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If we had a binocular view

Posted: Sun Apr 22, 2012 2:03 pm
by Mobius
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RE: If we had a binocular view

Posted: Mon Apr 23, 2012 1:20 am
by JMass
New WiP:

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RE: If we had a binocular view

Posted: Mon Apr 23, 2012 2:58 am
by Stridor
Sadly this is Hollywood's (were I currently type this [;)] - oh the irony) idea of bino view (so the audience knows the pro/an-tagonist is looking through binoculars).

A real bino view, if collimated correctly, focuses to a single viewing circle.

So in this case PCO has it more right than wrong (rectangular vs circle vs bi-circle)

Regards

S.

RE: If we had a binocular view

Posted: Mon Apr 23, 2012 11:28 am
by Mobius
ORIGINAL: Stridor
Sadly this is Hollywood's (were I currently type this [;)] - oh the irony) idea of bino view (so the audience knows the pro/an-tagonist is looking through binoculars).
A real bino view, if collimated correctly, focuses to a single viewing circle.
So in this case PCO has it more right than wrong (rectangular vs circle vs bi-circle)
Yeah, you are right. The mind puts it together as one complete picture.
And welcome to LA.

RE: New WIP

Posted: Mon Apr 23, 2012 12:31 pm
by heinrich55
JMass,
Real nice. Sturmgeschütz III - my favorite.

Heinrich55

RE: New WIP

Posted: Sun Jul 22, 2012 4:41 pm
by JMass
I was short of time in the last months and finally I decide to improve the PzKpfw III series like I did for the PzKpfw IVs before to finish the StuG III because the first are in a lot of scenarios and they need better models. Here is a screenshot of the PzKpfw III F.


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Nearing Completion

Posted: Sat Mar 16, 2013 7:27 pm
by Mobius
ultra detail StuG III F

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Girls und Panzer Command

Posted: Fri Mar 22, 2013 11:45 pm
by Mobius
Four double cheeseburgers, onion rings and a Large Orange drink.


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RE: Girls und Panzer Command

Posted: Sun Oct 27, 2013 9:26 am
by Staggerwing
Ha! Good one Mobius!

Lithuania, Daugai

Posted: Wed Feb 05, 2014 8:25 pm
by Mobius
Somewhere in Lithuania, July 1944.

An experiment to have 3 lakes at different levels.
For a scenario from the book, Panzer Gunner.

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RE: Lithuania, Daugai

Posted: Thu Feb 06, 2014 6:05 am
by rickier65

Interesting. I saw one lake, and the creek. but I didn't see any other lakes. Looking forward to a new scenario.

Rick

RE: Lithuania, Daugai

Posted: Thu Feb 06, 2014 9:40 am
by Mobius
ORIGINAL: Rick
Interesting. I saw one lake, and the creek. but I didn't see any other lakes. Looking forward to a new scenario.
You can't really tell the lake levels from an overview. So only if one was actaually looking could one tell that the stream runs from a higher lake to a lower lake. I'm not sure what the unit mix was here. Only that the Germans started here and worked their way west. Yes, apparently the Russians got around the Germans and forced the Germans to fight to open the road from Vilnius.



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RE: Lithuania, Daugai

Posted: Thu Feb 06, 2014 9:49 am
by Mobius
I thought I could make the map in a couple of days but trying to remember the workings of the MM and using AutoDesk to change the water mesh it took 5. Part of the time was taken trying to make the map without the purple impassable squares at the tree base and getting around the knockdown feature.






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RE: Lithuania, Daugai

Posted: Thu Feb 06, 2014 4:51 pm
by rickier65

Depending on how the lakes are arranged, Mapmaker should have been able to create 3 different levels. Though it can get tricky to fit the rectangular water meshes right if I recall. I didn't know you could create meshes outside of the program and merge them in though. I can think of some ties that would be useful (for some narrow road ditches for sure).

Are you going to upload the scenario when you're satisfied with it?

I also found the executable where I had fixed the knockdown bug so that it could be used. I should also review your note on the tree obstruction color. That might be something that can be changed in MM, I'll check.

Thanks
Rick

RE: Lithuania, Daugai

Posted: Thu Feb 06, 2014 5:26 pm
by Mobius
You can modify the map mesh or any other directx .x extension file with a mesh editor like auto desk or fragmotion. MM makes one water level for the entire map. If the ground is too low this will bleed into view from a high elevation view. The water level is a single 2 poly panel. I just replicated it and shrunk them and placed them at the appropriate levels at the lakes. The exe paints them with the water_tex.

I modified the ground mesh in several Kursk maps and Kolomax where I made an anti-tank trench, gun and tank dugout emplacements. Though with the addition of grass they sometimes have a bit of a problem spotting.

It would be better if that impassable terrain at each tree could be turned off. Whatever the terrain type that would be a real problem for random setups as you could have parts of a woods where the units just can't get through. They could even be trapped there.

RE: Lithuania, Daugai

Posted: Thu Feb 06, 2014 6:39 pm
by rickier65
ORIGINAL: Mobius

You can modify the map mesh or any other directx .x extension file with a mesh editor like auto desk or fragmotion. MM makes one water level for the entire map. If the ground is too low this will bleed into view from a high elevation view. The water level is a single 2 poly panel. I just replicated it and shrunk them and placed them at the appropriate levels at the lakes. The exe paints them with the water_tex.
....

Actually MapMaker introduced a "Water Structure" in one of it's later versions. Using the Water Structure allows you to create multiple water levels. I thought I used it on one of the maps to create a lake with a stream running down from the outlet. But yes I do recall that shallow ground areas sometimes had issues with the view.
ORIGINAL: Mobius
It would be better if that impassable terrain at each tree could be turned off. Whatever the terrain type that would be a real problem for random setups as you could have parts of a woods where the units just can't get through. They could even be trapped there.

I think you can do this now in the structure coding in MapMaker.

Thanks!
Rick

RE: Lithuania, Daugai

Posted: Fri Feb 07, 2014 9:34 am
by Mobius
ORIGINAL: Rick
Actually MapMaker introduced a "Water Structure" in one of it's later versions. Using the Water Structure allows you to create multiple water levels. I thought I used it on one of the maps to create a lake with a stream running down from the outlet.
It would be pretty amazing if it could do that. I remember in Railroad Tycoon 3 our editor could flood fill an area to make lake water at specific level. But for streams we had a sorry looking decal of flowing water. That reminds me RRT3 lakes had reflections and waves. Not the static water we have even though the graphic engine dates from about the same time.

RE: Lithuania, Daugai

Posted: Fri Feb 07, 2014 3:58 pm
by rickier65
ORIGINAL: Mobius
ORIGINAL: Rick
Actually MapMaker introduced a "Water Structure" in one of it's later versions. Using the Water Structure allows you to create multiple water levels. I thought I used it on one of the maps to create a lake with a stream running down from the outlet.
It would be pretty amazing if it could do that. I remember in Railroad Tycoon 3 our editor could flood fill an area to make lake water at specific level. But for streams we had a sorry looking decal of flowing water. That reminds me RRT3 lakes had reflections and waves. Not the static water we have even though the graphic engine dates from about the same time.

I didn't mean we had water on a slope. But rather we created (Stridor created) the ability to have multiple water levels. The technique was to place rectangular water structures with varying depths. And we do have animated water, more suitable for rivers than lakes.

Thanks
Rick


Daugai Lithuania

Posted: Sun Feb 09, 2014 1:03 pm
by Mobius
Back to screenies.
pastoral


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RE: Daugai Lithuania

Posted: Sun Feb 09, 2014 1:04 pm
by Mobius
Daugai action.


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