New MM developments
- junk2drive
- Posts: 12856
- Joined: Thu Jun 27, 2002 7:27 am
- Location: Arizona West Coast
RE: New MM developments
Rick, setup zones with free placement solves the template issue. Doesn't work perfectly in CM but at least it allows random battles to be quickly created.
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."
RE: New MM developments
ORIGINAL: junk2drive
Rick, setup zones with free placement solves the template issue. Doesn't work perfectly in CM but at least it allows random battles to be quickly created.
Yes, that's true, but to be honest, I really dislike placing units at start. I much prefer the way Koios has implemented it with the template method, and limited adjustment at startup.
I played some CM random battles (mainly using the campaign spreadsheet tool), but found too often I wasn't happy with the random maps/setups.
But yes, that would be one solution and would probably be one that would satisfy a lot of folks.
Rick
- invernomuto
- Posts: 942
- Joined: Fri Oct 08, 2004 4:29 pm
- Location: Turin, Italy
RE: New MM developments
Great stuff!!!
[&o][&o][&o]
[&o][&o][&o]
RE: New MM developments
Pretty cool.
The only issue I see with the translation of the colors is the dense shadow areas in the satellite pictures. Easy enough to change manually, if one has the desire. I would certainly use this new function, along with some fix up in Photoshop.
The only issue I see with the translation of the colors is the dense shadow areas in the satellite pictures. Easy enough to change manually, if one has the desire. I would certainly use this new function, along with some fix up in Photoshop.
"Fear is a darkroom where the devil develops his negatives" Gary Busey
- Mad Russian
- Posts: 13255
- Joined: Sat Mar 15, 2008 9:29 pm
- Location: Texas
RE: New MM developments
ORIGINAL: Rick
ORIGINAL: junk2drive
Rick, setup zones with free placement solves the template issue. Doesn't work perfectly in CM but at least it allows random battles to be quickly created.
Yes, that's true, but to be honest, I really dislike placing units at start. I much prefer the way Koios has implemented it with the template method, and limited adjustment at startup.
I played some CM random battles (mainly using the campaign spreadsheet tool), but found too often I wasn't happy with the random maps/setups.
But yes, that would be one solution and would probably be one that would satisfy a lot of folks.
Rick
Well, to be just as honest I totally dislike the Koios method and I only make historically based scenarios.
There is not enough freedom in setup. If you like where I put them as the designer that's fine, but you may have other ideas about what might work better for your style of play.
More options at no cost is better. Meaning if you have setup zones that you don't use but others do it's great for both.
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: New MM developments
ORIGINAL: benpark
Pretty cool.
The only issue I see with the translation of the colors is the dense shadow areas in the satellite pictures. Easy enough to change manually, if one has the desire. I would certainly use this new function, along with some fix up in Photoshop.
Well spotted.
Yeah, if you read up on sat terrain image recog algos you will see that shadows are the #1 curse (and blessing as you *can* get height data from them). So shadows can be fixed in one of two ways in MM. Either assign them a terrain type which you know to be under the shadow in the GE image (in the SS above you would assign say "heavy forest"). This won't work well if shadows span two or more different terrain types, but should work well in most instances. Or as you have said take the processed terrain image into photoshop and fix it up. Either way you are still going to save a huge amount of time and the textures and areas will have nice real world granularity in them which would be time consuming to do in PS. For example see the forest in the images above. Just like in reality they are a mix of dirt areas, light forest areas and heavy forest areas. The processed image reflects that. If you were to do the above GE map in photoshop with the trace method you would simply assign a big slab of uniform "green" color to the forest which whilst expedient is not realistic.
I should also point out that if you can frame your map to avoid the Google copyright info, then you won't need to edit these out of your image either (you can just see them above). This happens because GM forces these copyright images onto their maps and there is no GM api function to directly read and write the screen bitmap (for very *very* obvious reasons). So MM takes a screen shot of the screen to get its data (this is just like how the GE save image does it as well. This is really such a small price to pay for so much free high quality data.
I fully expect that once you have made your own template for a specific region of the earth you want to model and you want to make several maps around or near to this area, that by using the same processing import settings you will be able to pump out maps pretty fast (within minutes). This is because the GM colors for things such as fields/rivers/trees etc are similar for similar geo areas.
