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Cold War Rearmed² All-in-one-Demo + Patch²

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Not for an OFP veteran. ;)

lol was about to say myself, I know exactly where both of those are :)

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lol was about to say myself, I know exactly where both of those are :)

Same, i think most OFP vets would know exactly where they are :)

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is there i chance to make this two places more ofp-like

Hi Danil-ch!

Well spotted!!!

Hmmm... I'll have to check these two areas on the Everon "Mask"...

Without going into massive technical details... the way these ground textures are distributed is controlled by a "Mask File" - think of it as a big image that matches the satellite layer, but painted in simple primary colours... wherever I paint "Red" we get "Rock" in the final result, wherever I paint "Blue" or "Yellow" we get "Ploughed Fields" or "Hayfields"... sounds simple? - in practise, once you get it all set up - it is! :)

Problems kick in when you try to use too many colours too close together...

With our current tools - the colour limit is 4 - within any 512x512 meter area!

BIS have different tools - they have different limits.....

So that puts us at a bit of a disadvantage to start with.... plus, there's no tool or utility to actually check these things for you - all you can do is overlay a big grid on your "Mask" and count the colours by eye in each square... if there's less than four, you have an opportunity to add another colour... So that's what's been done on Everon...

That can work out quite well with a little work, the result being there's actually 12 different ground surfaces in use on Everon!

However, you also have to prioritise...

There's two main grass types, every area must have at least one "grass" - often two

There's a road nearby - that must have "gravel"

There's woods/trees in the segment - they must have "forest floor"

You can see where this is going.....

It's often the case that the "essential core" ground surfaces already total 4 - or even 5! in a particular grid square - before you even start thinking about "extras" like fields, etc...

In cases like that, you have to skip extras, or - occasionally - even do without one of the "core" main surfaces - like a small area of "Rock".... :(

So... It might be (most likely!) I just missed these features you've spotted - or it might be they were deliberately sacrificed for more important surfaces during the Great Colour Count stage :confused:

I'll have to check... If it Can be fixed - it Will be!

Thanks for spotting/posting this stuff though - it's exactly the sort of feedback that can be very helpful!

I'm really keen to make sure that things conform to everyone's favourite memories - particularly with regard to stuff like "favourite hiding bushes", etc...

There should ALWAYS be a bush or a tree or a rock exactly where there was one before..

Additional microcosmetics - like buckets 'n wheelbarrows 'n chickencoops should "enhance the experience", but never get in the way of classic missions, etc - if they do, I need to know about that too!

And finally - of course - even basic visual features, like rocky areas, or fields, etc should always be where you remember them... unless I've had to make some kind of behind-the-scenes compromise :(

Thanks again for the reports! - keep 'em coming if you spot any other anomalies... I'll see what can be done!

B

Edited by Bushlurker

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Thanks for the ticket and the 'repro' shots, Danil-ch. Bug tracker tickets are very helpful!

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Same, i think most OFP vets would know exactly where they are :)

Immediately recognized where it is, just couldn't remember the name of the village. :o

Bushlurker, I hope you'll find a way to implement those changes. :)

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