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RE: Pictorial Map Building

 
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RE: Pictorial Map Building - 5/18/2011 4:07:32 AM   
Mad Russian


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For now I'll leave diffused and Ambient light at default. I'll reduce the distance that a unit can see from 500 down to 300.

Good Hunting.

MR




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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.

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Post #: 151
RE: Pictorial Map Building - 5/18/2011 4:15:09 AM   
Mad Russian


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Next we will put our labels on the map.

The letters/words for the label go in the box just to the right of the label tab in the Label section of MM. Once you are done typing your label name you can click on the save check to the right of the label box. This will give you the placement cross and you can then click on the map wherever you want your label. There will be a marker that shows where the label is on your map.


Good Hunting.

MR




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_____________________________

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.

(in reply to Mad Russian)
Post #: 152
RE: Pictorial Map Building - 5/18/2011 4:21:46 AM   
Mad Russian


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Here is our second label. I personally use a naming system that allows me to identify names that are actually on the map vs those that are destinations from the map.

In this case To Strausberg is a destination and it only has the first letter of the destination capitalized. Whereas, Bollersdorf is an actual map location and it's done in all capital letters.

Good Hunting.

MR




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_____________________________

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.

(in reply to Mad Russian)
Post #: 153
RE: Pictorial Map Building - 5/18/2011 4:26:40 AM   
Mad Russian


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The last thing I'll do to this map is to select the terrain types for all the colors on my map.

I'll click the drop down arrow on the Map Colors Drop Down Menu to see all the colors I have on this map. I'll start at the top of the list and work my way to the bottom. You can do this in any order you like. I like going from top to bottom so I get them all done the first time.

Good Hunting.

MR




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_____________________________

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.

(in reply to Mad Russian)
Post #: 154
RE: Pictorial Map Building - 5/18/2011 4:31:17 AM   
Mad Russian


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After I select one of the map colors by left clicking on it I want to select a terrain type for it. To do that I select the terrain list from the Terrain Selection List drop down menu.





Once a color has been selected it shows in the color box to the right of the map colors list. To the right of the color box is the terrain list which usually shows Rocky Ground until you select something. You select the drop down list arrow to open the terrain selections.

These are color coded to the color that will display on the mini-map in the game.

Good Hunting.

MR

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< Message edited by Mad Russian -- 5/18/2011 4:35:15 AM >


_____________________________

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.

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Post #: 155
RE: Pictorial Map Building - 5/18/2011 4:37:31 AM   
Mad Russian


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As an example of the first selection, the gray color is for a dirt road.

You see my selection of the color gray and next to it the word Dirt Road and the color that will be displayed in the mini-tactical map in the game.





We go down the colors list assigning terrain features to each one. There can only be one terrain feature assigned to each color. Each terrain feature can be used on the same map to represent any number of the colors.

For instance. I have many of the colors on this map in the fields to represent mud, light mud or soft sand. All 7 different colors of fields will either be mud, light mud or soft sand to represent the soft ground conditions of April along the Baltic Sea. The game will look at the terrain type I assigned each color and apply the terrain effects to each one according to the terrain type I've chosen for it.

Good Hunting.

MR

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< Message edited by Mad Russian -- 5/18/2011 4:42:45 AM >


_____________________________

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.

(in reply to Mad Russian)
Post #: 156
RE: Pictorial Map Building - 5/18/2011 4:43:20 AM   
Mad Russian


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This map is now done in the Map Maker.

It is now time to do a final Mega-Texture save for this map.

Good Hunting.

MR






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< Message edited by Mad Russian -- 5/18/2011 4:55:01 AM >


_____________________________

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.

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Post #: 157
RE: Pictorial Map Building - 5/18/2011 4:56:29 AM   
Mad Russian


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Here's what it looks like in the SceneEditor.

So for now we are done with the terrain side of Map Maker. We work with the height side of the map next, then the Tactical Mini-map and finally we'll play the scenario on the map to check the overall look and feel of the map.

Good Hunting.

MR




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< Message edited by Mad Russian -- 5/18/2011 4:59:17 AM >


_____________________________

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.

(in reply to Mad Russian)
Post #: 158
RE: Pictorial Map Building - 5/18/2011 5:03:26 AM   
Mad Russian


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The entire right side of the Map Maker is devoted to the Height Map adjustments.

Good Hunting.

MR




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_____________________________

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.

(in reply to Mad Russian)
Post #: 159
RE: Pictorial Map Building - 5/18/2011 5:08:17 AM   
Mad Russian


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To activate the Height Map adjustment selections click on any tab on the Height Adjustment side of MM. To get back to the Terrain side of MM click on the Navi tab in the upper right hand corner of MM.

