Ok WISHLIST TIME after seeing & playing game
Moderator: rickier65
- Mad Russian
- Posts: 13255
- Joined: Sat Mar 15, 2008 9:29 pm
- Location: Texas
RE: Ok WISHLIST TIME after seeing & playing game
ROFL!!! Let's hope not.
Good Hunting.
MR
Good Hunting.
MR
The most expensive thing in the world is free time.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
RE: Ok WISHLIST TIME after seeing & playing game
ORIGINAL: Ratzki
ORIGINAL: junk2drive
We are like a bunch of siblings fighting over where to go on summer vacation. Daddy Erik gets the final say.
Yes, but we can always throw-up in the back seat and influence the quality of the ride along the way.
[:D]
RE: Ok WISHLIST TIME after seeing & playing game
ORIGINAL: Erik Rutins
ORIGINAL: Jacko
With regard to 28. AA guns. Especially halftracks equipped with AA guns, like the 251 and the Sdkfz 7. I don't care too much about AA guns for shooting at planes, but I would love to have them for pounding ground targets. And the flamethrow-version of the 251 would be grand too.
For engaging ground targets, we could add these quite easily (in fact, you could yourself) but we've kept them out for the time being as we felt that including them without allowing them to engage air strikes would create more complaints.
Regards,
- Erik
I would kill for a vehicle like this...[:)]

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- Mad Russian
- Posts: 13255
- Joined: Sat Mar 15, 2008 9:29 pm
- Location: Texas
RE: Ok WISHLIST TIME after seeing & playing game
Or, you might get killed by a vehicle like that. [;)]
Good Hunting.
MR
Good Hunting.
MR
The most expensive thing in the world is free time.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
RE: Ok WISHLIST TIME after seeing & playing game
Very unlikely. I very seldom play as Russians...[;)]
- junk2drive
- Posts: 12856
- Joined: Thu Jun 27, 2002 7:27 am
- Location: Arizona West Coast
RE: Ok WISHLIST TIME after seeing & playing game
When you think you are really good, play as Russians.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
- Mad Russian
- Posts: 13255
- Joined: Sat Mar 15, 2008 9:29 pm
- Location: Texas
RE: Ok WISHLIST TIME after seeing & playing game
The current list:
1. HQ gets a HQ ONLY command button that branches off just like the others so it can be given orders without effecting its subordinates as it does now.
2. Lower supression levels a little bit for infantry. It feels as if they goto ground a bit too easily in the face of danger.
3. Add a no rout, hold at all costs feature like a last stand, what if those units at Bastonge had the rout factors of the units in this game? Besides realistically Hitler said no retreating. Aggressive SOP Elite units are very resistant to routing Others are not so resistant and would benefit from a Hold At All Costs order.
4. Create a step feature for grass animations like trees. 3 steps would be fine instead of just on/off
5. Of course I want a female partisan and a female sharpshooter.
6. If possible perhaps a 30:0 per turn feature. I like 40:0 but more variety is always better.
7. Recheck that FPS meter we get by pressing F1 somehow now I just don't think it's working correctly. I got some 10-fps last night and had LOWERED the settings from Ultra to High, my card is better than that and I have a quad core cpu i7 3.2ghz Strange thing is the video is still pretty smooth and it should be choppy at 10fps the only difference I see is the objective flags flapping is different.
The F1 FPS measurement is accurate.
8. When setting up random battles give us an ability to choose "random" map at the "template" choice point. I was surprised this wasn't already implemented and I had to pick a map to play on.
Already done and in the Ostfront release.
9. When choosing what type of army group also put a "random" pick in that box as well instead of having to pick infantry, tank battallion, etc. etc. I'd like the computer to randomly pick what i get to play with sometimes as well. Even a custom choice and then put a ? on each type of unit in the mixed of combatants like infantry, trucks, armor, artillery etc. etc. to get a more random group of units to play with. I like NOT KNOWING what I'm going to get to command in a battle the most.
Already done and in the Ostfront release.
