Gradient visuals

Moderator: Decisive Campaigns Ardennes Offensive Mods

Post Reply
billios65
Posts: 148
Joined: Fri Jan 15, 2010 6:16 am

Gradient visuals

Post by billios65 »

Anyone made an alternative to the height maps used in the game? When zoomed in it looks like poppadoms currently. [8|]
ZygfrydDeLowe
Posts: 83
Joined: Wed Sep 10, 2014 6:11 am

RE: Gradient visuals

Post by ZygfrydDeLowe »

ORIGINAL: billios65

Anyone made an alternative to the height maps used in the game? When zoomed in it looks like poppadoms currently. [8|]

Yes, the height is hard to parse. I think the edges of the hill hexes should be more pronounced.
Like for the maps made for Flashpoint Campaigns (it was a mod):
Image
User avatar
MemoryLeak
Posts: 507
Joined: Mon Dec 04, 2000 10:00 am
Location: Woodland, CA USA

RE: Gradient visuals

Post by MemoryLeak »

i played for several hours and didn't realize there were elevations in the game.

I cannot discern any difference in heights from looking at the map, so this is just one more aspect of the game that I have to ignore because it poorly done. Gets old.
If you want to make GOD laugh, tell him your future plans

USS Long Beach CGN-9
RM2 1969-1973
billios65
Posts: 148
Joined: Fri Jan 15, 2010 6:16 am

RE: Gradient visuals

Post by billios65 »

That looks easier on the eye, more natural, not sure about defining the hex edges like that though.
User avatar
Profender
Posts: 63
Joined: Wed Oct 26, 2016 4:46 am

RE: Gradient visuals

Post by Profender »

ORIGINAL: ZygfrydDeLowe
ORIGINAL: billios65

Anyone made an alternative to the height maps used in the game? When zoomed in it looks like poppadoms currently. [8|]

Yes, the height is hard to parse. I think the edges of the hill hexes should be more pronounced.
Like for the maps made for Flashpoint Campaigns (it was a mod):
Image

Something like that would be great, lot easier on the eyes.
briklebritt
Posts: 137
Joined: Sun Mar 28, 2021 11:22 am
Location: Germany

RE: Gradient visuals

Post by briklebritt »

Such a height map would be great..
billios65
Posts: 148
Joined: Fri Jan 15, 2010 6:16 am

RE: Gradient visuals

Post by billios65 »

The snow map looks particularly good.
Phoenix100
Posts: 2946
Joined: Tue Sep 28, 2010 12:26 pm

RE: Gradient visuals

Post by Phoenix100 »

It's actually his (William's?)'paper' map, not snow. Beautiful though, yes.
User avatar
spellir74
Posts: 2075
Joined: Sun Jun 15, 2008 8:30 am

RE: Gradient visuals

Post by spellir74 »

Note to map makers and modders...


THE SUNSHINE COMES FROM THE SOUTH WHEN EXPERIENCED BY THE NORTHERN HEMISPHERE!

(...For decades now and no one has said anything.)

.............
Further...

There is a line between realism -- "AMBIANCE" -- and tactical necessity.

No officer would use a map that sacrificed simple necessity for realism.


.............
[Where is the main tiller/wds site forum? Give that stuff a piece of my mind too.]
Images should be easier to load at Matrix.
User avatar
spellir74
Posts: 2075
Joined: Sun Jun 15, 2008 8:30 am

RE: Gradient visuals

Post by spellir74 »

If one is making height maps, one should color-code "centric rings". E.g sea level (0m) is dark green, then 25m is lighter, etc, till yellows and browns for hills and mtns.
Images should be easier to load at Matrix.
User avatar
spellir74
Posts: 2075
Joined: Sun Jun 15, 2008 8:30 am

RE: Gradient visuals

Post by spellir74 »

RE sunshine...

Shadows are thick in width; light strikes are thin. ...Like rocket science.

(...It's what plants crave.)
Images should be easier to load at Matrix.
Post Reply

Return to “Scenario Design and Modding”