What the MM really needs next is two things:
1. Is a minimum distance setting for the autogen system, so you can set a minimum distance between generated objects. This will allow instant fence posts, telegraph poles, well groomed orchards, better auto generated villages etc. Whilst this is easy to program it is really costly to compute so it may up the map build times significantly if you turn the option on. I think I may make it like rendering a movie. Where you would have the option to turn it off for quick preview builds and then turn it on and go and do something else for the more complex builds (MM is becoming more and more like a program compiler after every new build).
2. The ability to auto-draw the "red" color under structures and "green" under foxholes and "purple" under trenches. Non trivial but doable. Would need to interface to my konvix program????
Regards
S.
RE: New MM developments
MM now correctly auto draws map colors under a whole host of placeable objects!
Like houses, AT dugouts, barb wire, tank onbstacles, etc, etc
This will also save a whole heap of work as you can now just grab your object and place it on the map and not have to worry about correct color coding in scenedit.
In fact that was the last piece of the MM puzzle. You now don't need scenedit for anything now (expect map viewing). MM does it all!
This is a top down shot in the scenedit with the map.bmp overlay turned on showing how it all works.
Regards
S.

Like houses, AT dugouts, barb wire, tank onbstacles, etc, etc
This will also save a whole heap of work as you can now just grab your object and place it on the map and not have to worry about correct color coding in scenedit.
In fact that was the last piece of the MM puzzle. You now don't need scenedit for anything now (expect map viewing). MM does it all!
This is a top down shot in the scenedit with the map.bmp overlay turned on showing how it all works.
Regards
S.

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- Erik Rutins
- Posts: 39655
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
RE: New MM developments
Excellent work. We're back in the office tomorrow and I'll give this a test run later this week as I work on the next update.
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
RE: New MM developments
That's pretty amazing.
Will we need to do any work for new building models that may be added in the future, or does the program "magically" figure it out (I ask the magician...).
Will we need to do any work for new building models that may be added in the future, or does the program "magically" figure it out (I ask the magician...).
"Fear is a darkroom where the devil develops his negatives" Gary Busey
RE: New MM developments
ben,
I have developed a utility called PzCBBg (Panzer Command Bounding Box generator). This talks to my konvix program and builds a master list of all the game X model bounding boxes and stores it as a csv file in the editor dir. When MM starts it reads from this file to get the bounding box coords for each model.
It takes about 5 minutes to build the file as there are about 650 X models in the game as of now.
Only the developers need run this utility, the end users will not need to interface to it.
ATM all the new mod files which have been added (from you and others) I have already built a master bounding box list for. Any new models will either need to 1. Rebuild the list or 2. (the best option) include the bounding box info as a tag in the resource file for the model, much like you do for the media id and filename, you will also need to include 4 (x0,y0,x1,y1) coords (I haven't coded for this yet, but it is minor)
The other thing PzCBBg does is to perform integrity checks on each model and so far it has found a few errors in the new mods (from the log file it spits out):
I think I may have broke some of these by mistake, but some were broken when they got to me so I will need to get these again from each of the model builders. If you used these models in the game they are likely to crash PCK as they are not valid X.
Strangely two of the stock models are also broken
Maybe they don't appear in the game.
The other thing PzCBBg highlighted to me was that K at one stage planed for a whole lot of grass and brush models which were subsequently axed.
See
Regards
S.
ORIGINAL: benpark
That's pretty amazing.
Will we need to do any work for new building models that may be added in the future, or does the program "magically" figure it out (I ask the magician...).
I have developed a utility called PzCBBg (Panzer Command Bounding Box generator). This talks to my konvix program and builds a master list of all the game X model bounding boxes and stores it as a csv file in the editor dir. When MM starts it reads from this file to get the bounding box coords for each model.
It takes about 5 minutes to build the file as there are about 650 X models in the game as of now.
Only the developers need run this utility, the end users will not need to interface to it.
ATM all the new mod files which have been added (from you and others) I have already built a master bounding box list for. Any new models will either need to 1. Rebuild the list or 2. (the best option) include the bounding box info as a tag in the resource file for the model, much like you do for the media id and filename, you will also need to include 4 (x0,y0,x1,y1) coords (I haven't coded for this yet, but it is minor)
The other thing PzCBBg does is to perform integrity checks on each model and so far it has found a few errors in the new mods (from the log file it spits out):
Code: Select all
Sun Jan 04 19:30:13 2009: Process Commenced ...