10. To add damage effects to the 3d models? Like scratches from non-penetrating hits, holes from shots that do penetrate, track damage, etc? I would love to see that.
11. A unit pause command.
12. Text feedback when a unit starts firing at something, specifically: what it's firing at and with what. Sort of the same information that's displayed in the lower left corner of the UI when you select a unit.
13. Unlimited Ammo feature.
14. Unlimited waypoints
15. Moveable waypoints
16. Clicking on an enemy unit will hilight the human players units that are in its LOS.
17. The ability to transport AT/Infantry guns.
18. The ability to have some influence on airstrikes.
19. A command system that is bit more straight forward when one wants give individual orders.
20. Destructible buildings.
21. A map editor that is much more intuitive. Realistically this probably will not happen but it would be nice.
Make 3 maps then we'll talk.
22. In my view the tac ai needs some improvement. Units sometimes make really bad choices.
23. Better display of maps to be chosen for Random battles and campaigns.
24. Larger Maps.
25. Larger unit limit when creating scenarios.
26. Unit order ques.
27. A different color for the message when reinforcements arrive.
28. AA guns.
29. Reverse field of view so you could click on an enemy and see lines indicating which of your units could see him. That would be much better than cycling through your units.
30. More verbose messaging.
33. Add 'codenames' or other designations to units so that during battle if I see "*west flank group* Panzer III destroyed" I would know exactly where to look.
34. Leave questionmarks longer, or the ability to put a marker on the map so that if I see something I can put "Suspected KV-1" or the like. It wouldn't be good enough for area fire with a tank but it would keep my small brain from forgetting what I saw.
35. Optional air recon. If we could designate an area and have a Storch fly over and give us some idea, it would be great. An exposed tank could be identified, and question marks for everything else. You could make it a chance based flyover so you could simulate the recon plane having been shot down. And futher you could make the information only visible to units within radio contact.
36. Additional Russian campaigns. And...maybe North Africa as a expansion pack?
37. More sound
38. Mud terrain doesn't create dust when rounds impact.
39. FOW for entrenchments and trenches. Place during setup phase.
40.Infantry graphics display for in game showing squads with correct number of men.
41. LOS indicator for what a unit can actually see. A shaded area or something.
42. More diverse experience levels for units beyond the current 3.
43. Infantry taking fire should get off of tanks but would stay in APCs.
44. Cavalry units. Both for infantry and artillery.
45. Motorcycle troops.
46. Kubel Wagons, Jeeps, Gaz...etc. The smaller vehicles.
47. End game on a specific turn.
48. End of game carry over of data.
49. Import/export to xml save game file.
50. Exit Objectives.
51. Company formations.
52. Battalion formations.
53. Rejoin formation orders.
54. Sound contacts.
55. Quicker expansion/game release cycle for future additions to the series.
55. Mine clearance.
56. More editing controls for Random Campaigns.
57. Random campaign balance adjusted. Specifically gamer controlled points for both sides forces and Victory Levels.
58. Options for long campaigns such as renaming units and commanders, and keeping crews separated from vehicles.
59. Show suppression status of your units on / with the floating icons that show up in the main window view.
60. Ability to toggle off Russian Science of War in Random Campaign.
61. Ability to purchase or adjust random campaign units (even in somewhat ahistorical ways)
62. Ressuply out of ammo units.
63. Continue option for lost random campaign battles -- e.g. not to "Skip" it.
64. End of battle tally of KIA, WIA etc...
65. Running campaign total of KIA, WIA for both sides.
66. Running campaign total of battles lost vs. battles won.
67. Different icons for different types of infantry and vehicles.
68. Add a "Next Target" hotkey.
69. Make complex orders possible. Example: Move + Advance + Defend
70. Firing arcs.
71. Better gun crew positioning.
72. Paratroops landing.
73. Unlock the unit view (tab) using the arrows or moving the cursor on the side of the screen
74. Operational level for PC. Which would show units, supply level, etc...
75. Long Campaign (12 - 90 battles) for GD or 5th SS Wiking for expansion/patch.
76. An icon at the left of the HUD that shows vehicles buttoned up.
77. Some way to tell you how long the platoon will be delayed.
78. A face>Engage command. Face the target while engaging. Not just turning the turret towards the enemy.
79. Lock on vehicle view from the outside of the vehicle.
80. Mortars being able to fire at targets out of LOS.
81. North Africa.
82. Cover from vegetation needs to be reduced.
83. 30 second turns.
