Bil H
Posts: 1972
Joined: 4/24/2003 From: Richmond Virginia Status: offline
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quote:
ORIGINAL: RockinHarry With regard to slopes and layer setup, I´ll do some further testing, in order to grasp the game engine limits. I assume it has something to do with the 100m sub grid and anything below is likely very much smoothed/averaged, yielding in slope steepness that is far less than what one would expect in that cases. Could also make a difference with regard to "metres per altitude layer" setting. Currently I have it at 5m for my Veritable map, as I wanted a finer resolution. Highest areas are around 40m, so layers used is 0,5,10,15...40. Theres a hill (Moyland wood), that declines very steeply towards the Rhine river plain, at a very short distance (around 50 to 100m), from 45m to sea kevel. Steepest slopes I get are 16°, when they more should approach the 30° level. Maybe Bil H has the idea to get that working for his 30m sub grid setting for LOTB. Could be, I´m going one step to far with details, but currently I don´t want to start the map anew. Regarding slope effects, they are definitely more clear as you apply a finer grid. The attached example is with a 50 meter movement grid and 5 meter contours... of course the lighter the gray the slower the movement. The problem I have with slope effects right now is that they can totally get overwhelmed once terrain elements are applied when really they should be cumulative. Not much we can do about that and I don't see it as a huge issue. Bil
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Ah, well, since you do not wish death, then how about a rubber chicken? Sam the Eagle My Website: http://www.bilhardenberger.com
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