lecholas 2 Posted May 16, 2008 Thanks for answer. Could we also see some screenshots with lower viewdistances (i.e. playable viewdistances - up to 3km). I'd like to see how the map would look in real game. Would the mountains be visible from the plain? Anyway, I can't wait to try it in game. Share this post Link to post Share on other sites
dmarkwick 261 Posted May 16, 2008 Thanks for answer. Could we also see some screenshots with lower viewdistances (i.e. playable viewdistances - up to 3km). I'd like to see how the map would look in real game. Would the mountains be visible from the plain?Anyway, I can't wait to try it in game. The video linked in post #1 shows the map with a more commonly used viewdistance, about 2.5km. I reckon best results will be between 3 - 5 km. Share this post Link to post Share on other sites
dmarkwick 261 Posted May 16, 2008 The very first picture of the forest looks... real Very nice island, I love the mountains. They do look good ingame. How is the AI reacting to steep slopes and roads in mountains ? That's one damn fine job DM ! Malick I've tried a few gun battles on the slopes, the AI generally cope pretty well. There is some amount of weirdness in their prone positions sometimes, but apart from that no real problems. The AI use the roads pretty well, apart from the long windy road that snakes up the mountain that you can see in some shots. The AI really like to take shortcuts between tightly packed contours, but I think when the trees are planted in those areas the AI will tend to stick to the road more faithfully. Share this post Link to post Share on other sites
mrcash2009 0 Posted May 17, 2008 All I can say about those new set of screen shots is: "How North Sahrani Should Have Been" Much like Schmalfelden, this will be a unique keeper without question. Share this post Link to post Share on other sites
icebreakr 3159 Posted May 17, 2008 Yup mrcash2009, +1 here. Share this post Link to post Share on other sites
Nicholas Bell 0 Posted May 18, 2008 Outstanding work, DMarkwick! Got to ask how the FPS are holding up and what's your object count? Looks enourmous. (wonder if Durg will release those trees to the public...?) Share this post Link to post Share on other sites
dmarkwick 261 Posted May 18, 2008 FPS are OK actually, although it has to be said that the current amount of vegetation mass is not nearly at it's eventual level. The density of the forests (both mountain & plain) will be the FPS control sink I think, if the FPS are OK after plantation I can thicken it up, if FPS is poor I can thin it out. Use of bigger vegetation than real life for forests is one way I can keep a lid on FPS, but for the urban veg I'm trying to use as close as possible the same sized veg. Object clutter around urban settlements will be another pain, but I'm leaving that 'till last. The trees I made will be specific to Savine Vode via addon, but once released I expect people can use them as they wish, I won't have any objection but a little bird tells me you might not need it Share this post Link to post Share on other sites
icebreakr 3159 Posted May 18, 2008 Don't forget to add bushes to the edges of the forest for example near the roads. Road example in dense forest: http://www.charliesbirdblog.com/~charlie/Sao15Feb05/sec_forest.jpg Share this post Link to post Share on other sites
Nicholas Bell 0 Posted May 19, 2008 Quote[/b] ]the current amount of vegetation mass is not nearly at it's eventual level. The density of the forests (both mountain & plain) will be the FPS control sink I think, if the FPS are OK after plantation I can thicken it up, if FPS is poor I can thin it out. Yeah, easier to add trees than to thin out. Quote[/b] ]Use of bigger vegetation than real life for forests is one way I can keep a lid on FPS, but for the urban veg I'm trying to use as close as possible the same sized veg. Object clutter around urban settlements will be another pain, but I'm leaving that 'till last. I did the same on the Schmalfelden forest redoe, using trees set 100-150%. but more reasonable around the towns. Adding the objects around the built up areas is what brings life to a map, but unfortunately it does cause a hit on the system. It certainly does look terrific. Hang in there, it's a lot of work! Quote[/b] ]he trees I made will be specific to Savine Vode via addon, but once released I expect people can use them as they wish, I won't have any objection. but a little bird tells me you might not need it That would be sweet! Share this post Link to post Share on other sites
LordNeuro*Serbia* 0 Posted May 21, 2008 Fantastic work. I hope u will relise it soon. Great loking map. Keep up the great work. Share this post Link to post Share on other sites
icebreakr 3159 Posted May 21, 2008 Any chance for beta? =) Share this post Link to post Share on other sites
dmarkwick 261 Posted May 21, 2008 There will be a beta, but not until there's substantially more content. Something that will give more useful feedback for performance in dense areas. Share this post Link to post Share on other sites
icebreakr 3159 Posted June 4, 2008 DMarkwick: your inbox is full and you cannot accept any more PMs made any progress on the map? Share this post Link to post Share on other sites
dmarkwick 261 Posted June 6, 2008 Heh don't worry I haven't forgotten I was ill for a couple of weeks so slower going than usual, I don't get that much time to begin with. Plus I'd like to release the new DMSmokeEffects as well, nearly done there too. Share this post Link to post Share on other sites
Striker90 0 Posted June 29, 2008 Woohooowwwww great great super amaaaazinng cant wait for it! It looks like real life! Share this post Link to post Share on other sites
ck-claw 1 Posted June 29, 2008 Damn that looks nice! Love the Autumn looking areas! Share this post Link to post Share on other sites