Half-assed Maps

Close Combat – Last Stand Arnhem is a highly enhanced new release of Close Combat, using the latest Close Combat engine with many additional improvements. Its design is based on the critically acclaimed Close Combat – A Bridge Too Far, originally developed by Atomic Games, as well as the more recent Close Combat: The Longest Day. This is the most ambitious and most improved of the new Close Combat releases, but along with all the enhancements it retains the same addicting tactical action found in the original titles! Close Combat – Last Stand Arnhem comes with expanded force pools, reserve & static battlegroups, a troop point buying system, ferry and assault crossings, destructible bridges, static forces and much more! Also included in this rebuild are 60+ battles, operations and campaigns including a new enhanced Grand Campaign!
xe5
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RE: Maps

Post by xe5 »

@Mafi - this may be the shading tutorial by CplFilth you mention. I just find it odd that even with the naked eye you can see variations on the grayscale Oddball posted that werent followed by the map artist or by 5CC (eg. the 'checkerboard' pattern at the south bridge approach with many adjacent individual elements having different gray values).

@Reboot - nothing wrong with the map artwork. That's the half that's not assed. But there have been countless maps created for CC, even some by Atomic, where the terrain and/or elevation coding was bad. The map you see on-screen is just a 'pretty picture'. The real map used is the terrain and elevation coding.
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Reboot
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RE: Maps

Post by Reboot »

ORIGINAL: LitFuel

oh good lord...ok ok we get it...CC GODS are here CC GODS are here..lol...you make it sound like Dundradal made the title of the thread as well when in fact it was one of your own. The fact is the guy paid 40 to 60 or more bucks to play the game...he can say any freaking thing he wants at this point and looking at the posts they werent that bad for the hurricane of oh your not worthy to talk posts he got. Not everyone has a CC stick up their butt and if anything some of you should apologize back. Either do the work on the game because you love it or don't but don't expect people who paid money for a game to be treated like they are second class....there are nicer ways to explain things and not every one needs to learn who the GODS are to express themselves.

Yes - Folks like Mafi & SL who choose to donate their time likely do it for love of the game, and they are both very modest about their contributions, -And yes, if there are such things as CC Gods, those two dudes deserve the title

Yes - People who bought the game and have made comments, suggestions or complaints, certainly appear to be recognized and valued based on the brisk pace of the responses and expressions of appreciation for the feedback by the developers - I see no sign of anyone being treated as second class by the developers.

Yes - If there is any way that CC can become better because of feedback, by anyone, in whatever form, I will directly benefit, because, even after 10 years plus, I can't stop/don't want to stop playing the damned game. I want more.

My opinions are strictly my own, I am only a long-term CC player & fan. Your apt description, "a CC stick up their butt" successfully defines what/who irks me. The dramas, grudges, girlie-fits & back-biting that has been a part of CC "community" for years is truly wearying. Every time there is a new CC release it signals time to storm Frankenstein's castle......"It's Alive!"

....more like "Kill It!"

CCNUT
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Reboot
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RE: Maps

Post by Reboot »

ORIGINAL: xe5

@Reboot - nothing wrong with the map artwork. That's the half that's not assed. But there have been countless maps created for CC, even some by Atomic, where the terrain and/or elevation coding was bad. The map you see on-screen is just a 'pretty picture'. The real map used is the terrain and elevation coding.

And if you have coded maps then you know it is a mind-numbing, time consuming process with limited automation, fraught with the constant need for "operator judgement", even for small maps, let alone current large scale maps. The restricted interface between the terrain & elevation coding prevents a constant integrated approach to coding each of the tens of thousands of little farkin squares. The maps have become increasingly detailed, or "pretty" as you say, and as a direct result the required complexity of the coding has increased putting greater stress on the coder and the available coding tools. The map coders in the case of LSA must have had the patience of Job and an incredible amount of available time given the circumstances.

I recall after the last release, a customer, who was knowledgable and skilled such as yourself, identified a problem with the way that windows and doors were coded and went so far as to roll up his sleeves and re-code a number of maps to demonstrate his solution to the problem. That was very constuctive criticism, eh?
CCNUT
Peterk1
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RE: Maps

Post by Peterk1 »

<removed..posted in wrong thread>
xe5
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RE: Maps

Post by xe5 »

@Reboot - The crux of the issue is that map elevation coding can be almost entirely automated using the relief shading grayscale from the map image base layers. Let 5CC chew on the grayscale for a while and it spits out the elevation coding. Then it should be just a matter of bldg leveling and QA touch-up. And on to the utter, and imperative, drudgery of 'photo interpretation' and terrain coding. I pretty sure the dev team understands the extent of the problem. If the rest of the grayscale bump maps are in a state similar to the one Oddball posted (post #18), there likely isnt an available, economical solution...just a helluva lot of eye strain and hand-jamming.
zon
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RE: Maps

Post by zon »

ORIGINAL: Reboot

His financial reward? I'm pretty sure he got a couple of free boxed games, so lets do the math on that...what? $.001/hr?

