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Pea Ridge Redux - wip

Posted: Wed Oct 24, 2018 10:50 pm
by Crikey
Have been experimenting with new ground textures, buildings and a quick brush up of the packed trees etc. It'll work with Reb's existing pack when done.

Screenies attached.

This one is for JB, who made the original and many other great maps. RIP. :(

Re: Pea Ridge Redux - wip

Posted: Thu Oct 25, 2018 4:57 am
by Asid
Great work.

Thank you Crikey

Re: Pea Ridge Redux - wip

Posted: Thu Oct 25, 2018 6:30 am
by Jolly
Stunning looking grabs Crikey!

David(jolly)

Re: Pea Ridge Redux - wip

Posted: Thu Oct 25, 2018 7:16 am
by Davinci
Crikey - Great Looking Cold Map!

Question - have you tried experimenting with the adding some fires around the field?

Would be nice if you could figure out a way of having smoke come out of the chimney.

davinci

Re: Pea Ridge Redux - wip

Posted: Thu Oct 25, 2018 6:16 pm
by Chamberlain
Looks very good Crickey

:) :)

Chamberlain

Re: Pea Ridge Redux - wip

Posted: Thu Oct 25, 2018 10:56 pm
by Crikey
Thanks all

D - I have considered adding chimney smoke in the past, but decided it would involve too much messing around to get the exact co-ordinates to line up with the stack. ;)

Some more screenies, showing off some of Pom's recent ACW sprites and RB's bespoke end screen.

Re: Pea Ridge Redux - wip

Posted: Fri Oct 26, 2018 2:11 am
by RebBugler
Very nice work Crikey, I know John would be pleased.

Since you're upgrading this map, would it be possible to correct a road placement? I'm referring to the Ford Road as seen on this attachment. If you compare maps, the Ford Road on John's map is approximately 500 yards too far south placing it just in front of the Foster House. To compensate for this error I scripted McIntoch's troops entering along a fence line moving east where there is no road, so as to keep their distance from the Union guns at the Foster Farm historically accurate. You can see by the CSA beginning troop placements on the Leetown scenarios exactly where I'm requesting the Ford Road to be re-situated, coinciding with the attachment along the fence line which appears to be the same on both maps. Probably no big deal if this is a complicated road change, as no one has ever mentioned this issue, but it does look odd that the Rebs aren't road marching, and it's definitely not historically accurate.

The attachment pea-ridge-leetown-march-1.jpg is no longer available

You're right in blowing off the 'smoke from chimneys' suggestion. Nice idea but it won't work with 2D smoke because even when you find the right placement coordinates the smoke will displace away from the chimney with different viewing angles, looking stupid. I discovered this issue as I designed new fire and smoke variances with Chancellorsville Extras. If someone can design 3D smoke sprites, lots of frames representing all angles, then it'll work.

Re: Pea Ridge Redux - wip

Posted: Fri Oct 26, 2018 3:01 am
by Crikey
Thanks Reb.

Funnily enough, I kept rechecking for a road on the bmp when I started that scenario. Thought I'd covered it over. I'll insert it.

B)

Re: Pea Ridge Redux - wip

Posted: Fri Oct 26, 2018 7:14 am
by Davinci
You're right in blowing off the 'smoke from chimneys' suggestion. Nice idea but it won't work with 2D smoke because even when you find the right placement coordinates the smoke will displace away from the chimney with different viewing angles, looking stupid.
I didn't try it with a house since I removed all of them when expanding the Map.

But, I'm not seeing the Smoke changing different viewing angles when moving the camera.

But, it might if it was a house under it, instead of General Pickett!
The attachment 1_2018-10-25.jpg is no longer available
davinci

Re: Pea Ridge Redux - wip

Posted: Fri Oct 26, 2018 8:36 am
by RebBugler
Your focus was probably on Pickett's flag, which is 2D, so the flag and the smoke will align with varying angles. Remove the flag and see if the smoke stays above Pickett's head when changing viewing angles. I'll stand corrected if it does.