rwm7 b4\E "EAST FRONT SUMMER" SCHEMME english
Hi,
A little background info on the corn fields (corn flakes are something entirely different ) :
In the german forum I've explained some time ago how the illusion of vehicles riding through the cornfield works. The patches are the size of one cell, because this works best for partialy covering the vehicles. Bigger patches won't work, neither will smaller, I've tried it all. For the best visual result, the trick is to place the single corn object exactly within a cell (press F3 in the editor).
For any issues you find that should be fixed, please be as specific as possible, preferably post some screenshots.
Thanks!
A little background info on the corn fields (corn flakes are something entirely different ) :
In the german forum I've explained some time ago how the illusion of vehicles riding through the cornfield works. The patches are the size of one cell, because this works best for partialy covering the vehicles. Bigger patches won't work, neither will smaller, I've tried it all. For the best visual result, the trick is to place the single corn object exactly within a cell (press F3 in the editor).
For any issues you find that should be fixed, please be as specific as possible, preferably post some screenshots.
Thanks!
@Tijn
Great work mate!
As a theoretical question, would it be possible to add your wheatfields to the ss2 summer scheme without affecting all the existing maps of that scheme?
For example, would it be possible to add them to the end of the vertical objects section (ie- after the wharf sections). By coming last in the order it wouldn't affect the existing objects in existing maps would it?
I know the idea is to use the new scheme (and I definately will once I finish the map I'm on at the moment) but I think such a cool addition could also be valuable to enhance alot of already existing maps and make them feel much more authentic...
Cheers,
Matt
Great work mate!
As a theoretical question, would it be possible to add your wheatfields to the ss2 summer scheme without affecting all the existing maps of that scheme?
For example, would it be possible to add them to the end of the vertical objects section (ie- after the wharf sections). By coming last in the order it wouldn't affect the existing objects in existing maps would it?
I know the idea is to use the new scheme (and I definately will once I finish the map I'm on at the moment) but I think such a cool addition could also be valuable to enhance alot of already existing maps and make them feel much more authentic...
Cheers,
Matt
Hi there,
Yes it would be possible to add them to the current SS summer scheme. It shouldn't affect existing maps if we do so. For the SSF schemes it's not possible unfortunately, because the res files for objects are smaller and don't allow for more objects to be added.
For this scheme I took the SSRW summer scheme, which basically is the same as for SS, only with some extra stuff already in it. I then added my own objects to free slot at the end, and also imported some objects from SSF, trying to keep as many objects in the same slot.
The only section that really differs quite a lot is the free objects, which was done from scratch, so slots are not the same there anymore.
Cheers.
Martijn
Yes it would be possible to add them to the current SS summer scheme. It shouldn't affect existing maps if we do so. For the SSF schemes it's not possible unfortunately, because the res files for objects are smaller and don't allow for more objects to be added.
For this scheme I took the SSRW summer scheme, which basically is the same as for SS, only with some extra stuff already in it. I then added my own objects to free slot at the end, and also imported some objects from SSF, trying to keep as many objects in the same slot.
The only section that really differs quite a lot is the free objects, which was done from scratch, so slots are not the same there anymore.
Cheers.
Martijn
Matttheoz hat geschrieben:
Great work mate!
As a theoretical question, would it be possible to add your wheatfields to the ss2 summer scheme without affecting all the existing maps of that scheme?
For example, would it be possible to add them to the end of the vertical objects section (ie- after the wharf sections). By coming last in the order it wouldn't affect the existing objects in existing maps would it?
I know the idea is to use the new scheme (and I definately will once I finish the map I'm on at the moment) but I think such a cool addition could also be valuable to enhance alot of already existing maps and make them feel much more authentic...
Cheers,
Matt
I see .it takes too many "obects space" I suspected that.Then i agree .
A bigger size or bigger sizes must be built.
Have you seen the Yellow roads yet by the way.I still do not know how to make a seen capture yet to show it .Do I have to press Ctrl+IPMR PANT buttons???.If it is the case mine is not working or I am doing something wrong
A bigger size or bigger sizes must be built.
Have you seen the Yellow roads yet by the way.I still do not know how to make a seen capture yet to show it .Do I have to press Ctrl+IPMR PANT buttons???.If it is the case mine is not working or I am doing something wrong
Press your print button and then paste it into an image editing program like paint and save it. Then upload somewhere like http://imageshack.us or here directly onto the forums.
Ta now take a look at 2 things ...the yellow road .Here in the editor map already sticks out compared to the one at the top.In game it is even brighter.
in the minimap look at some of the texture colors by the river ...there suppose to be twigs but they appear white or light blue.
I know it sounds petty but can something be done about it?
in the minimap look at some of the texture colors by the river ...there suppose to be twigs but they appear white or light blue.
I know it sounds petty but can something be done about it?
- Dateianhänge
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- road
- road2.jpg (216.72 KiB) 6442 mal betrachtet
Your ingame gamma setting is very high, at least compared to the picture I took ingame: http://img402.imageshack.us/img402/1434/sscr010ev9.jpg
You might also notice that shadows aren't projected on any vehicles, buildings etc. - so my guess is, that it's the engine and not much can be done about it. But I agree, that road is rather bright compared to the rest and should be toned down a little.
Now a suggestion: You got that bogged down SdKfz there; my suggestion is to extend the dirt/puddle a little to the left and right along the street a little.
Also use the wheat field objects on the far right to make the fields less blocky like I did in my picture.
You might also notice that shadows aren't projected on any vehicles, buildings etc. - so my guess is, that it's the engine and not much can be done about it. But I agree, that road is rather bright compared to the rest and should be toned down a little.
Now a suggestion: You got that bogged down SdKfz there; my suggestion is to extend the dirt/puddle a little to the left and right along the street a little.
Also use the wheat field objects on the far right to make the fields less blocky like I did in my picture.