Macisle Posted October 20, 2020 Author Share Posted October 20, 2020 13 hours ago, Léopold said: It’s a fantastic job, I can’t wait to fight it Thanks! Very nice work on your map, too! I think the community is going to really enjoy that one. Quick status update on Khark: I'm back on break, due to RL time demands and needing some time away from elevation-tweaking tediousness. I'm down to the last group of blocks. Alas, those are going to be rather a challenge. A doable one, but...the pain...oh, the pain. I don't know exactly when I'll be able to get back on it, but I plan to have everything I can do on the map without CM:FR done when it hits. 1 Quote Link to comment Share on other sites More sharing options...
Léopold Posted October 20, 2020 Share Posted October 20, 2020 17 hours ago, Macisle said: Thanks! Very nice work on your map, too! I think the community is going to really enjoy that one. Quick status update on Khark: I'm back on break, due to RL time demands and needing some time away from elevation-tweaking tediousness. I'm down to the last group of blocks. Alas, those are going to be rather a challenge. A doable one, but...the pain...oh, the pain. I don't know exactly when I'll be able to get back on it, but I plan to have everything I can do on the map without CM:FR done when it hits. Thank you. Congratulations on your work, I know that a map of this magnitude and history requires a colossal work. 0 Quote Link to comment Share on other sites More sharing options...
Macisle Posted October 21, 2020 Author Share Posted October 21, 2020 7 hours ago, Léopold said: Thank you. Congratulations on your work, I know that a map of this magnitude and history requires a colossal work. Thanks. It's been quite an adventure. The map isn't historical, though. It's largely a recreation of a section of modern Kharkov. At a certain point early on, I decided to generally recreate what I see on Google Street. My logic was that it could have been like that, and using that design method causes all sorts of interesting things to be created that would not happen otherwise, along with pushing the realism as far as it will go. But, it's tactical realism, not historical realism. That's why I'm calling it Kharkiveskya ("Kharkiv-esque") and not Kharkov. 1 Quote Link to comment Share on other sites More sharing options...
Léopold Posted October 21, 2020 Share Posted October 21, 2020 It is not easy to reproduce a city, I use vintage maps, but there are always elements that cannot be reproduced. However, it is possible to be quite precise. I think of the Ramadi map, I had a lot of fun using it.I also created a map under cmfi, I will place some screens to show my work. Those who also want this card, I can send them. 0 Quote Link to comment Share on other sites More sharing options...
Léopold Posted October 21, 2020 Share Posted October 21, 2020 Here are some screens of a CMFI map: 3 Quote Link to comment Share on other sites More sharing options...
Erwin Posted October 21, 2020 Share Posted October 21, 2020 Monte Cassino?? 0 Quote Link to comment Share on other sites More sharing options...
Léopold Posted October 21, 2020 Share Posted October 21, 2020 3 hours ago, Erwin said: Monte Cassino?? No, but I was inspired by Monte Cassino 0 Quote Link to comment Share on other sites More sharing options...
Macisle Posted January 2, 2021 Author Share Posted January 2, 2021 Happy New Year, everybody! Just a quick post to say that I did finish the elevations. So, other than smoothing out anything that pops up that my eyes missed, that giant bit of work is done. So, the plan now is to add more flavor objects from the current pool while waiting for F&R. I can't really do anything else without the new module assets. I don't have enough time these days to repeat work (map slicing and unit setups for example). So, I want all potential assets in hand before proceeding. Macisle out. 5 Quote Link to comment Share on other sites More sharing options...
Vacillator Posted January 2, 2021 Share Posted January 2, 2021 17 hours ago, Macisle said: Happy New Year, everybody! And the same to you! Looking forward to this, and of course F&R itself. 1 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted January 3, 2021 Share Posted January 3, 2021 On 1/2/2021 at 12:21 AM, Macisle said: So, the plan now is to add more flavor objects from the current pool while waiting for F&R. I can't really do anything else without the new module assets. I don't have enough time these days to repeat work (map slicing and unit setups for example). So, I want all potential assets in hand before proceeding. Could I suggest leaving flavour objects out of your Master Map (or perhaps make a 'Raw' variant without them).....Your map might be of greater utility without them as it would simplify the map conversion process to other games. 1 Quote Link to comment Share on other sites More sharing options...
Macisle Posted January 3, 2021 Author Share Posted January 3, 2021 2 hours ago, Sgt.Squarehead said: Could I suggest leaving flavour objects out of your Master Map (or perhaps make a 'Raw' variant without them).....Your map might be of greater utility without them as it would simplify the map conversion process to other games. Already too many in to have a "raw" variant. I could keep a backup of the current state, which would make it easier to delete the lesser number of FOs. However, there may be further map improvements, which that would miss out on. Best thing to do is let the map get to final state and then delete the FOs. If someone else is doing the conversion work, I'd probably be willing to handle making a raw version to hand off to them when the time comes (most likely just include one with the release). At this point, I don't see me having time to do any conversions myself. 1 Quote Link to comment Share on other sites More sharing options...