84. Units in the open should not pin as easily as units in cover. They should break for cover more quickly.
85. Add tree tiles to the game to reduce resources on the CPU for larger maps.
86. Dedicated FO's.
87. Campaigns with maps that retain damage from one battle to the next. This would require that PC add the ability to have a single map be used in recurring battles. Which at the moment PCO doesn't have.
1. HQ gets a HQ ONLY command button that branches off just like the others so it can be given orders without effecting its subordinates as it does now.
2. Lower supression levels a little bit for infantry. It feels as if they goto ground a bit too easily in the face of danger.
3. Add a no rout, hold at all costs feature like a last stand, what if those units at Bastonge had the rout factors of the units in this game? Besides realistically Hitler said no retreating. Aggressive SOP Elite units are very resistant to routing Others are not so resistant and would benefit from a Hold At All Costs order.
4. Create a step feature for grass animations like trees. 3 steps would be fine instead of just on/off
5. Of course I want a female partisan and a female sharpshooter.
6. If possible perhaps a 30:0 per turn feature. I like 40:0 but more variety is always better.
7. Recheck that FPS meter we get by pressing F1 somehow now I just don't think it's working correctly. I got some 10-fps last night and had LOWERED the settings from Ultra to High, my card is better than that and I have a quad core cpu i7 3.2ghz Strange thing is the video is still pretty smooth and it should be choppy at 10fps the only difference I see is the objective flags flapping is different.
The F1 FPS measurement is accurate.
8. When setting up random battles give us an ability to choose "random" map at the "template" choice point. I was surprised this wasn't already implemented and I had to pick a map to play on.
Already done and in the Ostfront release.
9. When choosing what type of army group also put a "random" pick in that box as well instead of having to pick infantry, tank battallion, etc. etc. I'd like the computer to randomly pick what i get to play with sometimes as well. Even a custom choice and then put a ? on each type of unit in the mixed of combatants like infantry, trucks, armor, artillery etc. etc. to get a more random group of units to play with. I like NOT KNOWING what I'm going to get to command in a battle the most.
Already done and in the Ostfront release.
10. To add damage effects to the 3d models? Like scratches from non-penetrating hits, holes from shots that do penetrate, track damage, etc? I would love to see that.
11. A unit pause command.
12. Text feedback when a unit starts firing at something, specifically: what it's firing at and with what. Sort of the same information that's displayed in the lower left corner of the UI when you select a unit.
13. Unlimited Ammo feature.
14. Unlimited waypoints
15. Moveable waypoints
16. Clicking on an enemy unit will hilight the human players units that are in its LOS.
17. The ability to transport AT/Infantry guns.
18. The ability to have some influence on airstrikes.
19. A command system that is bit more straight forward when one wants give individual orders.
20. Destructible buildings.
21. A map editor that is much more intuitive. Realistically this probably will not happen but it would be nice.
Make 3 maps then we'll talk.
22. In my view the tac ai needs some improvement. Units sometimes make really bad choices.
23. Better display of maps to be chosen for Random battles and campaigns.
24. Larger Maps.
25. Larger unit limit when creating scenarios.
26. Unit order ques.
27. A different color for the message when reinforcements arrive.
28. AA guns.
29. Reverse field of view so you could click on an enemy and see lines indicating which of your units could see him. That would be much better than cycling through your units.
30. More verbose messaging.
33. Add 'codenames' or other designations to units so that during battle if I see "*west flank group* Panzer III destroyed" I would know exactly where to look.
34. Leave questionmarks longer, or the ability to put a marker on the map so that if I see something I can put "Suspected KV-1" or the like. It wouldn't be good enough for area fire with a tank but it would keep my small brain from forgetting what I saw.
