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Way to fix Forest Zig-Zags?


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#41 Panthercules

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Posted 21 February 2017 - 06:55

While your solution to eliminate the dark forest shadow between the forest edge and NML seems to make sense visually, in fact it does not.  Generally these forests are supposed to continue across the 'mud', but of course they were blasted away.  These forests appear on the large scale game map as such, so cropping their shape (getting rid of the shadow) is really not the best solution.

 

 

Well, I ran some tests tonight and it turns out not to be all that hard to edit the in-game map to more closely match up with the newly tweaked forest areas, so that should help eliminate problems of the map not matching what you see on the ground.  Of course, that will add some time to the whole project, but I think it's probably worth doing so I'll add it to the project plan.

 

Man, I wish I had known how to do this stuff a few years ago, when there were still more folks around to be able to enjoy it.  Oh well, better late than never I guess :)


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#42 WW1EAF_Paf

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Posted 21 February 2017 - 19:16

@SYN_Bandy - I'm not yet sure exactly what is causing those stray trees to still be there, as based on what I've been doing so far I can't find any reason that they should still be there.  But I will be taking another look at that in my final testing before I start my "production run" all up and down the front lines. (I've got another idea that I want to test about whether I can create a bit more varied/undulating edge structure for different tree areas so they all won't just look like straight lines).

 

Those "stray-trees" are connected to the landscape textures. So deleting them will kill all the "stray-trees" across the landscape. :)

There is a dirty fix though. You can place a substrate above the disturbing trees to get them transparent (they are still there;)).

 

Good to see people still work on maps, its so much fun, but it also takes so much time ;) The funniest, maybe most tragic thing is, that ROF has a huge amount of possibilities to create wonderful and very detailed maps but maybe too few people with enough time to do it.


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#43 Panthercules

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Posted 21 February 2017 - 23:52

Those "stray-trees" are connected to the landscape textures. So deleting them will kill all the "stray-trees" across the landscape. :)

There is a dirty fix though. You can place a substrate above the disturbing trees to get them transparent (they are still there;)).

 

Good to see people still work on maps, its so much fun, but it also takes so much time ;) The funniest, maybe most tragic thing is, that ROF has a huge amount of possibilities to create wonderful and very detailed maps but maybe too few people with enough time to do it.

 

Thanks for the additional info - always looking to learn more about how these things work (up to a point, anyway :) )

 

Since I don't want to wipe out all the stray trees all over the map, and I don't want to create any more "invisible trees" for people to crash into unexpectedly, I think I'll stick with my current approach of just moving the trees away from the mud.  

 

I completed the new overlay map legend keys for all the potentially relevant in-game map files, so I can find and keep track of which ones I will be editing to reflect the forest changes, so hopefully that will speed up that process work flow a bit (though I hadn't counted on having to make the same changes to 3 different sets/sizes of game maps, so that will slow things down a bit :(  )


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#44 Panthercules

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Posted 28 February 2017 - 20:55

Another small progress report.  Managed to crack a big nut last night in terms of process flow improvement, solving a problem that was causing things to go very slowly with a lot of trial and error iterations - tested it out today and it speeds up the process by quite a bit.

 

Currently have completed the on-the-ground fixes along the following areas of the front (corrections to the in-game map display files lags a bit behind this - next phase is to try to solve a process flow problem that makes the map editing take longer than it should):

 

Attached File  RoF - Zig-Zag progress status 2-28-17.jpg   576.33KB   0 downloads


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#45 Panthercules

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Posted 04 March 2017 - 20:03

OK - "final" pre-completion status report, hopefully.  Time spent on creating work flow improvements has really paid off, and things are progressing quite well recently.  Here is a shot showing the completed portion of on-the-ground fixes (again, in-game display map tweaks lag behind a bit):

 

Attached File  RoF - Zig-Zag progress status 3-4-17.jpg   571.35KB   0 downloads

 

And here, just as a reminder of why I'm bothering with this, is a screenshot of the last remaining stock segment in the far SE corner:

 

Attached File  RoF - Map zig-zag - last stock section left.jpg   447.09KB   0 downloads

 

Hopefully, I'll have a JSGME-ready mod package available for folks to try out sometime within the next week or so.

 

 


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#46 Panthercules

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Posted 07 March 2017 - 04:23

Woohoo!

 

It's DONE - see the release thread, here:  https://riseofflight...front-released/


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#47 WW1EAF_Paf

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Posted 07 March 2017 - 06:12

Great job ! :)


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#48 Panthercules

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Posted 08 March 2017 - 16:22

More good news!  I checked out the Channel Map, to see if this needed to be done there as well, but fortunately there do not seem to be any of these same zig-zag problems on that map - generally, far fewer trees and farther away from the trenches.  Perhaps the devs did that on purpose to avoid creating the same problem that had occurred on the original Western Front map.  I did spot a few odd anomalies on that map (mostly patches of what looks like tree shadows with no trees) - if I'm feeling ambitious I might take a whack at fixing those, but they aren't nearly as obnoxious as the zig-zags so may not be worth the effort.  

 

Playing around on that map again made me wonder whether there's anything that could be done to remove the underlying water layer under all the land, so maybe something could be done about the weird lag that happens sometimes when you look around quickly and see water before the land textures kick in - anybody got any ideas about how that part of that map works?


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