Unbelievable. Shameful if true.
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RD Oddball
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RE: Maps

Post by RD Oddball »

ORIGINAL: xe5

@Oddball - Driel North has the same .5 meter raised roads issue as Grafwegen. When I suggest elevating raised roadbeds to 2-2.5 meters, that's relative to adjacent terrain. If you think of raised roads as rice paddy dikes, the 'dikes' should block LOS between the rice paddies they separate.

Good suggestion. Will make use of it and pass it along to the folks who are also helping review the elevations.
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RD Oddball
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RE: Maps

Post by RD Oddball »

ORIGINAL: Mafi

A possible solution:
- more contrast (that means larger grey steps, example: "1" and "6",
- importing the image to generate the elevation,
- then using 5CC's "Data actions" / "Elevation" to multiply all elevation by "0.2" to eliminate the contrast effect,
- then elevating the entire map using the "Data actions" / "Elevation" adding a value.

While writing this, I have an idea how to improve visiblity for the human eye and to avoid rounding effects:
- paint your greyscale over the BGM,
- shrink the size to 10% as requested by Cpl_Filth's tool,
- then expand the size by 1000% and you will have squares and no roundings. I use for this GraphicConverter, not PS.

Good ideas Mafi. Thanks for the extra info on 5CC. We'll combine this with your other suggestions in the dev forums.

I'm going to chime in on the kudos for your self-less efforts over the years. [&o] I know I've told you before but it's worth repeating... endlessly.
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RD Oddball
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RE: Maps

Post by RD Oddball »

ORIGINAL: Reboot

And speaking of selflessness, astonishing contributions to the CC community, and "maps", Southern_land has created how many maps for CC?......400+?

And what exactly has he gotten out of it? Respect? Admiration? Appreciation? The dude is a true artist and CC enthusiast (did I mention hilarious and devilishly handsome?) who has spent thousands of hours creating an almost endless virtual landscape for us CC fans. His financial reward? I'm pretty sure he got a couple of free boxed games, so lets do the math on that...what? $.001/hr?
And exactly how many folks who have posted in this thread have ever created a CC map?

I wonder how SL feels when he peeks in here and sees a thread called "half-assed maps?".....take a guess

What he said! Thanks from me as well SL! And Reboot I'd be willing to bet he's surpassed 500.
xe5
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Nice Fix

Post by xe5 »

The beta patch makes a very nice fix to the Grave Bridge elevation issues. Good work!


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squadleader_id
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RE: Nice Fix

Post by squadleader_id »

Nice work on the fixes, Guys!
Just a reminder...Stream elevation coding not fixed in: Bemmel, Bridge9, DrelNrth.
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RD Oddball
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RE: Nice Fix

Post by RD Oddball »

ORIGINAL: xe5

The beta patch makes a very nice fix to the Grave Bridge elevation issues. Good work!

Thanks. It took me about 4 hours of work. Let me know if it's working as the BGM indicates it should. The LOS was created from the EXE not a map editor. That should make the LOS work more as expected.
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RD Oddball
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RE: Nice Fix

Post by RD Oddball »

ORIGINAL: squadleader_id

Nice work on the fixes, Guys!
Just a reminder...Stream elevation coding not fixed in: Bemmel, Bridge9, DrelNrth.

Thanks SL and thanks for the reminder. I just looked and didn't find any bug reports for those three. Were they posted about in a different thread where maybe I missed the reporting? Maybe they got buried in this thread? Also were there specific locations that were problems on those maps or in general? Let me know and I'll file a report so we don't miss it for the second update.
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Southernland
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RE: Nice Fix

Post by Southernland »

ORIGINAL: xe5

The beta patch makes a very nice fix to the Grave Bridge elevation issues. Good work!