35. Optional air recon. If we could designate an area and have a Storch fly over and give us some idea, it would be great. An exposed tank could be identified, and question marks for everything else. You could make it a chance based flyover so you could simulate the recon plane having been shot down. And futher you could make the information only visible to units within radio contact.
36. Additional Russian campaigns. And...maybe North Africa as a expansion pack?

37. More sound
38. Mud terrain doesn't create dust when rounds impact.
39. FOW for entrenchments and trenches. Place during setup phase.
40.Infantry graphics display for in game showing squads with correct number of men.
41. LOS indicator for what a unit can actually see. A shaded area or something.
42. More diverse experience levels for units beyond the current 3.
43. Infantry taking fire should get off of tanks but would stay in APCs.
44. Cavalry units. Both for infantry and artillery.
45. Motorcycle troops.
46. Kubel Wagons, Jeeps, Gaz...etc. The smaller vehicles.
47. End game on a specific turn.
48. End of game carry over of data.
49. Import/export to xml save game file.
50. Exit Objectives.
51. Company formations.
52. Battalion formations.
53. Rejoin formation orders.
54. Sound contacts.
55. Quicker expansion/game release cycle for future additions to the series.
55. Mine clearance.
56. More editing controls for Random Campaigns.
57. Random campaign balance adjusted. Specifically gamer controlled points for both sides forces and Victory Levels.
58. Options for long campaigns such as renaming units and commanders, and keeping crews separated from vehicles.
59. Show suppression status of your units on / with the floating icons that show up in the main window view.
60. Ability to toggle off Russian Science of War in Random Campaign.
61. Ability to purchase or adjust random campaign units (even in somewhat ahistorical ways)
62. Ressuply out of ammo units.
63. Continue option for lost random campaign battles -- e.g. not to "Skip" it.
64. End of battle tally of KIA, WIA etc...
65. Running campaign total of KIA, WIA for both sides.
66. Running campaign total of battles lost vs. battles won.
67. Different icons for different types of infantry and vehicles.
68. Add a "Next Target" hotkey.
69. Make complex orders possible. Example: Move + Advance + Defend
70. Firing arcs.
71. Better gun crew positioning.
72. Paratroops landing.
73. Unlock the unit view (tab) using the arrows or moving the cursor on the side of the screen
74. Operational level for PC. Which would show units, supply level, etc...
75. Long Campaign (12 - 90 battles) for GD or 5th SS Wiking for expansion/patch.
76. An icon at the left of the HUD that shows vehicles buttoned up.
77. Some way to tell you how long the platoon will be delayed.
78. A face>Engage command. Face the target while engaging. Not just turning the turret towards the enemy.
79. Lock on vehicle view from the outside of the vehicle.
80. Mortars being able to fire at targets out of LOS.
81. North Africa.
82. Cover from vegetation needs to be reduced.
83. 30 second turns.
84. Units in the open should not pin as easily as units in cover. They should break for cover more quickly.
85. Add tree tiles to the game to reduce resources on the CPU for larger maps.
86. Dedicated FO's.
87. Campaigns with maps that retain damage from one battle to the next. This would require that PC add the ability to have a single map be used in recurring battles. Which at the moment PCO doesn't have.
The most expensive thing in the world is free time.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
RE: Ok WISHLIST TIME after seeing & playing game
I hope this is not on the list yet, I looked but did not see it.
It would be nice to be able to play a map, and then be able to play the same map again with the option to be able to use any/all damage that was caused by the previous battle. Maybe even be able to include wrecks of any vehicles that were taken out as well.
As a side note, I am getting the hang of this map maker now. Anyone that is struggling with it or has not yet tried it at all, it is well worth the efforts to figure it out and be able to produce some great maps. I am looking forward to playing some user made maps. If I have one beef with it, that would be the elevation visuals and changing elevation. It takes a while to get it right, but the graduated greyshade squares are a little bit to small for me and working with them is a challenge. But overall, a great tool.
