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Map: Puszta1

Posted: Sun Jul 24, 2011 11:54 am
by sztartur2
EDIT on 2011.08.11 - latest version added all buildings have has height checked.
EDIT on 2011.08.19 - some tiles changed and urban location vegetation enhanced a bit.
EDIT on 2011.09.11 - changed the warehouse buildings into proper ones and other changes to buildings.
EDIT on 2011.09.18 - Muddy, rainy, foxholed version added maps updated.
EDIT on 2011.09.24 - Hungarian houses added.

Here is the latest version Dropbox link.

http://dl.dropbox.com/u/37180814/public ... uszta1.zip

Muddy, rainy, foxholed version.

http://dl.dropbox.com/u/37180814/public ... ugouts.zip


Mobius' Hungarian houses mod
http://dl.dropbox.com/u/37180814/public ... usesV2.zip

Dear all,

Here I post my first map. It is a flat terrain in the Hungarian Plains in october 44'.

Any feedback is welcome.


RE: Map: Puszta1

Posted: Sun Jul 24, 2011 11:55 am
by sztartur2
Empty.

RE: Map: Puszta1

Posted: Sun Jul 24, 2011 12:21 pm
by junk2drive
Here is a sample scenario for this map. Extract the file to your Data\Scenarios folder. It will be in the Set Battle menu as 10/44 puszta test. It is one rifle platoon for each side.

Nice work on the railroad and lines. Good layout on the farms and factories.

The wheat and sunflowers were done before the grass system was added. It would probably look better and use less resources that way but they would not be persistent at high view.

Note: For the above zips, you need to extract the files from the second zip into the folder from the first zip then place that folder in your Media folder.

RE: Map: Puszta1

Posted: Sun Jul 24, 2011 12:23 pm
by sztartur2
EDIT

Scenario moved to scenario subforum.



RE: Map: Puszta1

Posted: Sun Jul 24, 2011 12:29 pm
by sztartur2
ORIGINAL: junk2drive
...
The wheat and sunflowers were done before the grass system was added. It would probably look better and use less resources that way but they would not be persistent at high view.
...

How would you suggest to do it?

I made a LOT of autogen vegetation :). All autogen structure type was set to NONE. I experience that tanks destroy vegetation as they pass.



RE: Map: Puszta1

Posted: Sun Jul 24, 2011 12:36 pm
by junk2drive
I'll look around to see if we made an easy to understand tutorial for grasses. Maybe Rick will come in here and help out.

RE: Map: Puszta1

Posted: Sun Jul 24, 2011 12:39 pm
by sztartur2
Besides wheat and sunflowers corn should be also available. There were a lot of corn fields in that area and I used sunflowers instead. 

RE: Map: Puszta1

Posted: Sun Jul 24, 2011 12:50 pm
by junk2drive
Page 62 of the Map Maker Guide is the appendix for the grass system. (Page 64 of the PDF) You should start out by only trying one type of grass to see if/how it works. Maybe make a new 500m map just for learning as that should load and build quicker than your 2k map.

Once you have success with it, you can actually take a 2D tree graphic and make it work like grass but tall. There is a terrain type "ImpassableWoods" that is for this. It lowers sighting by a factor of 3 and is impassable for all units. You can use this to make a dense forest that does not impact the computer as much as a forest of 3D trees.

RE: Map: Puszta1

Posted: Sun Jul 24, 2011 2:28 pm
by Jacko
Nice map, Sztartur. I must admit I don't really like the wheat and the sunflowers. It looks too patchy. But all in all a very impressive first map. Well done!

RE: Map: Puszta1

Posted: Sun Jul 24, 2011 2:33 pm
by junk2drive
Not his fault, that is what the autogen does, just throw stuff at the map. He could spend the rest of his life lining them up in rows [X(]

That is why I suggested the grass system. One section of sunflowers next to a house looks nice but the USSR had massive fields of them.

RE: Map: Puszta1

Posted: Sun Jul 24, 2011 2:58 pm
by Jacko
Yes, I thought that much. Still, very impressive map for a debut. 

RE: Map: Puszta1

Posted: Sun Jul 24, 2011 3:35 pm
by sztartur2
Well it is patchy as the system itself generates vegetation in a very random way. All one can do is set a high density then it will have less holes but it will also require a more powerful HW to run. At least this is what I have understood.

I can use the dds and graphics provided by the game I am not an artist i cannot make my own from scratch.

RE: Map: Puszta1

Posted: Fri Jul 29, 2011 7:02 pm
by sztartur2

Dear all,

I studied in depth the grass system. Updated the map with wheat and sunflower field, forest undergrowth, grasses to other terrain types and added fences to the village.

ORIGINAL: Jacko

... I must admit I don't really like the wheat and the sunflowers. It looks too patchy. ...

Not patchy any more [:D]


PS: I believe I tried now everything in map maker except light weather and WATER.


RE: Map: Puszta1

Posted: Fri Jul 29, 2011 11:29 pm
by junk2drive
I'll have a look as soon as I finish reading the forums.

RE: Map: Puszta1

Posted: Sat Jul 30, 2011 12:06 am
by junk2drive
Much better. Nice use of ground cover. I would only question the green wheat in fall unless it is a winter wheat that is normal to that area but certainly not a big issue.

I have an AMD dual core 3.0 g with 4 g DDR3 ram and an ATI HD 5670 1g video card. I took about 5 minutes to load the map. I was able to find a view that lowered the FPS to near 10. Most spots were in the 30-50 range. Adding a large force to the map could bring some computers to their knees. I did notice that some of your grasses are persistant, in other words they do not fade in and out as the view level is changed. I picked up a lot of FPS by turning off shadows, grass and trees. Half trees was a good compromise.

We look forward to seeing more of your work. Thanks for sharing. Maybe Erik can increase the amount of upload size or you could put it on dropbox and post the public link?

RE: Map: Puszta1

Posted: Sat Jul 30, 2011 12:47 am
by junk2drive
Here is the map and the new scenario (with units on it and briefing and everything) in one zip at 11mb. It is for JSGME.

http://dl.dropbox.com/u/6754176/puszta.zip

RE: Map: Puszta1

Posted: Sat Jul 30, 2011 4:49 am
by sztartur2
I made some of the grass persistent on purpose. that is the wheat and sunflowers but their dispersion is much lower than the rest. Regarding winter wheat, not very common, but could happen that during the war not all fields could be harvested. I simply wanted to learn how to make wheat field :).

FOR MODDERS: PLEASE make me a corn3D.dds PLEASE!!!

I now found the color and tileset for the 44' fall Hungary set.

All in all MM is a bitch to learn and very user unfriendly but once you get used to and get to know each of the many pitfalls it offers and avoid falling into them, it can be very entertaining and rewarding.




RE: Map: Puszta1

Posted: Sat Jul 30, 2011 4:51 am
by sztartur2
The tutorials of Mad Russian both here on the forum and on Youtube are very useful. 

RE: Map: Puszta1

Posted: Sat Jul 30, 2011 7:30 pm
by junk2drive
Played through 10 turns as Soviets. Looked at German side to see what they had first. AI has come mostly down the middle. I'm ahead ~45 to ~20

RE: Map: Puszta1

Posted: Sat Jul 30, 2011 8:26 pm
by junk2drive
By turn 15 the heavies show up and start shooting back. 51 to 41. 3 flags each.