Macisle Posted January 3, 2021 Author Share Posted January 3, 2021 FYI, I just saw that 2021 will see an engine Upgrade 5 release. Part of the reason this project has taken so long is that I've taken some long breaks in the hope that new engine features would hit (well, that, plus a near complete evaporation of any free time, and occasional burn out ). Given the amount of work left to do once F&R hits, Upgrade 5 will likely be landing at a good time to integrate it into the project. However, if I get done, but Upgrade 5 is right on the horizon, I'll likely hold release to integrate it in (if the features are applicable). I've invested too much time to barely miss out on something good. And, I'm likely to have even less time in the future. So, it's now or never. But, we'll see. Like I said, the upgrade will probably hit at a good time. Maybe perfect. 1 Quote Link to comment Share on other sites More sharing options...
Artkin Posted June 8, 2021 Share Posted June 8, 2021 (edited) STILL (Excitedly) WAITING @Macisle Also if you're running into performance issues, try making the maps in cmcw. You'd have to see if the flavor objects translated when ported over between the titles, and if so, that sure is an option. Cmcw is crazy smooth. OR just add them last, after you've finished the map in cmcw Edited June 8, 2021 by Artkin 0 Quote Link to comment Share on other sites More sharing options...
Macisle Posted June 9, 2021 Author Share Posted June 9, 2021 (edited) On 6/8/2021 at 11:10 AM, Artkin said: STILL (Excitedly) WAITING @Macisle Also if you're running into performance issues, try making the maps in cmcw. You'd have to see if the flavor objects translated when ported over between the titles, and if so, that sure is an option. Cmcw is crazy smooth. OR just add them last, after you've finished the map in cmcw Thanks, Artkin! I'm working on it. These days, however, I'm pretty much limited to what I can do on Sunday mornings (including any play time). So, progress is slow. I decided to wait until FR hit before looking at finishing FO additions. Currently, I'm working on a texture pack. Aside from barns, the map is composed almost entirely of custom modular constructions. So, I need to have more than 8 textures to make things look good. Long story, but the only way I've found that I can make that work is to use non-tagged modular textures in groups of 8 beginning with 9. At the moment, I have 23 slots (9 to 32). I've been pulling in the best stock textures from the titles I own, along with some Kieme stuff as placeholders. After a once-through on that, I'll be improving and finalizing in multiple passes. It's gonna' take awhile. In the meantime, here's a winter shot for everyone. Again, these are just placeholder textures. There will be much more variety and more period feel in the finals. Edited June 9, 2021 by Macisle 10 Quote Link to comment Share on other sites More sharing options...
Aragorn2002 Posted June 16, 2021 Share Posted June 16, 2021 Macisle, man, that's one good looking map! 1 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted June 19, 2021 Share Posted June 19, 2021 On 6/9/2021 at 11:21 AM, Macisle said: Looking good, and I don't even have CMRT. But I recognise a good map when I see one. 1 Quote Link to comment Share on other sites More sharing options...
Macisle Posted June 20, 2021 Author Share Posted June 20, 2021 2 hours ago, Bulletpoint said: Looking good, and I don't even have CMRT. But I recognise a good map when I see one. Thanks! With FR out, you should really think about picking it up. The Berlin map is super. Ben has used the available tools to create a ruined city environment masterfully. And, when my map comes out, you can use the in-game assets to ruin your own city! Anyhoo, it's Sunday morning where I am, and so time for as much coffee and CM as I can fill the time with. Here are a few pics of first-pass adaptations of some of the independent building textures into modular textures. I'll be doing a number of these to add the needed visual variety. These will all be tweaked (like the drain positions, if I keep them). 1 Quote Link to comment Share on other sites More sharing options...
Macisle Posted June 20, 2021 Author Share Posted June 20, 2021 Two more show-and-tells from today's work: The first is a blend of stock modular and independent textures. The second, an import from Berlin with the German-style wall beams removed. 3 Quote Link to comment Share on other sites More sharing options...
Macisle Posted July 4, 2021 Author Share Posted July 4, 2021 (edited) Another few adaptions of independent building textures to modular for more variety: Edited July 4, 2021 by Macisle 5 Quote Link to comment Share on other sites More sharing options...
Macisle Posted July 11, 2021 Author Share Posted July 11, 2021 (edited) I'll be away from the forum for the rest of the summer. Here's one last pic for the road: Some of the new WIP textures on map, with a shot of the same view from the real world. Have a good summer, everybody! Edited July 11, 2021 by Macisle 6 Quote Link to comment Share on other sites More sharing options...
Artkin Posted October 1, 2021 Share Posted October 1, 2021 Yoooo need a beta tester?? 0 Quote Link to comment Share on other sites More sharing options...