Sun Jan 04 19:30:24 2009: Error in DirectX model: "Mods/Benpark/3story.x" Error reading input file
Sun Jan 04 19:30:25 2009: Error in DirectX model: "Mods/Benpark/ModFac1.x" Error reading input file
Sun Jan 04 19:30:26 2009: Error in DirectX model: "Mods/Benpark/ModFac2.x" Error reading input file
Sun Jan 04 19:30:27 2009: Error in DirectX model: "Mods/Mraah/MML9A_drainpipe01.x" Error reading input file
Sun Jan 04 19:30:33 2009: Error in DirectX model: "Mods/SAF_Biffa/Industrial/bifact1.x" Error reading input file
Sun Jan 04 19:30:34 2009: Error in DirectX model: "Mods/SAF_Biffa/Industrial/bifcotm.x" Error reading input file
Sun Jan 04 19:30:48 2009: Error in DirectX model: "Mods/SAF_Biffa/bifgho2t.x" Error reading input file
I think I may have broke some of these by mistake, but some were broken when they got to me so I will need to get these again from each of the model builders. If you used these models in the game they are likely to crash PCK as they are not valid X.
Strangely two of the stock models are also broken
Code: Select all
Sun Jan 04 19:31:36 2009: Error in DirectX model: "Terrain/Meshes/rubble02_a.x" Error reading input file
Sun Jan 04 19:32:29 2009: Error in DirectX model: "Level7/refinery_tower01.x" Error reading input file
Maybe they don't appear in the game.
The other thing PzCBBg highlighted to me was that K at one stage planed for a whole lot of grass and brush models which were subsequently axed.
See
Code: Select all
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Level2/grass_tuft01.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Level2/grasspatch01.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Level2/grasspatchA01.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Level2/grasspatchB01.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Level2/grasspatchC01.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Level2/grasspatchD01.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Level2/grasspatchE01.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Level2/grasspatchF01.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Level2/grass01.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Level2/grass02.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grass01.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grass02.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grass03.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grass04.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grass05.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grass06.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grass07.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grass08.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grass09.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grass10.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grass11.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grassbase01.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grassbase02.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grassbase03.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grassbase04.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:06 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grassbase05.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grassbase06.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grassbase07.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grassbase08.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grassbase09.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grassbase10.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/grassbase11.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brushgroup01.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brushgroup02.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brushgroup03.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brushgroup04.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brushgroup05.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brushgroup06.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brushgroup07.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brushgroup08.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brushgroup09.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brushgroup10.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brush01_a.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brush01_b.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brush01_c.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brush02_a.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brush02_b.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brush02_c.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brush03_a.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brush03_b.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brush03_c.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brush04_a.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:07 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brush04_b.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:08 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brush04_c.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:08 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brush05_a.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:08 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brush05_b.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:08 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/brush05_c.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:08 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Level2/brush01.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
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Sun Jan 04 19:31:25 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Level2/footprintssnow.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
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Sun Jan 04 19:31:25 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Level2/footprintsTfork.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:33 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/snow trampled_01.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:33 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/snow trampled_02.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:33 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/snow trampled_03.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:33 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/snow trampled_04.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Sun Jan 04 19:31:33 2009: Can not find resource filename "C:\Matrix Games\Panzer Command Kharkov/Media/Terrain/Meshes/snow trampled_05.x" in resource file "C:\Matrix Games\Panzer Command Kharkov/Editor/Media.xml"
Regards
S.
RE: New MM developments
I think those models are the old ones. There should not still be a "3 story" model.
I re-packed everything into the new set:
tm.asp?m=1973903&mpage=3&key=�.
You should be able to delete all building models (everything but the brush set) from my old models, and put the new models into my "Mod/benpark" folder. Sorry I didn't make that clear.
Lemme know if that doesn't work.
I re-packed everything into the new set:
tm.asp?m=1973903&mpage=3&key=�.
You should be able to delete all building models (everything but the brush set) from my old models, and put the new models into my "Mod/benpark" folder. Sorry I didn't make that clear.
Lemme know if that doesn't work.
"Fear is a darkroom where the devil develops his negatives" Gary Busey
- RyanCrierie
- Posts: 1327
- Joined: Fri Oct 14, 2005 7:15 am
- Contact:
RE: New MM developments
Stridor, I don't know if you got my PM, or could make sense of it; but what about using the map maker to generate a sequence of historically accurate maps for campaigns?
