37mm Posted September 14, 2019 Share Posted September 14, 2019 (edited) I'm posting here because I feel such beautiful artistry as that shown by @Sgt.Squarehead really should be celebrated by the whole CM community. Heaven & Earth presents to you, the Delta map... Edited September 14, 2019 by 37mm 5 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted September 15, 2019 Share Posted September 15, 2019 Really nice to see some life on it after staring at it in the editor for so long.....The new boats are splendid. 2 Quote Link to comment Share on other sites More sharing options...
JohnO Posted September 15, 2019 Share Posted September 15, 2019 I don't know what it is, but when I look at this area The first thing came to mind was a SF Camp on top of that hill Everything looks nice. 2 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted September 15, 2019 Share Posted September 15, 2019 Hopefully the new format hills are more user-friendly than my earlier efforts.....Once the mod's out there I'd certainly love to see what you do with it. 1 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted September 15, 2019 Share Posted September 15, 2019 Gorgeous! Looks like an entire new game to me! Also bits of reminding on the ARMA series. Is there an air guitar contest in the town btw? 2 Quote Link to comment Share on other sites More sharing options...
Erwin Posted September 15, 2019 Share Posted September 15, 2019 Beautiful... Wonderful work. 1 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted September 15, 2019 Share Posted September 15, 2019 (edited) 12 hours ago, RockinHarry said: Is there an air guitar contest in the town btw? I'm currently working on a heavily modified variant of the northeastern corner of the delta, basically it's one of my mini-MOUT maps, with a fairly sizeable chunk of rice-paddy and beachfront terrain appended.....Among the buildings there is a cinema, readily identifiable by the posters outside: Apparently, the one in the middle was very popular with the locals. Edited September 15, 2019 by Sgt.Squarehead 0 Quote Link to comment Share on other sites More sharing options...
grungar Posted September 15, 2019 Share Posted September 15, 2019 looks great. I like the depth to it. is that due to the mod or is it a shader mod? 1 Quote Link to comment Share on other sites More sharing options...
37mm Posted September 15, 2019 Author Share Posted September 15, 2019 11 minutes ago, grungar said: looks great. I like the depth to it. is that due to the mod or is it a shader mod? The modpack comes with a variant of @BarbaricCo 's "advanced movie shaders" so that's probably what you're seeing. I do use reshade on top of that... but I mostly stick to a few subtle effects (a bit of sharpening, some SMAA). 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted September 15, 2019 Share Posted September 15, 2019 I keep forgetting about movie-mode.....I'll give it a look, 'BeastIII' shouldn't have any issues I reckon. 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted September 16, 2019 Share Posted September 16, 2019 the nice thing on shader files (blur_shader.frag in particular) is that these can be mod tagged and thus assigned to single missions individually. I like tweaking simple things like lightness, contrast and color saturation to adapt maps to certain our non dynamic weather settings. I.e gloomier for rainy day forest fighting or fine tuning dry/sunny weather. Oftenly it´s more effective than actual terrain and object texture modding and that with simple means. Btw, did anybody try mod tagging files for campaigns yet? I mean do the mod tags for the campaigns first mission sets files in use for all follow up missions, or do missions load and set these individually too (after campaign file baking)? 0 Quote Link to comment Share on other sites More sharing options...
John Kettler Posted September 18, 2019 Share Posted September 18, 2019 (edited) Sgt.Squarehead, Didn't know anything about this project, but what you've done is stunning and dazzling! Also, what is that music from, please? Really like it. Regards, John Kettler Edited September 18, 2019 by John Kettler 1 Quote Link to comment Share on other sites More sharing options...
