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Post by gagarin on Nov 7, 2015 17:48:29 GMT 1
An interesting example (practical techniques) from the practice of anti-tank guns.
When the first tank, Sasha could not bring a gun: with low land - the bullet would ricochet went. Sasha, in seconds and at a distance of some hundred meters from a walking tank, put on all fours fighter and put the gun to his back. Where Sasha went without saying, but after the first shot tank stood. When the second pulled the first tug, Sasha fighters overtook him in the bushes and hit on the head. The tank caught fire. The Germans ran.
"Finest hour" company antitank guns. "- Remembers from Lieutenant-mortar II Nikolaev.
Когда появился первый танк, Саша никак не мог навести ружье: с земли низко - пуля пошла бы рикошетом. Саша, в считанные секунды и на расстоянии каких нибудь ста метров от идущего танка, поставил на четвереньки бойца и положил ружье ему на спину. Куда Саша попал, не говорили, но после первого выстрела танк встал. Когда второй потащил первый буксиром, Саша с бойцами обогнал его по кустам и ударил по головному. Танк загорелся. Немцы побежали.
"Звездный час" роты противотанковых ружей." - из воспоминай лейтенанта-минометчика И.И. Николаева.
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Post by gagarin on Nov 9, 2015 17:41:40 GMT 1
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Mat
General
Posts: 1,814
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Post by Mat on Nov 9, 2015 19:42:35 GMT 1
This one shows it clearly to me that a simulated Terrain with Coast/Terrain Advantages can never look so good as a well made Editor Terrain. I really enjoy your picturesque Maps!
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Post by ariete on Nov 9, 2015 20:19:30 GMT 1
.. mm, no gagarin ...
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Post by Quintaxel on Nov 9, 2015 20:33:22 GMT 1
The map looks great, even if it in not yet finished! The use of the levels in the terrain adds to the realism. Very inspiring work.
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Post by gagarin on Nov 9, 2015 21:06:22 GMT 1
Thank gentlemen! If you want to draw a high ground - the only such option is acceptable. Terra objects (Coast, Mount, Ravine) are not suitable for heights. But I hope that the bridge is still exists.
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Mat
General
Posts: 1,814
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Post by Mat on Nov 9, 2015 21:49:08 GMT 1
where can i get road stop all?
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Post by gagarin on Nov 9, 2015 22:16:46 GMT 1
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Denis
Pukovnik
Posts: 423
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Post by Denis on Nov 11, 2015 12:29:38 GMT 1
do you use some new tiles for desert terrain gagarin?
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Post by gagarin on Nov 11, 2015 15:35:15 GMT 1
do you use some new tiles for desert terrain gagarin? Yes. But some are still require processing.
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Denis
Pukovnik
Posts: 423
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Post by Denis on Nov 11, 2015 15:45:57 GMT 1
It looks amazing. You could also add some field tile (maybe from stalingrad?). Anyway, could u send me it please? It would be awesome for afghanistan map. I dont want map it with original desert set.
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Post by gagarin on Nov 11, 2015 16:05:53 GMT 1
A little later today, I'll send you these files. field - In the "Stalingrad" is too dark. Need to take a white-beige (as in the "Kursk").
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Post by gagarin on Nov 12, 2015 0:23:35 GMT 1
At the request of comrade Denis added new tiles "Garden" of African, Middle Eastern maps. Just have to wait a little longer. Tomorrow I'll try a little to expand the number of tiles for this season. If it turns do it.
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Post by gagarin on Nov 13, 2015 0:03:09 GMT 1
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Post by Major Pain on Nov 13, 2015 10:45:10 GMT 1
I see 19 tiles... Are you saying that not all 19 can be used in Editor?
You might have to increase the number of Data Sets in the tileset.xml.
<item crosset="1" priority="10" passability="0.6" AIClasses="2147483632" MicroTexture="0" SoundVolume="1" CanEntrench="1" SoilParams="3"> <name>Sand</name>
<tiles> <item index="98" probability="7.14286"/><-----There are 14 Different Tiles in this example <item index="99" probability="7.14286"/><-----(7.14286 x 14 = 100.000004) <item index="100" probability="7.14286"/><----Selected at Random for each Adjacent Tile on all sides. <item index="101" probability="7.14286"/> <item index="102" probability="7.14286"/> <item index="103" probability="7.14286"/> <item index="104" probability="7.14286"/> <item index="105" probability="7.14286"/> <item index="106" probability="7.14286"/> <item index="107" probability="7.14286"/> <item index="108" probability="7.14286"/> <item index="109" probability="7.14286"/> <item index="110" probability="7.14286"/> <item index="111" probability="7.14286"/> </tiles>
<LoopedAmbientSound></LoopedAmbientSound> <AmbientSound></AmbientSound> </item>
The Second part of the tileset.xml is how terrain tiles are interweaved. This needs no special attention. There is around 300-350 entries, which are repeated.
<item> <maps0 x="0.501953" y="0.594727"/> <maps1 x="0.626953" y="0.625977"/> <maps2 x="0.376953" y="0.625977"/> <maps3 x="0.501953" y="0.657227"/> </item>
Each entry includes: maps0: Summer (1_h.dds) maps1: Winter (1w_h.dds) maps2: Desert (1a_h.dds) maps3: Fall (1_h.dds) No Custom Skin... yet
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