For example, you have a 16 x 16 km map area (256km2 total space) defined by three files:
-- 1024 x 1024 greyscale height map
---1024 x1024 land use map (sure, the detail at that level would be 15 meters per pixel, but for a raw quick generate map, it's okay)
---Text file detailing what base template to use for generating maps (textures and tree files to use, etc)
And you'd go into the Campaign Generator; pick your unit type, dates, and then pick a specific area "SW Moscow", "NE Kharkov", and how many battles to take place there. Then, the map maker picks 15 random 64x64 squares from the bigger 1024x1024 maps (if you've picked 15 battles as the number); and generates the maps for that campaign...
Comments? Pitchforks? Am I crazy for suggesting this?
For example, you have a 16 x 16 km map area (256km2 total space) defined by three files:
-- 1024 x 1024 greyscale height map
---1024 x1024 land use map (sure, the detail at that level would be 15 meters per pixel, but for a raw quick generate map, it's okay)
---Text file detailing what base template to use for generating maps (textures and tree files to use, etc)
And you'd go into the Campaign Generator; pick your unit type, dates, and then pick a specific area "SW Moscow", "NE Kharkov", and how many battles to take place there. Then, the map maker picks 15 random 64x64 squares from the bigger 1024x1024 maps (if you've picked 15 battles as the number); and generates the maps for that campaign...
Comments? Pitchforks? Am I crazy for suggesting this?
RE: New MM developments
Hello Stridor.
Great work as always.
Regarding automatic color-coded objects, what I'm about to say will sound like a nit pick which will cause to roll your eyes and say "it's always something --nobody's just grateful".
But I'm just observing --acting like a helper...
Stock fences are yellow, marshes are pink, rocks (from OWS) are something I don't recall (...Yellow moons and new Blue diamonds). I forget if there are any other stock object types with their colors. (_Anyone know?_)
I hate for this to be my first post to you about MM. I'm just figuring that you're so involved with the creation of MM that you haven't played a stock game for a while.
-----
Good work, Stridor![&o]
Great work as always.
Regarding automatic color-coded objects, what I'm about to say will sound like a nit pick which will cause to roll your eyes and say "it's always something --nobody's just grateful".
But I'm just observing --acting like a helper...
Stock fences are yellow, marshes are pink, rocks (from OWS) are something I don't recall (...Yellow moons and new Blue diamonds). I forget if there are any other stock object types with their colors. (_Anyone know?_)
I hate for this to be my first post to you about MM. I'm just figuring that you're so involved with the creation of MM that you haven't played a stock game for a while.
-----
Good work, Stridor![&o]
Images should be easier to load at Matrix.
RE: New MM developments
ORIGINAL: benpark
I think those models are the old ones. There should not still be a "3 story" model.
I re-packed everything into the new set:
tm.asp?m=1973903&mpage=3&key=�.
You should be able to delete all building models (everything but the brush set) from my old models, and put the new models into my "Mod/benpark" folder. Sorry I didn't make that clear.
Lemme know if that doesn't work.
Thanks ben I downloaded your new pack and get this now
Code: Select all
Mon Jan 05 16:20:42 2009: Process Commenced ...
Mon Jan 05 16:20:55 2009: Error in DirectX model: "Mods/Benpark/German Houses/GerHaus1.x" Error reading input file
Mon Jan 05 16:20:55 2009: Error in DirectX model: "Mods/Benpark/German Houses/GerHaus2.x" Error reading input file
Mon Jan 05 16:20:56 2009: Error in DirectX model: "Mods/Benpark/German Houses/GerHaus3.x" Error reading input file
Mon Jan 05 16:20:56 2009: Error in DirectX model: "Mods/Benpark/German Houses/GerHaus4.x" Error reading input file
Mon Jan 05 16:20:57 2009: Error in DirectX model: "Mods/Benpark/German Houses/GeFarmHaus1.x" Error reading input file
Mon Jan 05 16:20:57 2009: Error in DirectX model: "Mods/Benpark/German Houses/GeFarmHaus2.x" Error reading input file
Mon Jan 05 16:20:57 2009: Error in DirectX model: "Mods/Benpark/German Houses/GeFarmHaus3.x" Error reading input file
Mon Jan 05 16:20:58 2009: Error in DirectX model: "Mods/Benpark/German Houses/GeRowHaus1.x" Error reading input file
