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John Doe

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  1. Upvote
    John Doe reacted to Wodin in How individual weapons were really carried in WW II   
    HAven't watched the video, but I believe Germans where instructed to carry their rifle one handed whilst attacking forward? I think I mentioned this to BF awhile ago. Would be cool to see nations carry their arms in the way they did historically.
  2. Upvote
    John Doe got a reaction from nik mond in Terrain Readability Suggestion   
    Terrain readability is crucial for assessment of and ease of planning for tactical options. Readable height differences can reveal a slight slope that could shelter your movement or be the cause of your troop’s deaths. Furthermore, the nature of a hills slope, convex or concave can to make or break your defense. Without getting down to ground level for all movements and positions the player is blind. To make the map convey information from the birds eye view several changes are proposed: first and principally, hill shading; secondly togglable contours, and lastly and not too important Hypsometric tints. This will go into what those things are, why it would be needed and why it should be considered for development.
    Hill shading. 
    Both relief shading as well as shadows rendered. The reason to do this is quite apparent, no gully or ridges missed- I can pull out a pen and start planning operations right away! Now the picture is something I made Blender and if this where to make it into Combat Mission it would look like the examples bellow. Not only can you see generates good looking shading on the fly but the code is also provided. Implementing it in combat mission could be a worth while instatement as it provides great benefit too relatively little cost, code is provided and something similar is down with clouds in the game at the moment.
    Example: https://observablehq.com/@awoodruff/diy-hillshade   
    Code: https://observablehq.com/@sahilchinoy/a-faster-hillshader
     
    Togglable contours.
    Have a button that turns on/off a contour overlay. Contours are at regular height interval with thicker index lines at a larger easily referenced variable. For example, every 25 meters and 150 meters for each respectively. This is to more easily show exact terrain shape in a easy and accurate manner. This though harder to implement.
    Hypsometric tints.
    A shader that tints ground texture to have gradient darker green to light yellow based on their evaluation. Hypsometric tints make subtle grades visible and provide a non-intrusive way to discriminate evaluations of different locations. Is this that ridge taller or shorter than this one?
     
  3. Like
    John Doe got a reaction from Oddball-47 in Terrain Readability Suggestion   
    Terrain readability is crucial for assessment of and ease of planning for tactical options. Readable height differences can reveal a slight slope that could shelter your movement or be the cause of your troop’s deaths. Furthermore, the nature of a hills slope, convex or concave can to make or break your defense. Without getting down to ground level for all movements and positions the player is blind. To make the map convey information from the birds eye view several changes are proposed: first and principally, hill shading; secondly togglable contours, and lastly and not too important Hypsometric tints. This will go into what those things are, why it would be needed and why it should be considered for development.
    Hill shading. 
    Both relief shading as well as shadows rendered. The reason to do this is quite apparent, no gully or ridges missed- I can pull out a pen and start planning operations right away! Now the picture is something I made Blender and if this where to make it into Combat Mission it would look like the examples bellow. Not only can you see generates good looking shading on the fly but the code is also provided. Implementing it in combat mission could be a worth while instatement as it provides great benefit too relatively little cost, code is provided and something similar is down with clouds in the game at the moment.
    Example: https://observablehq.com/@awoodruff/diy-hillshade   
    Code: https://observablehq.com/@sahilchinoy/a-faster-hillshader
     
    Togglable contours.
    Have a button that turns on/off a contour overlay. Contours are at regular height interval with thicker index lines at a larger easily referenced variable. For example, every 25 meters and 150 meters for each respectively. This is to more easily show exact terrain shape in a easy and accurate manner. This though harder to implement.
    Hypsometric tints.
    A shader that tints ground texture to have gradient darker green to light yellow based on their evaluation. Hypsometric tints make subtle grades visible and provide a non-intrusive way to discriminate evaluations of different locations. Is this that ridge taller or shorter than this one?
     
  4. Like
    John Doe got a reaction from grungar in Terrain Readability Suggestion   
    I remember seeing a Real time contours map render but only now was a able to find it. Here it is:
    Example: https://contours.axismaps.com/#12/35.3577/138.7331
    Code: https://github.com/axismaps/contours
    Any way I glad you guys like it. Though I am not a coder, I do hope putting up coded examples puts this suggestion in the relm of possibly.
    As for performance, You could run shading and contours on start then have it as an other layer to be always present or recalled on demand for each view respectively.
  5. Like
    John Doe got a reaction from Bulletpoint in Terrain Readability Suggestion   
    What about fighting on this?

  6. Upvote
    John Doe got a reaction from c3k in Terrain Readability Suggestion   
    What about fighting on this?

  7. Upvote
    John Doe got a reaction from MOS:96B2P in Terrain Readability Suggestion   
    Could be customizible by the senior designer, I would think.
  8. Upvote
    John Doe reacted to RockinHarry in Terrain Readability Suggestion   
    Love the idea generally. I lways did. If BFC could pull that off, great! Yet I´d rather go for a baked kind of method, writing some routines taking the map data and create a fixed birds eye view map then to be overlayed on the battlefield after mission start by key press (on or off). Basically like the editors 2D map overlay accessed by "o" key. Would be nice if that one could be configured (different style map symbols or terrain shading and contours) or exported for further user editing. IMO would do the purpose best, resource and game performance wise and the means are already in the game engine more or less.
  9. Upvote
    John Doe got a reaction from MOS:96B2P in Terrain Readability Suggestion   
    Terrain readability is crucial for assessment of and ease of planning for tactical options. Readable height differences can reveal a slight slope that could shelter your movement or be the cause of your troop’s deaths. Furthermore, the nature of a hills slope, convex or concave can to make or break your defense. Without getting down to ground level for all movements and positions the player is blind. To make the map convey information from the birds eye view several changes are proposed: first and principally, hill shading; secondly togglable contours, and lastly and not too important Hypsometric tints. This will go into what those things are, why it would be needed and why it should be considered for development.
    Hill shading. 
    Both relief shading as well as shadows rendered. The reason to do this is quite apparent, no gully or ridges missed- I can pull out a pen and start planning operations right away! Now the picture is something I made Blender and if this where to make it into Combat Mission it would look like the examples bellow. Not only can you see generates good looking shading on the fly but the code is also provided. Implementing it in combat mission could be a worth while instatement as it provides great benefit too relatively little cost, code is provided and something similar is down with clouds in the game at the moment.
    Example: https://observablehq.com/@awoodruff/diy-hillshade   
    Code: https://observablehq.com/@sahilchinoy/a-faster-hillshader
     
