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SoaN

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Posts posted by SoaN

  1. Originally posted by Markus86:

    Already in the past you have proved, that 1C has some great 3D and 2D artists. But that doesn't make a good game. Better fix the real issues (I won't repeat them, happened already enough), which minimize the gameplay. At the moment I have no motivation to start the game.

    It has a lot of potential, which you should use. (this means not another 20 good looking units ...)

    About other coming stuff you can read at "Dev blogs" topic. These models aren’t the only thing that dev team is working on.
  2. Originally posted by crazyman56:

    Why more german missions!!

    And it also seems using a translator this isthe last campaign they are releasing for TOW!

    Farther there will be addons, not only new campaigns.
  3. Another dev blog, hope it'll be interesting for you smile.gif

    Hi, my name is Basarnov Oleg and I am lead designer of TOW.

    Let’s talk about future. When we were programming visibility we decided to make it standard like for other games of that sort – we constructed circular visibility for all game objects. Many players, not only, had a lot of questions about such system. So for TOW addon (we have not made official announcement yet) we are working on system non-standard for strategic games. We hope that player will be more used too such realization of visibility because they see it in real life. In new system will be counted: angular sizes of object, camouflage, weather conditions, smoke, terrain type on which object and observer are placed, movement, trees and etc.

    We are already checking new modeled technics. We changed armor system: we divided hull into different parts, added “armor structure”.

    We are giving special attention to infantry, which includes not only humans but technics in there hands. Infantry will try acting more in squads, but each human will stay individuality and will still remain force. Answering on your future questions – yes, there will be enterable buildings.

    That’s all by now, see you later!

  4. As I promised I have translated one of the devs blogs. You can see pictures for it and take a look at it in Russian here: http://ww2.games.1c.ru/?action=devdiary&id=174

    Dev blogs part 7 – “Applied cartography”

    Hi, my name is Alexander Grachev and I am map designer.

    Today we are talking about map making. First of all I would like to tell you that map making process is the one of most labor-intensive processes, it can be compared with model making process. Almost each map in game can be matched with real existing landscapes. It is the reason why it is so hard making a new map. Firstly we had to find information about the battle we needed then accurately define the place where the battle took place, only after that we began searching information about maps we needed. It is very hard to find topographical maps even in our times when we have huge amount of books, atlases and other historical authentic sources. We had to use everything we could find – modern topographical maps, maps of 70-s, post-war air photography, electronic GPRS maps, photos of district…

    We began working with information when we collected all that we could. Basing on data we had dev team draw basic map with isolines, after that height was compared, than to give opportunity for engine to build (triangulate) 3d landscape map was transformed into 16 bit format texture. After having made landscape we began next step of map modifying. Landscape was detailed, were added small hills, channels, abrupt slopes, if it was necessary made rivers wider or narrower. At the same time work with future texture for map was made. But about that could better tell our artists. I can tell you only that color scale of maps was changed about 5 times. Besides we had to make as so called “grass map” and “map of terrain types”, which is not so easy. When all work was finished dev team began placing objects on map: trees, statics (houses, fences, trenches) – these kind of work closely connected to the process of making missions.

    Despite the fact that maps were made maximum authentic sometimes we had to do insignificant changes because of engine limits, besides we had to not forget about gameplay. Already made map had to be not only pretty and realistic but comfortable for making mission that we had in mind. Part of the maps weren’t included in published version because of that.

    Speaking about works that are having place right now, I would like to tell about new and comfortable tools for terrain making (don’t think that it is pick and shovel). Some of the works are much easier owing to these new tools.

  5. Ok, I think I will translate dev blogs in English. Just be patient. Tomorrow I will post 1 or mb 2 of them (depends how hard it will be for me smile.gif ). Pls post you wishes which one you would like to see first.

    As for you question about М. Свирин – (Михаил Свирин) Michail Svirin. He is a historical adviser of dev team. He is a specialist in WW2 history and technics – tanks, artillery and etc. Ruther famous person among Russian historians. He have wrote huge amount of books on WW2 history. His books are considered to be most accurate.

  6. All you have to do is think a little in this mission. I’ve passed it on Veteran without any save\loads. Attack tigers from flank or rear. Aim turret or tracks. At least you will disable them. The hardest part is to destroy Tigers. The last part of mission is rather easy.

    However, I can understand you posts... Big part of success depends on pure luck.

  7. Hi Oudy!

    Yes, you can use @check_GHumans twise in IF statement, it will not cause any troubles.

    First of all, you forgot trigger </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> SetWorkArmy ( ARMY , 1 ) </pre>

  8. The following files are needed to load the modified mission properly. They are created in the directory Missions/SINGLE_MISSIONS/[mission_dir_name] by the mission editor tool:

    • .\ambient.xml contains a list of ambient sounds (such as dogs barking, leaf rustling, croaks, etc.).

    • .\mission.xml contains mission options and a list of available units.

    • .\briefing.xml contains a list of mission tasks, orders and their parameters.

    • .\trigger.ini contains the mission script

    • .\texts.utf8 contains text messages of mission tasks and orders

    • .\*.mat are text files. They describe briefing map material properties and contain links to the corresponding *.tga files.

    • .\*.tga are mission briefing map pictures.

    The following files are also needed to load the modified campaign properly (as well as the previous ones for an each campaign’s mission). They are created in the directory Missions/[campaign_dir_name] by the campaign editor tool:

    • campaign.xml contains a list of missions and determines their order in the campaign.

    • texts.utf8 contains text messages of the campaign briefing.

    • .\*.mat are text files. They describe campaign briefing map material properties and contain links to the corresponding *.tga files.

    • .\*.tga are campaign briefing map pictures.

    The rest of files and directories (such as quickloadlightmap.bin, history etc) in .\Mission are temporal. There is no need to pack them into an archive and distribute.

    [ May 22, 2007, 04:16 AM: Message edited by: SoaN ]

  9. Originally posted by Oudy:

    Hmm, regarding question two. I create the artillery piece, crew it and give it ammunition. Then I create the towing vehicle, in this case a Zis-5. I can see the crew ID under the artillery, but when I attach the artillery to the truck the crew tag disappears from the mission tree. When I then wake up the unit and detach the gun in the game there is no crew, even after writing down the crew ID and trying to wake it up. Consequently, the only way I could get a crew is to manually create another infantry detachment, eliminate 6 of the men and put that 4-man detachment into the truck...But I would still don't know what happened to the original crew in the Mission tree?

    I'm probably just missing something obvious.

    All the best

    Oudy

    Well, original crew simply vanished. :D

    Unfortunately, the only way to get a crew is the way you did it.

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