It would be nice to be able to play a map, and then be able to play the same map again with the option to be able to use any/all damage that was caused by the previous battle. Maybe even be able to include wrecks of any vehicles that were taken out as well.
As a side note, I am getting the hang of this map maker now. Anyone that is struggling with it or has not yet tried it at all, it is well worth the efforts to figure it out and be able to produce some great maps. I am looking forward to playing some user made maps. If I have one beef with it, that would be the elevation visuals and changing elevation. It takes a while to get it right, but the graduated greyshade squares are a little bit to small for me and working with them is a challenge. But overall, a great tool.
- Mad Russian
- Posts: 13255
- Joined: Sat Mar 15, 2008 9:29 pm
- Location: Texas
RE: Ok WISHLIST TIME after seeing & playing game
I use a lot of the level tool when I work in the grey scale. I make very small changes to the map then when I get what I want I use a bigger brush and use the level tool to spread that change out where I want it.
Hopefully my pictorial tutorial helped with some of your questions. I've yet to finish up with showing the height map tools but they are simple in the extreme. The biggest challenge is which brush size to use. At least it was for me.
Good Hunting.
MR
Hopefully my pictorial tutorial helped with some of your questions. I've yet to finish up with showing the height map tools but they are simple in the extreme. The biggest challenge is which brush size to use. At least it was for me.
Good Hunting.
MR
The most expensive thing in the world is free time.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
RE: Ok WISHLIST TIME after seeing & playing game
With regard to 81. North Africa. I think this game, the atmosphere of this game, is much better suited for the Bulge, perhaps combined with 1946.
- Mad Russian
- Posts: 13255
- Joined: Sat Mar 15, 2008 9:29 pm
- Location: Texas
RE: Ok WISHLIST TIME after seeing & playing game
ORIGINAL: Jacko
With regard to 81. North Africa. I think this game, the atmosphere of this game, is much better suited for the Bulge, perhaps combined with 1946.
I hope not.
What I'm hoping for and trying to make happen is that this game ends up being suited to any time frame that has tanks.
In any location.
That either there will be Matrix supported games or expansions enough for gamers to take the series wherever they want to fight from 1917 to the future.
Only time will tell just how successful that effort will become but you have to have a goal. That's my personal goal.
Of course, the rest of the developers and the customers have their goals as well, and mine is just one voice in the crowded room.

As to whether NA would work or not, for me personally, that theater most closely resembles Russia and could be done with some added models and textures pretty easily. You have tank heavy fights on mostly open ground. That's a formula PCO understands right now.
Good Hunting.
MR
The most expensive thing in the world is free time.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
RE: Ok WISHLIST TIME after seeing & playing game
MR, I am finding it to be getting easier and easier using the map maker. I tend to use the level command as well. What I find tough is distinguishing heights at oposite sides of the map after smoothing with all those smaller height increments and my eyes. Sometimes it is tough to know exacly what I have. I have to take a look at the build to really get a sense of things. Would be good to be able to convert the greyscale to numbers or colours just to have a look and see what is what in the edit screen. The greyscale can be tougher to distinguish the differences in heights, specially when you get most of the map that is very close in height and has some low undulating hills.
I do agree with your comments earlier. You have to make a few maps to see how this thing works. It does not feel intuitive when you first start but after a bit of playing with it, it does become so. To compare it to the CMx1 mapping editor, CMx1's editor felt much like you are painting a picture in some art class. You were able to give a general feel of the terrain to the players but that was it just a feel. With PC's map maker, it is much more like building a map. You have way more control with PC and there is really nothing out there that I feel could not be made with this program, all you are limited by is the time that you want to spend on the map. I also see that a person should be able to turn out a good and accurate map in a much shorter time then you could with CMx1's editor.
I do agree with your comments earlier. You have to make a few maps to see how this thing works. It does not feel intuitive when you first start but after a bit of playing with it, it does become so. To compare it to the CMx1 mapping editor, CMx1's editor felt much like you are painting a picture in some art class. You were able to give a general feel of the terrain to the players but that was it just a feel. With PC's map maker, it is much more like building a map. You have way more control with PC and there is really nothing out there that I feel could not be made with this program, all you are limited by is the time that you want to spend on the map. I also see that a person should be able to turn out a good and accurate map in a much shorter time then you could with CMx1's editor.
