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Re: SR1 Fictional RoundTops

Posted: Sat Dec 17, 2011 2:35 am
by Hancock the Superb
Looking great!

If you were to continue working on the road, see my previous post (I assume you have, though).

(Updated screenies)

Re: SR1 Fictional RoundTops

Posted: Sat Dec 17, 2011 3:50 am
by Zeke
A big Yay!!!! that looks really cool. :cheer:

Re: SR1 Fictional RoundTops

Posted: Sat Dec 17, 2011 11:34 am
by Davinci
All , I going to try to explain how this new process works so that everyone is on the same page here, bear in mind that some of this information may not be accurate, and subject to change.

But, this is basically how I understand it, and hopefully one of the other map-makers will add to this!

The first file shows how I would like the road terrain to look, so I would edit this one file, unless I’m adding another terrain file with it, either under or over this one, basically combining two different files to use as the road. This would produce a sort of mixed road terrain with two different files.

But, let’s just say for this example I’m only using this one file, I would name it, and then assign it to a color. There are only three colors’ that I can assign this to red, green, or blue .

In this example I am going to assign it to the color of red , which means that where-ever a red color shows in the second file below, the program will apply the road-terrain to that color, and that color only.

So, both of these files are working together, one has a picture of a terrain and the other file draws that terrain to the specified color, which is red.

Now, doing it this way, I cannot at the moment have the file only draw a specified part of picture one , the game draws a random portion of picture one to the red in picture two.

Now, I will add that 2ndTexas has mentioned that he has figured out a way of adding a sort of wagon track mark to the roads, and I think that I have another way of doing it, but at this time my way has not been proven.

I hope that this helps to clarify how this new process works. This system is far better than the previous system, but this system is still new, and it will take time to understand how this works, and more importantly what doesn’t work!
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Re: SR1 Fictional RoundTops

Posted: Thu Dec 29, 2011 10:13 pm
by Jubal Early
WOW !! :woohoo: Those ground textures are amazing Davinci will you be releasing them to work with all maps or just maps you are working on ? Ive always found the ground textures to be very blurry and bland so these would really add to the game graphically.
I haven’t been in here in a while but I’ve been playing SOW like crazy since Antietam and the 1.4 patch and I’m amazed at how much has been going on here in the past month or so . Fantastic work as always from you Davinci and very innovative.

Re: SR1 Fictional RoundTops

Posted: Fri Dec 30, 2011 5:06 am
by Davinci
WOW !! :woohoo: Those ground textures are amazing Davinci will you be releasing them to work with all maps or just maps you are working on ?
Hey, Jubal Early , How is everything going, it’s been a while since I’ve seen a post from you .

Did the new patch features help you with the frame-rate problem that you had in the past?

I’m not exactly sure about the correct approach pertaining to re-releasing all of the current maps, but I probably could try to do one, and see how the community likes the idea.

Norb’s game engine is quite amazing; I think that there are a lot of new ideas that can probably be implemented into the maps, that hasn’t been tried as of now!

2nd_Texas – mentioned a very good idea about several modders getting together and making several maps, which would be good, considering that each modder has a certain talent in doing things a certain way.

Thanks, for the comments and suggestions!

davinci

Re: SR1 Fictional RoundTops

Posted: Fri Dec 30, 2011 6:37 pm
by Jubal Early
Hi Davinci Yes I have noticed an improvement with the frame rate since the 1.4 patch and the new option to adjust the sprite ratio is great as it means if I am playing a really large scenario I can use a 1.10 ratio if I needed and easily change it back to normal again.
I had been so addicted to TC2M that it has taken me time to get into SOW but I am now really starting to get into it as much as I did with TC2M. Running the graphics never seemed to be a problem for me it was mostly the movement of units so I’m looking forward to seeing how you progress with your terrain as it would improve the look of the game greatly. :)

Re: SR1 Fictional RoundTops

Posted: Sat Dec 31, 2011 12:06 pm
by Davinci
Well , the first attempt at modifying the Antietam Morning Map didn’t turn out too good, so I’ll try to come at it from another direction, and post any changes.
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Re: SR1 Fictional RoundTops

Posted: Sat Dec 31, 2011 2:58 pm
by Crikey
Well,the first attempt at modifying the Antietam Morning Map didn’t turn out too good,
Well, it looks pretty damn good to me. The new textures for the roads and crops are excellent. Are those fallen leaves under the trees? Great work as usual. B)

Re: SR1 Fictional RoundTops

Posted: Sat Dec 31, 2011 6:46 pm
by Jubal Early
Well,the first attempt at modifying the Antietam Morning Map didn’t turn out too good,
Well, it looks pretty damn good to me. The new textures for the roads and crops are excellent. Are those fallen leaves under the trees? Great work as usual. B)
I agree it looks great.

Re: SR1 Fictional RoundTops

Posted: Sat Dec 31, 2011 8:34 pm
by Marching Thru Georgia
Davinci wrote:
Well , the first attempt at modifying the Antietam Morning Map didn’t turn out too good, so I’ll try to come at it from another direction, and post any changes.
Could you please explain what is wrong in those pictures. I think they look fantastic. The ground in pictures 4 & 5 is a tremendous improvement.