Mon Jan 05 16:20:58 2009: Error in DirectX model: "Mods/Benpark/German Houses/GeRowHaus2.x" Error reading input file
Mon Jan 05 16:20:59 2009: Error in DirectX model: "Mods/Benpark/German Houses/GeRowHaus3.x" Error reading input file
Mon Jan 05 16:20:59 2009: Error in DirectX model: "Mods/Benpark/German Houses/GeRowHaus4.x" Error reading input file
Mon Jan 05 16:20:59 2009: Error in DirectX model: "Mods/Benpark/German Houses/GeRowHaus5.x" Error reading input file
Mon Jan 05 16:21:00 2009: Error in DirectX model: "Mods/Benpark/Urban and Factory/Pharmacy.x" Too many input files
Mon Jan 05 16:21:00 2009: Error in DirectX model: "Mods/Benpark/Urban and Factory/Warehouse_brick.x" Too many input files
Mon Jan 05 16:21:01 2009: Error in DirectX model: "Mods/Benpark/Urban and Factory/UrbanRowHse1.x" Too many input files
Mon Jan 05 16:21:01 2009: Error in DirectX model: "Mods/Benpark/Urban and Factory/UrbanRowHse2.x" Too many input files
Mon Jan 05 16:21:01 2009: Error in DirectX model: "Mods/Benpark/Urban and Factory/UrbanRowHse3.x" Too many input files
Mon Jan 05 16:21:02 2009: Error in DirectX model: "Mods/Benpark/Urban and Factory/ModFac1.x" Too many input files
Mon Jan 05 16:21:02 2009: Error in DirectX model: "Mods/Benpark/Urban and Factory/ModFac2.x" Too many input files
Mon Jan 05 16:21:03 2009: Error in DirectX model: "Mods/Mraah/MML9A_drainpipe01.x" Error reading input file
Mon Jan 05 16:21:09 2009: Error in DirectX model: "Mods/SAF_Biffa/Industrial/bifact1.x" Error reading input file
Mon Jan 05 16:21:10 2009: Error in DirectX model: "Mods/SAF_Biffa/Industrial/bifcotm.x" Error reading input file
Mon Jan 05 16:21:27 2009: Error in DirectX model: "Mods/SAF_Biffa/bifgho2t.x" Error reading input file
I don't have any way to check edit these programs at the moment. I can't get BB info on them as the standard DX libs won't read them for some reason. Maybe something funny in the export settings, when I get a chance I will take a look. Thanks for the update anyway.
RE: New MM developments
ORIGINAL: RyanCrierie
Stridor, I don't know if you got my PM, or could make sense of it; but what about using the map maker to generate a sequence of historically accurate maps for campaigns?
For example, you have a 16 x 16 km map area (256km2 total space) defined by three files:
-- 1024 x 1024 greyscale height map
---1024 x1024 land use map (sure, the detail at that level would be 15 meters per pixel, but for a raw quick generate map, it's okay)
---Text file detailing what base template to use for generating maps (textures and tree files to use, etc)
And you'd go into the Campaign Generator; pick your unit type, dates, and then pick a specific area "SW Moscow", "NE Kharkov", and how many battles to take place there. Then, the map maker picks 15 random 64x64 squares from the bigger 1024x1024 maps (if you've picked 15 battles as the number); and generates the maps for that campaign...
Comments? Pitchforks? Am I crazy for suggesting this?
No, at the moment I am swampped just getting the MM to work the way I want. When I do I will look into this again. For this to work however the whole area would need similar terrain colors and it still doesn't solve the house/structure placement problem, nor how to accurately calculate automatically random template maps, so there would still be a lot of work to do. I am just 100% concentrating on getting the MM to the point where it behaves. It is close, but still rough around the edges somewhat and I know you guys simply won't tolerate that!!
RE: New MM developments
ORIGINAL: spellir74
Hello Stridor.
Great work as always.
Regarding auto color coded objects, what I'm about to say will sound like a nit pick which will cause to roll your eyes and say "it's always something --nobody's just grateful".
But I'm just observing --acting like a helper...
Stock fences are yellow, marshes are pink, rocks (form OWS) are something I don't recall (...Yellow moons and new Blue diamonds). I forget if there are any other stock object types with their colors. (_Anyone know?_)
I hate for this to be my first post to you about MM. I'm just figuring that you're so involved with the creation of MM that you haven't played a stock game for a while.
-----
Good work, Stridor![&o]
Spellir,
I don't quite follow? I have the stock color code. At them moment things which can ask the MM to auto draw under are:
Buildings
Obstacles
tank obstacles
Fences
AT dugouts
trenches
foxholes
barb wire
ruins
walls
that seems to be what you would need anyway
Regards
S.