Image


if you look at the stop banks north of the river there's still more slope than the greyscale image had ie the stop bank drops elevation east and west of the main road axis and north of the bridge itself which will diminish cover at either side of the map
¡¡&#654;&#592;q&#477; uo p&#633;&#592;oq&#654;&#477;&#670; &#592; &#654;nq o&#647; &#387;u&#305;o&#387; &#623;&#592; &#305; &#477;&#623;&#305;&#647; &#647;s&#592;&#1503; &#477;&#613;&#647; s&#305; s&#305;&#613;&#647;
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RD Oddball
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RE: Nice Fix

Post by RD Oddball »

Yeah I knew it was different from your original grey scale. Because the import export method of the map editor didn't yield proper results when the first two times around (QM's first pass and me adding proper bridge elevation for under bridge elements) I opted to redo it by hand. Since I took the B&W TGA out of the equation it's giving expected results now. If you want to redo it more to what you had originally designed that would be fine with me. I don't have any particular ownership over the layout. Just redid it based on feedback. You're more than welcome to redo it.

One thing I did notice that you'll need to take into account should you decide to redo it is that the previous elevations where the lower areas were flat made it near impossible to hit the proper bridge height and create a terrain you're describing with the greyscale. There needs to either be a really sharp increase in elevation as you get near the bridge (bad for sprite movement) or have a gradual one like I did. If you edit it by hand rather than creating the greyscale you'll see what I mean. You wind up having a much more intimate understanding of the terrain when you spend 4 hours doing it by hand. [:D]

I'd suggest giving it a try though. IIRC you said you wouldn't be able to get to it until tomorrow or Friday.
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Southernland
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RE: Nice Fix

Post by Southernland »

No worries Jim, I just thought we were getting a funny result (funny odd not funny haha)
¡¡&#654;&#592;q&#477; uo p&#633;&#592;oq&#654;&#477;&#670; &#592; &#654;nq o&#647; &#387;u&#305;o&#387; &#623;&#592; &#305; &#477;&#623;&#305;&#647; &#647;s&#592;&#1503; &#477;&#613;&#647; s&#305; s&#305;&#613;&#647;
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Q.M
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RE: Nice Fix

Post by Q.M »

ORIGINAL: RD_Oddball

...... You wind up having a much more intimate understanding of the terrain when you spend 4 hours doing it by hand. [:D]

.....

Yup [:'(]
Marc von Hoffrichter
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Sarge
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RE: Maps

Post by Sarge »

ORIGINAL: LitFuel

oh good lord...ok ok we get it...CC GODS are here CC GODS are here..lol...you make it sound like Dundradal made the title of the thread as well when in fact it was one of your own. The fact is the guy paid 40 to 60 or more bucks to play the game...he can say any freaking thing he wants at this point and looking at the posts they werent that bad for the hurricane of oh your not worthy to talk posts he got. Not everyone has a CC stick up their butt and if anything some of you should apologize back. Either do the work on the game because you love it or don't but don't expect people who paid money for a game to be treated like they are second class....there are nicer ways to explain things and not every one needs to learn who the GODS are to express themselves.


Beer..................
Pvt_Grunt
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RE: Maps

Post by Pvt_Grunt »

ORIGINAL: xe5

@Reboot - The crux of the issue is that map elevation coding can be almost entirely automated using the relief shading grayscale from the map image base layers.
Automated should be in quotes, I have used greyscale in the old 3C program and it worked well, but it needed a lot of manual touch ups to make it properly playable. It looks like on these maps the greyscale process worked fine, just not enough manual work after to complete it.

Also, the word "complete" is subjective. I spent hours looking at my maps and changeing , fixing, testing, re- doing it, that's why I made 4 maps in 3 years!
There were some older CC3 maps made with 6 textures, some trees and no elevation chages that people considered "finished" - fine for a first effort but not good enough for a commercial release.

Thanks again to xe5 for the post release playtesting and acting like a "Hooligan" in the forums. [;)]
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squadleader_id
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RE: Nice Fix

Post by squadleader_id »

ORIGINAL: RD_Oddball
ORIGINAL: squadleader_id

Nice work on the fixes, Guys!
Just a reminder...Stream elevation coding not fixed in: Bemmel, Bridge9, DrelNrth.

Thanks SL and thanks for the reminder. I just looked and didn't find any bug reports for those three. Were they posted about in a different thread where maybe I missed the reporting? Maybe they got buried in this thread? Also were there specific locations that were problems on those maps or in general? Let me know and I'll file a report so we don't miss it for the second update.

Jim, I reported them earlier in this thread.
I went through a quick check of maps A-D (after xe5 posted his finds) and found glitches on those 3 maps (Bemmel, Bridge9, DrelNrth.)...streams not coded at lower elevation.
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