Macisle Posted October 2, 2021 Author Share Posted October 2, 2021 7 hours ago, Artkin said: Yoooo need a beta tester?? Not yet, alas. But let me give everyone status. I have some minor bad news and some major good news. The bad news is that I'm not any further along with my work on the RT project than my last update. The good news is that I have been very active over the summer and the result is... For the Black Sea crowd, "Kharkiveskya" will be coming as "Kharkiv." Boom! No ETA yet, though. Much work done, but much left to do. I'd expect the next upgrade to hit first. If the upgrade delivers major performance enhancements, that could change what I do with the campaigns. Both the RT and BS versions will be released at the same time. I'll let folks know when I'm ready for beta testers. For now, I can say that I've been doing some combat testing in QB form on parts of the new map that are finished (minus flavor objects). And, while I was very pleased with the WWII combat, I'm even happier with how the BS kit is feeling on the map (which is not a port, but a fresh build in the BS Editor). So, sincere apologies to those who have been waiting so long for this. It is going to happen. And I think yer gonna' like it! 3 Quote Link to comment Share on other sites More sharing options...
Macisle Posted October 2, 2021 Author Share Posted October 2, 2021 One more post and I'm back off to my cave. From today's combat testing, CM and the RL location: My guys are putting fire on an enemy ambush position (1). Later, two squads were dug out of (2) at high cost. The grenade launcher is putting rounds on location 1 in the CM image. 1 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted October 2, 2021 Share Posted October 2, 2021 (edited) Dude.....When? This looks so cool.....You saved me a bunch of work too! PS - @37mm Thought I'd draw your attention to the building textures a few posts above. Edited October 2, 2021 by Sgt.Squarehead 1 Quote Link to comment Share on other sites More sharing options...
Macisle Posted October 3, 2021 Author Share Posted October 3, 2021 4 hours ago, Sgt.Squarehead said: Dude.....When? This looks so cool.....You saved me a bunch of work too! PS - @37mm Thought I'd draw your attention to the building textures a few posts above. Thanks! Yeah, actually that's a big part of the reason I decided to dive into this. Rather than have folks dealing with ports of varying degrees of time and success. Basically, what happened is suddenly, totally unexpectedly, I got complete WWII burnout. So, with the port issue in mind, I decided to do just enough of the map to test combat and see if I wanted to continue. The result of the test was like, "Oh, yeah..gotta' make this happen." Despite the amount of work building from scratch, it felt less intimidating than dealing with the unknowns of porting and would allow me to get a feel for the extra tools in BS. So, I made an elevation overlay of composite screenshots from the RT map and matched all tile elevations across the whole master. Then, I set up a composite file to produce overlays to do the same thing for the general map work. I do a "row" of blocks across the map, a block at a time, filling up a row at a time. Then, I do screenshots from the RT map for the next row. As I go, I am checking Google Map and Street to look for improvement changes made possible by the extra features in BS and opportunity of doing again from scratch. That's mostly building heights and the addition of some flat rooftops. However, there are a couple of future areas that I did on the RT map before I decided to be so faithful to real Kharkiv. So, those might see big changes on the BS map as I make them conform more closely to the RL layout. One really nice thing is that the BS map is being made with finalized texture placeholders. So, I can update textures later without having to go back and rework building assignments. The RT map was done with a temporary number system and the textures are all scrambled now. So, I'm going to have to go back and reassign across the whole map. Ugh. I'm able to run RT and BS at the same time, so I flip screens back and forth between the 3D views in RT and BS, along with Google Street, to match building configurations to original and/or look for improvements. That also allow me to spot and fix any issues in the RT map, along with doing any spot improvements there as well. As for time estimates... For the BS map, I'm doing the most time-consuming blocks first. That's the northern part of the map. Those blocks take 1 to 4 hours of concentrated work each. In the row areas worked on to date, there are roughly 28 blocks. All but 3 of them are completed except for flavor objects. The last 3 are placed but I need to go through and format the buildings. They are beasts, though, and that's probably an 8-10 hour job to finish all of them. A very rough estimate of the total number of blocks on the map is 80. To be honest, I've long been kicking around asking for help on the textures to speed things up. That's not a strong area for me and is a kind of bottle neck. Also, I had originally considered doing some custom flavor objects (I know there are some interesting threads on that). However, I don't think I should spend any time on those myself. From the get-go, functionality has taken top position over everything else. Where visual presentation collides against game function, function wins. Luckily, I haven't really come up against any issues. In fact, I've been super-pleased with how well the Engine is handling the designs I'm throwing at it. Everything works at least as well as stock. My putting some kind of road path pretty much everywhere I possibly can may be part of that. The player just needs to be diligent with waypoint placement vis-a-vis which door entrance he wants and very careful to make sure his waypoint found the right column in a high-rise. Anyhoo, long post. I'll leave off here. Thanks again for your long-enduring interest and patience. Your enthusiasm for the project has certainly helped me get through those moments when I realized just how much I had bitten off to chew on! 3 Quote Link to comment Share on other sites More sharing options...
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