RE: New MM developments
ORIGINAL: Stridor
I should also point out that if you can frame your map to avoid the Google copyright info, then you won't need to edit these out of your image either (you can just see them above). This happens because GM forces these copyright images onto their maps and there is no GM api function to directly read and write the screen bitmap (for very *very* obvious reasons). So MM takes a screen shot of the screen to get its data (this is just like how the GE save image does it as well. This is really such a small price to pay for so much free high quality data.
Stridor,
With regards to the Google logo ...
Remember back to the good old days of building a mesh from MS3D?
Remember the mesh had to be 65x65 so you can shave off the edge bit to prevent "lips"?
Can you scale your crop selection a few hundred meters (or 2% larger) than what you want and then shave off that 2% during the final build?
You know, the user would be none-the-wiser ... they crop a location, you tag on some extra distance, build the mesh/map, then shave off the "lips" ... or in this case, the logo.
Rob
RE: New MM developments
ORIGINAL: Mraah
ORIGINAL: Stridor
I should also point out that if you can frame your map to avoid the Google copyright info, then you won't need to edit these out of your image either (you can just see them above). This happens because GM forces these copyright images onto their maps and there is no GM api function to directly read and write the screen bitmap (for very *very* obvious reasons). So MM takes a screen shot of the screen to get its data (this is just like how the GE save image does it as well. This is really such a small price to pay for so much free high quality data.
Stridor,
With regards to the Google logo ...
Remember back to the good old days of building a mesh from MS3D?
Remember the mesh had to be 65x65 so you can shave off the edge bit to prevent "lips"?
Can you scale your crop selection a few hundred meters (or 2% larger) than what you want and then shave off that 2% during the final build?
You know, the user would be none-the-wiser ... they crop a location, you tag on some extra distance, build the mesh/map, then shave off the "lips" ... or in this case, the logo.
Rob
That option is already implemented.
RE: New MM developments
ORIGINAL: Stridor
ORIGINAL: spellir74
Hello Stridor.
Great work as always.
Regarding auto color coded objects, what I'm about to say will sound like a nit pick which will cause to roll your eyes and say "it's always something --nobody's just grateful".
But I'm just observing --acting like a helper...
Stock fences are yellow, marshes are pink, rocks (form OWS) are something I don't recall (...Yellow moons and new Blue diamonds). I forget if there are any other stock object types with their colors. (_Anyone know?_)
I hate for this to be my first post to you about MM. I'm just figuring that you're so involved with the creation of MM that you haven't played a stock game for a while.
-----
Good work, Stridor![&o]
Spellir,
I don't quite follow? I have the stock color code. At them moment things which can ask the MM to auto draw under are:
Buildings
Obstacles
tank obstacles
Fences
AT dugouts
trenches
foxholes
barb wire
ruins
walls
that seems to be what you would need anyway
Regards
S.
What I meant to say was "regarding your feature which auto computes bounding boxes for obstacle types automatically".
Also there was a typo above: I meant "from OWS" not "form OWS".
============
Stock has 'marsh', 'mud' and "rock" terrain types, along with grass, roads, water etc; marsh is pink, roads are black, light brown for mud but I forget what colors the other terrain-types are.
They affect movement in various ways.
We can certainly decide that these terrain types are not needed in [the new MM World Order] (some are desirable IMO) but I was just letting you know what stock had --especially since your screen-shot about the new 'auto compute bounding box feature' --post #27-- only exhibited four things (foxhole, building, trench and [new?] Anti Tank obstacles).
------
Maybe MM already auto computes terrain-type like it now auto computes obstacle types and I'm simply behind in my understanding of MM developments.
......................
STOCK TERRAIN TYPES (from the PzC:K manual, pg40):
(Note that the obstacle types are in this list too, per stock manual--)
Paved rd
Dirt rd
Clear
Plowed field
Marsh
Brush
Light woods
Woods
Heavy woods
Soft sand
Rocky Ground
Light Mud
Mud
Light snow
Snow
Deep snow
Shallow water
Minefield
Fence
Wall
Building
Ruins
Foxhole
Trench
Barbed wire
Tank trap
Smoke
- - - - - - -
Many with their unique color.
=============
[&:]
Images should be easier to load at Matrix.
RE: New MM developments
Sorry can't help myself.
I think it is pretty cool that in the space of about 45 minutes (and without leaving MM) you can go from this

I think it is pretty cool that in the space of about 45 minutes (and without leaving MM) you can go from this

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