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le Valtru map preview
Posted: Sat Oct 26, 2013 5:57 am
by Conrad mana
Here's a small preview of the latest map le Valtru where on the 28th of june Kampfgruppe Weidinger counter attacked and traded rounds with the Cameronians.

RE: le Valtru map preview
Posted: Sat Oct 26, 2013 5:58 am
by Conrad mana
Here an overview of the battlefield.
All images are saved with a compression, keep in mind that the finished product is presented in better quality.
RE: le Valtru map preview
Posted: Sun Oct 27, 2013 9:07 pm
by CGGrognard
The road running East to West in the center of the map appears to be a good place for an ambush.
It's also a good place to surround too.
[:)]
RE: le Valtru map preview
Posted: Thu Oct 31, 2013 3:14 pm
by Kanov
Hey guys,
I don't know much about images but isn't there something that can be done to have the trees have proper trunks and that their shadow disappears when toggling trees off? I think CC2 worked like that and maybe other games.
Also, what other practical uses one has with alpha masks and 32b images?
RE: le Valtru map preview
Posted: Thu Oct 31, 2013 5:23 pm
by Cathartes
Tree trunks are always doable. Trees and shadows disappearing together? It depends on how the map is made. It's theoretically possible (haven't tested this)but think it would lead to a very large terrain file. It's not planned for GtC.
Overall, trees are smaller than PitF, but larger than previous versions. Also, as in PitF, you can partially see units beneath tree canopies thanks to the new 32bit graphics.
In GtC, if you turn trees "off" you will have to use the origin of the shadow to determine roughly where the tree and surrounding leaves and/or brush are located.
RE: le Valtru map preview
Posted: Fri Nov 01, 2013 12:50 am
by Tejszd
Some versions of CC and mods have trunks so it is definitely possible....