.
With regard to the danger of crashing from too many objects, this mainly affects MP, but if all players have good connections and suitable computers it shouldn't represent a problem. With SP it depends entirely on your processor I think. I have played missions with +/- 200,000 objects no worries and my computer is nothing special, but still far in advance of the computer I had when ss2 came out.
Verfasst: 13.06.2007, 20:49
von viriato
Hi tjin and thanks for all.Just one question are the 9 wheat textures already included in my editor or they come later.?I only see about 5 and 3 look very similar in shape
Great stuff by the way.
Verfasst: 14.06.2007, 11:30
von viriato
Hi again ok tjin i found the other wheatsquares

.But the differences are very small,still the same good stuff.
I was going to suggest a couple of other things but i feel mister nagger all the time.
The first is about sounds.I mentioned it in the wishes and bug thread about adding some extra sounds.I have a HS2 game which I hardly play but they have some interesting Thunder clapping ,war background sounds which maybe interesting to add.
The second might sound a bit choosy.It is about tracks.Would it be possible to add tank or vehicle tracks on the wheatfield as they went along or some how convert the wheat square in "destroyed" like is done with fences for example.
Verfasst: 14.06.2007, 11:35
von viriato
Matttheoz hat geschrieben:I also think the colours are fine. It does a good job of representing the extreme conditions of a hot dry summer in russia, which I think it is supposed to do.
About the object limit...viriato, I think you can go a bit over 50,000 and noone will die

. They are more of a recommendation than anything and were more relevant back in the old days when hardware was much poorer. With objects especially it depends mostly on your processor's capabilities. Even with houses, as you said yourself somewhere, you can stretch the limit before they start disappearing.
With regard to the danger of crashing from too many objects, this mainly affects MP, but if all players have good connections and suitable computers it shouldn't represent a problem. With SP it depends entirely on your processor I think. I have played missions with +/- 200,000 objects no worries and my computer is nothing special, but still far in advance of the computer I had when ss2 came out.
Thanks for the info .

I will bare it in mind
i made a city map sometime ago and it exceded the limit of 800 houses to 1065 .it worked but i cuold not get anything else in it
Verfasst: 14.06.2007, 11:44
von viriato
Tijn hat geschrieben:Hello guys,
A little more info on the wheat fields.
- first of all size : it is unfortunately not possible to make bigger patches, the engine will interpret this as TALLER objects, the 3D illusion would be lost. Nothing I can do there to reduce the number of objects needed.
- second, regular shape : the individual patches are created as squares for reasons of creating a 3D illusion in 2D as explained earlier. I've added 9 different textures though, with different destroyed textures as well. Combining these textures randomly will break the unnatural square appearance of larger surfaces. Combine it with the loose irregular shapes. It's the best we can offer I'm afraid, unless someone has a way better solution. If so, by all means, share it.
- third, color: quite a lot depends on map gamma settings. I'm not sure it will help if we start messing with the colors, the source textures were close to perfect for the job IMO, and I prefer to leave it as it is. (For roads we could try to reduce brightness a little, if consensus is that these are to bright)
I think the yellow roads if the are "hatched" properly look fine .I think it was Mathews who mentioned it first
Verfasst: 14.06.2007, 12:29
von Matttheoz
I like Lama's idea (from the map test forum I think) about including some of the big deep craters as free objects. Then we could add manual blocking so that tanks etc can't "float" over them, without the problem of the crater getting "shot away" during the game and leaving just the blocking in the middle of nowhere.
So yeah, if the big crater could be slotted in to free objects it'd be great

.
I also thought about nice ukrainian sunflower fields that function like the wheatfields, but thats probably just too much effort.