When I click on the Adjust tab MM turns on the Height Map and the gray scale. It still shows where all the structures are.

Good Hunting.

MR




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_____________________________

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.

(in reply to Mad Russian)
Post #: 160
RE: Pictorial Map Building - 5/18/2011 5:10:39 AM   
Mad Russian


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The S&L box down in the bottom right hand corner of MM turns on the structures or hides them from view while you work on the Height Map.

Good Hunting.

MR




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< Message edited by Mad Russian -- 5/18/2011 5:11:48 AM >


_____________________________

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.

(in reply to Mad Russian)
Post #: 161
RE: Pictorial Map Building - 5/18/2011 5:12:50 AM   
Mad Russian


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Here is the Height Map with the structures turned off.

Good Hunting.

MR




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_____________________________

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.

(in reply to Mad Russian)
Post #: 162
RE: Pictorial Map Building - 5/24/2011 6:54:10 PM   
Jacko


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Interesting, MR, but it doesn't look easy. 

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RE: Pictorial Map Building - 5/25/2011 2:25:40 AM   
Mad Russian


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The first time through can be a bit intimidating. I'm trying to take as much of that away as possible with this step by step tutorial that shows you clearly what each step looks like.

I can create a map in about 5 minutes. Once I redo the terrain map it's about another hour or so of work with MM to get a 1 km map presentable. It's not as hard as it looks. I've tried to show every mouse click so there's absolutely no question about what I've done or how.

Stridor and I literally spent weeks working out the kinks in MM to get it as simple as possible.

And of course we are hear to answer any questions.

Good Hunting.

MR


< Message edited by Mad Russian -- 5/25/2011 2:28:07 AM >


_____________________________

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.

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Post #: 164
RE: Pictorial Map Building - 5/25/2011 2:29:33 AM   
junk2drive


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You can make a crappy map without doing the terrain map. Just tell the program to convert the GE image to 8 colors and assign a terrain type to those 8 colors. I've done that just to test the program. No buildings or trees. Just smooth the height map so that it doesn't look like the Alps and follow the rest.

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Post #: 165
RE: Pictorial Map Building - 5/26/2011 1:29:17 AM   
Mad Russian


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There are six brush size selection buttons in the height adjustment area of MM.
If you put your mouse pointer over each button it will display it's use.

In this case I have both the large strokes button on the right pushed and the large area brush on the left selected. I will make big changes to the map when I do anything to the height with these selections.

Good Hunting.

MR









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< Message edited by Mad Russian -- 5/26/2011 1:38:51 AM >


_____________________________

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.

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Post #: 166
RE: Pictorial Map Building - 5/26/2011 1:40:30 AM   
Mad Russian


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Next I hold down the shift key and roll my mouse wheel until I get the amount of blend of both the terrain map and the height map displaying in the window. So I can tell where the terrain map and height map interact with each other.

Good Hunting.

MR




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_____________________________

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.

(in reply to Mad Russian)
Post #: 167
RE: Pictorial Map Building - 5/26/2011 1:46:15 AM   
Mad Russian


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When I'm done with everything I'll smooth the map. When I first created this height map MM asked me if I wanted to smooth it. I said no at that time.

The reason was that I will come in and make changes to the height map before I'm finished with it and I'll determine then what needs smoothed and where.

Good Hunting.

MR




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< Message edited by Mad Russian -- 5/28/2011 10:36:12 PM >


_____________________________

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.

(in reply to Mad Russian)
Post #: 168
RE: Pictorial Map Building - 5/28/2011 10:24:06 AM   
Ratzki

 

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I am having a bit of a tough time with water on my maps. Any chance on you showing us how you deal with a map that has a small stream on it.

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RE: Pictorial Map Building - 5/28/2011 2:56:26 PM   
Mad Russian


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I'm not the water guy. I'll see if I can get Rick to show you how he does it. So far, I've only done one map with any water on it and that was for a small stream.

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.

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Post #: 170
RE: Pictorial Map Building - 5/28/2011 10:40:20 PM   
Mad Russian


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The first thing I want to do is to go to the village and smooth where the houses will sit. This ensures that the houses sit flat on the ground. That no corner is dug into the ground while another corner is floating in the air.

Good Hunting.

MR




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_____________________________

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.

(in reply to Mad Russian)
Post #: 171
RE: Pictorial Map Building - 5/28/2011 10:50:36 PM   
Mad Russian


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This screen shot shows both the size of the brushes I've selected and the size of the area that will be affected on the map using those.