    Togglable contours.
    Have a button that turns on/off a contour overlay. Contours are at regular height interval with thicker index lines at a larger easily referenced variable. For example, every 25 meters and 150 meters for each respectively. This is to more easily show exact terrain shape in a easy and accurate manner. This though harder to implement.
    Hypsometric tints.
    A shader that tints ground texture to have gradient darker green to light yellow based on their evaluation. Hypsometric tints make subtle grades visible and provide a non-intrusive way to discriminate evaluations of different locations. Is this that ridge taller or shorter than this one?
     
  10. Like
    John Doe got a reaction from Bulletpoint in Terrain Readability Suggestion   
    Terrain readability is crucial for assessment of and ease of planning for tactical options. Readable height differences can reveal a slight slope that could shelter your movement or be the cause of your troop’s deaths. Furthermore, the nature of a hills slope, convex or concave can to make or break your defense. Without getting down to ground level for all movements and positions the player is blind. To make the map convey information from the birds eye view several changes are proposed: first and principally, hill shading; secondly togglable contours, and lastly and not too important Hypsometric tints. This will go into what those things are, why it would be needed and why it should be considered for development.
    Hill shading. 
    Both relief shading as well as shadows rendered. The reason to do this is quite apparent, no gully or ridges missed- I can pull out a pen and start planning operations right away! Now the picture is something I made Blender and if this where to make it into Combat Mission it would look like the examples bellow. Not only can you see generates good looking shading on the fly but the code is also provided. Implementing it in combat mission could be a worth while instatement as it provides great benefit too relatively little cost, code is provided and something similar is down with clouds in the game at the moment.
    Example: https://observablehq.com/@awoodruff/diy-hillshade   
    Code: https://observablehq.com/@sahilchinoy/a-faster-hillshader
     
    Togglable contours.
    Have a button that turns on/off a contour overlay. Contours are at regular height interval with thicker index lines at a larger easily referenced variable. For example, every 25 meters and 150 meters for each respectively. This is to more easily show exact terrain shape in a easy and accurate manner. This though harder to implement.
    Hypsometric tints.
    A shader that tints ground texture to have gradient darker green to light yellow based on their evaluation. Hypsometric tints make subtle grades visible and provide a non-intrusive way to discriminate evaluations of different locations. Is this that ridge taller or shorter than this one?
     
  11. Upvote
    John Doe reacted to Badger73 in Online magazine posted BF's game screenshot   
    Quite right!  And you should have known better before doing it!!
    (We appear to share the same experiences . . . 😱)
    So, Battlefront, please continue developing your games as you see best.  They don't call your customers "Grognards" without reason . . .
  12. Like
    John Doe got a reaction from Howler in Fradulent Credit Card Transactions   
    I was going to make a list of things that Steve said as well, but you beat me too it.
    I didn't mean to be slanderous or panicking mongering- beaning counting is what I do so it is what I thought would be helpful. Furthermore, to clarify I meant that his response of calling it a consequence doesn't sit with with me not his counter measures to make sure it wasn't something on his end (which is much appreciated BTW).  Something isn't right I feel, so I would like wait until the 'dust settles' with purchasing SF2 whether it is a just statistical bias or a problem with PayPal.
    With that said I am going to quite posting late night, because I do ambit though well meaning my post came off as anything but.
    Sincerest apologizes @Battlefront.com
  13. Like
    John Doe reacted to HerrTom in HerrTom's explosions   
    RDX for example has a detonation temperature of around 3,600K which will produce black body radiation somewhere around this colour - but real combustion also produces other light emitting reactions beyond simply being hot.
    What you'll see (in slow motion) is a bright flash of gas for the combustion products of the explosive which then quickly cools down and finishes burning, which will transition it to smoke of various sorts.  Dust and dirt if around will also begin to obscure the explosion.
    I've got one that matches the last picture I posted a little better:
    https://i.imgur.com/4TzBgGS.gifv

    And Mord, I still have the orange one  
    Video in-game showing a mortar barrage will eventually be here:
     
    It's uploading in the meantime.
     
  14. Like
    John Doe reacted to Bozowans in Coop mode   
    One time I played a pretty extreme version of coop, where each side of the battle was controlled by a different big group of people. There were platoon and company commanders and so on, and each tank would be controlled by a different person. I was a company commander and had 3 people under me. It was absolute chaos and kind of hilarious, and honestly seemed more realistic as well. You had orders being confused or misunderstood, people arguing about orders or not responding, and then the collective trauma of seeing their units get blown to bits, and the overall morale of the group rising and falling with each turn.
    I never played any kind of coop with just one other person before. That actually sounds pretty fun.
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