37mm Posted September 18, 2019 Author Share Posted September 18, 2019 On 9/16/2019 at 2:57 AM, RockinHarry said: the nice thing on shader files (blur_shader.frag in particular) is that these can be mod tagged and thus assigned to single missions individually. I like tweaking simple things like lightness, contrast and color saturation to adapt maps to certain our non dynamic weather settings. I.e gloomier for rainy day forest fighting or fine tuning dry/sunny weather. Oftenly it´s more effective than actual terrain and object texture modding and that with simple means. Btw, did anybody try mod tagging files for campaigns yet? I mean do the mod tags for the campaigns first mission sets files in use for all follow up missions, or do missions load and set these individually too (after campaign file baking)? Tags are loaded at an individual scenario level... a campaign maker using Heaven & Earth could, for instance, set their first scenario in the (default) lowlands, their second in flat inland delta ([paddies] tag), their third scenario in the highlands ([mountains] tag) & their fourth in a large war-torn city ([ikke] tag). The above video uses our [delta] tag & is used to represent coastal regions, islands etc. 21 minutes ago, John Kettler said: Also, what is that music from, please? Really like it. It's in the video description. 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted September 18, 2019 Share Posted September 18, 2019 (edited) 35 minutes ago, 37mm said: Tags are loaded at an individual scenario level... a campaign maker using Heaven & Earth could, for instance, set their first scenario in the (default) lowlands, their second in flat inland delta ([paddies] tag), their third scenario in the highlands ([mountains] tag) & their fourth in a large war-torn city ([ikke] tag). My mini-campaign will take a wander up into the highlands.....It goes downhill after that! Seriously! Edited September 18, 2019 by Sgt.Squarehead 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted September 18, 2019 Share Posted September 18, 2019 8 hours ago, 37mm said: Tags are loaded at an individual scenario level... a campaign maker using Heaven & Earth could, for instance, set their first scenario in the (default) lowlands, their second in flat inland delta ([paddies] tag), their third scenario in the highlands ([mountains] tag) & their fourth in a large war-torn city ([ikke] tag). The above video uses our [delta] tag & is used to represent coastal regions, islands etc. It's in the video description. Thanks, that´s what I meant. Required mod package can grow quite large I think. Working on similar stuff for my Siegfried line Campaign series for CMBN/CMFB, though I can´t make use of axtra assets created from Blender exports unfortunately. 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted October 1, 2019 Share Posted October 1, 2019 On 9/14/2019 at 6:58 PM, 37mm said: Heaven & Earth presents to you, the Delta map... +1. Just found this video. Looks like we have a whole new family of CM games!! Excellent work. 2 Quote Link to comment Share on other sites More sharing options...
Aquila-SmartWargames Posted October 1, 2019 Share Posted October 1, 2019 (edited) Include this beautiful trailer as optional intro.wmv goodie into the modpack. I want to watch this whenever I go on an H&E playthrough. Edited October 1, 2019 by Aquila-CM 3 Quote Link to comment Share on other sites More sharing options...
37mm Posted October 4, 2019 Author Share Posted October 4, 2019 @puje did say something about making an optional intro.wmv himself. 0 Quote Link to comment Share on other sites More sharing options...
Thomm Posted October 4, 2019 Share Posted October 4, 2019 Very cool!!! Best regards, Thomm 1 Quote Link to comment Share on other sites More sharing options...
37mm Posted October 13, 2019 Author Share Posted October 13, 2019 For those interested, @puje will be making a sequel to his "Valleys of Death" campaign on (and around) this map. So you will get to know 'The Delta' very well. 0 Quote Link to comment Share on other sites More sharing options...
puje Posted October 13, 2019 Share Posted October 13, 2019 (edited) On 10/4/2019 at 3:30 AM, 37mm said: @puje did say something about making an optional intro.wmv himself. I think this is off my to-do list for now The campaign is taking a lot of work. If you want to use something else, be my guest. Edited October 13, 2019 by puje 1 Quote Link to comment Share on other sites More sharing options...
General Jack Ripper Posted October 14, 2019 Share Posted October 14, 2019 Sadly, I don't think I could play this. Much the same as the TOC scenario, I don't think I could muscle through a scenario with an average of nine frames per second. It does look freaking amazing though. 1 Quote Link to comment Share on other sites More sharing options...
37mm Posted October 14, 2019 Author Share Posted October 14, 2019 10 hours ago, General Jack Ripper said: Sadly, I don't think I could play this. Much the same as the TOC scenario, I don't think I could muscle through a scenario with an average of nine frames per second. It does look freaking amazing though. I apologize, please forgive me if some of my (questionable) "artistic" decisions, with regards the video, have given you that impression. I'm not sure whether or not @puje intends to cut the master map up into sections for his campaign however it doesn't matter either way... if you follow the suggestions in the H&E manual (basically play on "balanced" 3d Model Quality) you will have more than adequate fps. Even on a complex map like 'The Delta'. If you watch the video again, you will notice that the fps only drops when I'm trying to get distant (sometimes very distant) foilage to be visible, usually in a panning shot of some kind. All normal 'close up' shots & standard play shots (say the scene with the APC's) run perfectly fine. For a far better view of what a typical H&E scenario might play like, I'd recommend @Aquila-CM's playtest of the first scenario in @Sgt.Squarehead's campaign. 0 Quote Link to comment Share on other sites More sharing options...
37mm Posted November 17, 2019 Author Share Posted November 17, 2019 On 10/14/2019 at 2:00 PM, General Jack Ripper said: Sadly, I don't think I could play this. Much the same as the TOC scenario, I don't think I could muscle through a scenario with an average of nine frames per second. It does look freaking amazing though. I've recently playtested one of the larger (if not the largest) scenarios @puje has made for this map. I played on the, recommended for H&E, balanced "3d model quality" setting & the fps, as far as I could tell, never dropped below 30. I'm confident everyone will be able to play H&E. 0 Quote Link to comment Share on other sites More sharing options...
37mm Posted February 27, 2020 Author Share Posted February 27, 2020 Now that the "Open Beta" has been released, @Aquila-SmartWargames has started the campaign set upon the Delta map... 2 Quote Link to comment Share on other sites More sharing options...
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