You can see that I've adjusted the map by holding down the shift key while rolling my mouse wheel to get the amount of combination terrain map and height map that I can see where each fits with the other.

Good Hunting.

MR




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< Message edited by Mad Russian -- 5/28/2011 10:52:26 PM >


_____________________________

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.

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Post #: 172
RE: Pictorial Map Building - 5/28/2011 11:18:00 PM   
Mad Russian


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Once I level the village area I'll move on to drive my roads.

Here are four issues with my roads in red and what I did to correct the issue in yellow.

1) The elevation changes right at the road. The elevation needs to be moved back a bit from the road. Roads are made as flat as possible and rarely on sloping incline.

2) The slope is too close to the road. I want to move it back a little to smooth out the road.

3) This road intersection has 3 different heights coming into it. That needs to be moved back and elevations smoothed out some. Going from lighter to darker and not just from light to dark.

4) Four terrain elevations do not need to come together right in the middle of a road.

To use the level feature you put your mouse pointer over a shade of gray on the map. You hold the left mouse button down over that color and you drag the mouse where you want that elevation to be put on the map.

I only level roads and areas where I will put buildings the rest of the map I smooth until I get it the way I want it.



Good Hunting.

MR




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< Message edited by Mad Russian -- 5/29/2011 2:21:45 AM >


_____________________________

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.

(in reply to Mad Russian)
Post #: 173
RE: Pictorial Map Building - 5/29/2011 8:00:45 AM   
Ratzki

 

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Even a bit of a look at how you did the small stream would be good.

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RE: Pictorial Map Building - 5/29/2011 1:38:07 PM   
Mad Russian


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We're talking about doing a Pictorial Tutorial just on water. Basic water is simple though. You put it on the map like all the other textures.

When I finish tutorial, if Rick hasn't started the water tutorial, I'll start it. He's away from his home computer at the moment so it might be a few days before you see anything on water. I want to complete this basic map tutorial before going onto another.

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.

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Post #: 175
RE: Pictorial Map Building - 5/29/2011 3:14:25 PM   
Rick

 

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quote:

ORIGINAL: Mad Russian

We're talking about doing a Pictorial Tutorial just on water. Basic water is simple though. You put it on the map like all the other textures.

When I finish tutorial, if Rick hasn't started the water tutorial, I'll start it. He's away from his home computer at the moment so it might be a few days before you see anything on water. I want to complete this basic map tutorial before going onto another.

Good Hunting.

MR



I'll be away from my desk computer for another 2-3 weeks probably. But I'll start a thread on water in maps, and my internet connectivity is pretty spotty. But Mobius has also done a lot of work with rivers in his maps, so he might be able to answer some questions.

Thanks
Rick

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RE: Pictorial Map Building - 7/22/2011 9:42:25 PM   
sztartur


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Mad Russian can you extend the tutorial to add how to do tracks and poles properly?

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Post #: 177
RE: Pictorial Map Building - 8/11/2011 12:23:43 AM   
sevenpointsix2

 

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Can you please give some tips on placing visually linked structures like bridge sections, fences, railroad tracks, etc.. I can do it, but since there isn't a "snap fit" feature or a WYSIWYG edit display in MM (just the viewer) it takes a very long time to accurately line up these objects so as not to have any gaps and/or overlapping. - Thanks

< Message edited by sevenpointsix2 -- 8/11/2011 12:34:04 AM >

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Post #: 178
RE: Pictorial Map Building - 8/11/2011 12:31:50 AM   
Stridor


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quote:

ORIGINAL: sevenpointsix2

Can you please give some tips on placing visually linked structures like bridge sections, fences, railroad tracks, etc.. I can do it, but since there isn't a "snap" fit feature or a WYSIWYG edit display (just the viewer) in MM it takes a very long time to accurately line up these objects with no gaps and/or overlaying. - Thanks


You do it in scene edit, where there are special tools to do this (like clone position & rotation) then after you are happy with their 3D representation you save the map and then back import into MM.

S

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Post #: 179
RE: Pictorial Map Building - 8/11/2011 12:59:54 AM   
sevenpointsix2

 

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Thanks Stridor, I was trying to use the mouse to move objects around and didn't realize (D'OH! ) that it used keyboard commands. Serves me right for not reading the "whole" instruction manual first.

Much appreciated ... ... brewskies on me!

< Message edited by sevenpointsix2 -- 8/13/2011 7:08:42 PM >

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Post #: 180
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