Here is a SS of the end of a phase with tracers frozen in place until the next movie segment to finish up the action. Tracers are orange, at the bottom near the top of tree and just to the right of the log house.
Good Hunting.
MR

Moderator: rickier65






I've not played that scenario that you guys did so I can't tell you if it would play the same two times in a row or not. I know I try to set mine where they don't. That pretty much comes down to the scenario being playtested to know what it will do and what can be done to make it "act" differently on occasion.
ORIGINAL: RockinHarry
I do not want to interfer with this AAR (while enjoying it [:)] ) and it´s probably a topic for a different thread, but I have a little bit of trouble identifying the forested areas. It all looks like lightly forested ground, but probably it´s a mix of dense, light and open terrain with single trees, right?
I understand you can not place the mass of tree objects, required to present the various areas properly and 6000 tree objects alone surely is demanding lots of computer resources.
I think it would help, by adding a way darker and shadowy ground texture at those places which presents densely forested ground. Also adding more trees at the edges of dense forest patches and less in the interior would help to get a better grasp of the map structure, without going overboard with tree object count.
With regard to LOD, at far view one could implement a single patch "forest object", roughly covering the densely forested area. This would be similar to what is used in SSI´s Panzer Commander tank sim and some other games.
At close up view, one can replace single trees with larger billboards, covering a wider area of dense trees in the interior at the given LOS limit, which might be between 30 to 50m.
Is things like that implemented in PCO, or planned for PC4? [8D]






