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TeAcH

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Posts posted by TeAcH

  1. Take a look at your game from level 1 (ground level) and examine the grassy area closest to you. It should appear smooth (thanks to MIP mapping. Now, gradually look at the grass away from you. If you see the smoothness stop and some pixelated blocky grass, then that is what I am talking about. Looking at the fallen leaves under trees is more noticeable. My Viper 2, despite all of its flaws, mipmapped the whole battlefield. Cant this card do this?

    TeAcH

  2. Thanks. I took your advice and ARGH...same results. Take a look at your game from level 1 (ground level) and examine the grassy area closest to you. It should appear smooth (thanks to MIP mapping. Now, gradually look at the grass away from you. If you see the smoothness stop and some pixelated blocky grass, then that is what I am talking about. Looking at the fallen leaves under trees is more noticeable. My Viper 2, despite all of its flaws, mipmapped the whole battlefield. Cant this card do this?

    TeAcH

  3. I was using a Viper 2 and the game looked pretty good except for an occasional artifact and the lack of fog support. I installed a Viper V770 Ultra and now I see fog, however the MIP mapping ability looks like crap. There is a radius of some kind around your perspective that dithers or softens the pixels (as the Viper 2 did) however, just beyond that radius (60 meters) the graphics look pixelated.

    For example, if I move in perspective 1 towards a group of trees, the grass in front of me is smooth. Just beyond that 60 meters, the grass looks pixelated. When I approach and cross through trees, the leaves underneath look very pixelated until the are close then they are smoothed out.

    My Viper 2 had a setting called AutoMipMap which, when turned on, smoothed out the whole battlefield. The V770 has a lot of MIP Mapping controls, but no combination has cured this problem. I have gone through plenty of drivers from the early Diamond ones to the latest detonator series.

    Any help would be greatly appreciated.

    TeAcH

    I posted this in tech support also but wanted more people to see it and see if they had any ideas. Thanks

  4. I was using a Viper 2 and the game looked pretty good except for an occasional artifact and the lack of fog support. I installed a Viper V770 Ultra and now I see fog, however the MIP mapping ability looks like crap. There is a radius of some kind around your perspective that dithers or softens the pixels (as the Viper 2 did) however, just beyond that radius (60 meters) the graphics look pixelated.

    For example, if I move in perspective 1 towards a group of trees, the grass in front of me is smooth. Just beyond that 60 meters, the grass looks pixelated. When I approach and cross through trees, the leaves underneath look very pixelated until the are close then they are smoothed out.

    My Viper 2 had a setting called AutoMipMap which, when turned on, smoothed out the whole battlefield. The V770 has a lot of MIP Mapping controls, but no combination has cured this problem. I have gone through plenty of drivers from the early Diamond ones to the latest detonator series.

    Any help would be greatly appreciated.

    TeAcH

    [This message has been edited by TeAcH (edited 08-19-2000).]

  5. Sounds to me like you are on the right track. You want to ensure that his desktop is set at 1024x768. If necessary, look at the direct3d settings accessible via a right click on the desktop and then choosing properties. Perhaps their is a setting in there too.

    What type of video card does he have?

    TeAcH

  6. For all of the RPG'ers out there (like me) how about your thoughts and opinions on asking BTS to design a simple and effective add on pack designed to assist all CM RPG'ers in conducting their own massive CM games?

    How about adding an add on pack called Combat Mission: Operations Toolkit (or something to that effect)

    This would be a program that would interface with CM as an expansion pack and allow a game master (GM) to govern and control all aspects of a CM RPG game!

    The GM would use the program to input all the forces for both sides, list commanders and subcommanders, assign units, design an operational map, keep track of supplies, conduct random events, automatic weather control, resolve SOME combats, interface with both quick battle and editor to create engagements, and so on.

    Anything and everything that a gaming group would need to engage in operational-sized battle encompassing many players. Think of it as a utility.

    Whadya say? Any comments? Id buy it!

    TeAcH

    [This message has been edited by TeAcH (edited 08-15-2000).]

  7. I'd also like to see an "At-A-Glance" unit roster. One that would toggle on and off with a key and present the player with a quick run down on all of his units. It would include name, ammo, morale, condition, number wounded/available, etc. From this, the player could double click on a unit, the screen would toggle off (perhaps) and you would be locked to that units view at whatever perspective you were in at the time.

    This would great help those who play solely in perspective 1 as well as everyone else.

    TeAcH

  8. David,

    Thanks for the pics. They help. I will try that next time but I must say what you illustrate begs the question: Why do I need to move to the side? Why cant the engine do it from any perspective, including ground level from the firing units point of view? Seems like your screenshots ilustrate and strengthen my point. I can fiddle with the targetting 'till the sun goes down, but why should I have to? And what harm is there in making the structures selectable. Perhaps the code isnt robust enough for this to happen. That might be the case.

    No offense bro but fiddle with it all day (I might have to also to get it to work) but I would like the game's targetting addressed in this regard. BTS has been gracious enough (and wise enough) to allow gamers input. Lets not be afraid to take them up on their offer.

    TeAcH

    [This message has been edited by TeAcH (edited 08-04-2000).]

  9. I appreciate your tests David. I havent had such success. Using 1.03, zoomed down to level one, and from a tank, I could see the whole side of two one story houses save for about a foot (using the approximation on the size of the house that is) of the bottom of the wall. I could not target either house.

    This is not a problem on my end. I can tell the difference. There was nothing blocking me from shooting at those house yet the red line consistently showed BLOCKed right up to the house itself. View 5 didnt help either.

    Why are you opposed to making the house a selectable target like a pillbox or a unit? Just because you havent found the problem, doesnt mean one doesnt exist.

    I ask you to perform some more tests and see for yourself. Look in the game for the instances where you can see a house but cant target it. When you find such an occurrence, ask yourself why.

    TeAcH

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