RE: Ok WISHLIST TIME after seeing & playing game
Good to hear!
- Mad Russian
- Posts: 13255
- Joined: Sat Mar 15, 2008 9:29 pm
- Location: Texas
RE: Ok WISHLIST TIME after seeing & playing game
Where map maker has saved me untold hours is when I do the height map. In CMx1 I would take as long as 4 to 5 weeks on some of my height maps. Here I can do it all in a few hours.
For those wanting to make maps here are the steps to follow:
1) Watch Rick's map making videos.
2) Read my pictorial map making tutorial.
3) Make 3 maps.
Then we'll talk about what map maker is or isn't.
Good Hunting.
MR
For those wanting to make maps here are the steps to follow:
1) Watch Rick's map making videos.
2) Read my pictorial map making tutorial.
3) Make 3 maps.
Then we'll talk about what map maker is or isn't.
Good Hunting.
MR
The most expensive thing in the world is free time.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
RE: Ok WISHLIST TIME after seeing & playing game
You can take the heightmap into a paint program and make a 65x65 gray scale image. I have taken a few into a 1000x1000 images, worked on it to get more natural contoured hills then reduced it back to a 65x65 image for the mapmaker.
All your Tanks are Belong to us!
panzer
panzer
RE: Ok WISHLIST TIME after seeing & playing game
ORIGINAL: Mad Russian
ORIGINAL: Jacko
With regard to 81. North Africa. I think this game, the atmosphere of this game, is much better suited for the Bulge, perhaps combined with 1946.
I hope not.
What I'm hoping for and trying to make happen is that this game ends up being suited to any time frame that has tanks.
In any location.
That either there will be Matrix supported games or expansions enough for gamers to take the series wherever they want to fight from 1917 to the future.
Only time will tell just how successful that effort will become but you have to have a goal. That's my personal goal.
Good Hunting.
MR
Ambitious! [:D]
- Mad Russian
- Posts: 13255
- Joined: Sat Mar 15, 2008 9:29 pm
- Location: Texas
RE: Ok WISHLIST TIME after seeing & playing game
You have to have a goal. [8D]
Good Hunting.
MR
Good Hunting.
MR
The most expensive thing in the world is free time.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
RE: Ok WISHLIST TIME after seeing & playing game
Now why did I not think of that...ORIGINAL: Mobius
You can take the heightmap into a paint program and make a 65x65 gray scale image. I have taken a few into a 1000x1000 images, worked on it to get more natural contoured hills then reduced it back to a 65x65 image for the mapmaker.
RE: Ok WISHLIST TIME after seeing & playing game
ORIGINAL: Mobius
You can take the heightmap into a paint program and make a 65x65 gray scale image. I have taken a few into a 1000x1000 images, worked on it to get more natural contoured hills then reduced it back to a 65x65 image for the mapmaker.
You sure it isn't 50x50 for heightmaps? It looks like there are 50 lines of 50 data numbers in the mapmaker.xml for height.
"Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
- Savielly Tartakower
- Savielly Tartakower
RE: Ok WISHLIST TIME after seeing & playing game
I'm not sure what that is for. The info is saved as polys in the terrain.x mesh.ORIGINAL: HintJORIGINAL: Mobius
You can take the heightmap into a paint program and make a 65x65 gray scale image. I have taken a few into a 1000x1000 images, worked on it to get more natural contoured hills then reduced it back to a 65x65 image for the mapmaker.
You sure it isn't 50x50 for heightmaps? It looks like there are 50 lines of 50 data numbers in the mapmaker.xml for height.
Note the gray scale is translated to corners of polys not the poly faces themselves. That is 65x65 vertices if you will for a 1000x1000m map. A 2000x2000m map will have 129x129 vertices.
All your Tanks are Belong to us!
panzer
panzer