New MM developments

The highly anticipated second release in the Panzer Command series, featuring an updated engine and many major feature improvements. 3D Tactical turn-based WWII combat on the Eastern Front, with historical scenarios and campaigns as well as support for random generated battles and campaigns from 1941-1944.
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Stridor
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Joined: Sat Sep 08, 2007 11:01 am

RE: New MM developments

Post by Stridor »

To this (I had to fiddle with the import filters a bit to get it just how I wanted)



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Stridor
Posts: 1391
Joined: Sat Sep 08, 2007 11:01 am

RE: New MM developments

Post by Stridor »

To this [;)] (looking south toward the northern aspect of the island).

Soon now it all seems to be working well, just a few more features ...

(And we also need a better water texture [:@])

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rickier65
Posts: 14252
Joined: Thu Apr 20, 2000 8:00 am

RE: New MM developments

Post by rickier65 »

ORIGINAL: spellir74

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Maybe MM already auto computes terrain-type like it now auto computes obstacle types and I'm simply behind in my understanding of MM developments.

......................

Spellir

The types of thing Stridor was describing earlier are map placeable "structures" that require special colors for PCK to interpret them correctly. Before this enhancement, the process was to color blding site red in terrain map, do all the terrain work on map, ( making sure to level the bldg. site) place bldg on red blotch, then zoom in and touch up the red blotch (which usually for me ended up being done in SceneEdit so I could see bldg) to fit the bldg and facing you ended up with. Automatically creating the red blotch scaled to fit the selected bldg will save a good chunk of time.

In the currently released version of MM you create a terrain map using a paint program. If you use the standard PCK AI colors you refer to, MM automatically converts them to the AI map used by PCK correctly. But MM also allows you to use other colors for your terrain map so that you can create some nice texture mixes (two shades of purple for example might be used to allow you to put two different grass textures on clear terrain - then you can tell MM both purples are really white for clear terrin).

At the bottom of the MM screen (see post 40 right below yours), there is a section called Mapping. In that section you tell MM what the colors you used for terrain "map" to the what PCK standard. AI colors. If you only used the standard colors in your terrain map, you dont need to use this mapping section, it's done for you automatically.

Not sure I addressed your comment - but I hope I didnt confuse the issue.

Rick
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