Mord Posted August 28, 2008 Share Posted August 28, 2008 lets make one. Hell, you can throw in Terrain types too if you want. Flavor Objects -------------- dead Cows dead Horses out house signs for buildings road signs wagon/horse carts hay bales/stacks trough well/water pump clothes line with clothes hanging Rommel's Asparagus plough tractor grape vines wooden barrels pile of fire wood head stones some cars, for when we get to Paris Apple tree Terrain ------- A leaf layer, so we can make woods a bit more foresty looking. It would mix with underlying mesh, such as grass, like brush does. Hedges (not like in CMX1 all squared off) more like taller bushes we could place on the map but they'd touch. Bocage (of course, like they'd forget that! Can't wait to how it's implemented) Tilled earth (maybe some various crop types to put on top) Special Buildings -------- Shed Outhouse Barn Wall, (New types other than the tall and short ones which I hope they keep) ----- wooden fence wrought iron fence That's all I can think of for the moment...I've got a pinched nerve riding down my leg and I dropped a muscle relaxer LOL...so, it's warping my ability to concentrate. Ok, lets hear them! Mord. 0 Quote Link to comment Share on other sites More sharing options...
cabal23 Posted August 28, 2008 Share Posted August 28, 2008 All this thread makes me do is wish we had those ideas for tiles in CMSF. Am I really going to have to wait for 2013 to get new tiles...or at least just a water tile? 0 Quote Link to comment Share on other sites More sharing options...
Moon Posted August 28, 2008 Share Posted August 28, 2008 Another example of false information posted by someone who has no link to Battlefront whatsoever turning into a rumor and, shortly after, almost-fact: 2013 is no relevant date for ANYTHING that is planned at Battlefront. WW2 is planned for next year. 0 Quote Link to comment Share on other sites More sharing options...
Mikkey Posted August 28, 2008 Share Posted August 28, 2008 ...WW2 is planned for next year.waw, excelent news!!! 0 Quote Link to comment Share on other sites More sharing options...
handihoc Posted August 28, 2008 Share Posted August 28, 2008 But which quarter? 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted August 28, 2008 Author Share Posted August 28, 2008 LOL wow Hi-jacked in one post...gotta be a record. Mord. 0 Quote Link to comment Share on other sites More sharing options...
cabal23 Posted August 28, 2008 Share Posted August 28, 2008 Another example of false information posted by someone who has no link to Battlefront whatsoever turning into a rumor and, shortly after, almost-fact: 2013 is no relevant date for ANYTHING that is planned at Battlefront. WW2 is planned for next year. Just read a post with dates. I had no idea it was bad info. I will def be more diligent in the future. Thanks for the heads up. 0 Quote Link to comment Share on other sites More sharing options...
panzermartin Posted August 28, 2008 Share Posted August 28, 2008 Well aprt from doodads, I just wish buildings woulnt be so geometrically symmetrical as in CMSF. Makes the environment look a bit sterile and unatural. At least textures should be made in a way to fool the eye, eg not perfectly straight building walls, roofs, balconies etc. A pseudo roundness (I know that 45/90 degrees orientation limit) on buildings would be heaven sent to break the monotony. Whenever I think of French countryside I think of picturesque. I like the touches TOW has, like the clothes Mord says, the carts etc. Also, CMBO was a bit on the bright green side. A drab pallete ala Saving Private Ryan should be the guide with a bit of brighter tones here and there. Doodads in CMSF are quite a few and varied but there are insignificant in size to really add to the landscape, except when being stacked but then they become taxing for the system. I'd like to see vehicles/buses/trucks/tractors/train wagons as objects too. Water towers and more distinguised building types, farm/village/urban/industrial-railway etc. The customizable storie/balconies/facade tool of CMSF wont do the trick alone imo, since villages in France were far more varied and interesting than the sterotyped concrete boxes of today's urban areas. Maybe its too much for eye candy but with the graphical capabilities of the current engine it would be a shame not to try to make a WW2 title visually attractive and atmospherical. Also, a slight fog/haze should be made as a default feature even in clear weather. Depth of field and distance dont feel right without it. 0 Quote Link to comment Share on other sites More sharing options...
Paul AU Posted August 28, 2008 Share Posted August 28, 2008 Not a 'flavour object' but: I'd always wanted a 'ditch' element. A drainage, roadside-type ditch, a shallow muddy/grassy linear feature which could be chained like CMx1 trenches to follow roads, or line fields etc. It would be easy to enter, hard to leave, good cover and very slow to traverse (perhaps depending on the weather/season). 'Ditches' seem to feature prominently in eye-witness accounts. 0 Quote Link to comment Share on other sites More sharing options...
bodkin Posted August 28, 2008 Share Posted August 28, 2008 I think flavour objects will be pretty well covered, but more important to the creation of a simulated urban environment the building textures, lets hope there as clean and as Ali-baba says sterile as CMSF. On another note it would be great if BFC introduced transparent vegetation around units. By that I mean in other games like the ones by madminutegames your units in forests, woodland etc are easy to see because the trees go transparent in a small radius around know unit locations. 0 Quote Link to comment Share on other sites More sharing options...
LongLeftFlank Posted August 29, 2008 Share Posted August 29, 2008 Well 98% of human structures are pretty much boxes of one kind or another, for very real architectural/structural reasons. And that was true in 1944 too. As I've been yammering about since the day I first saw CMSF, what gives landscapes originality and richness are the details and accessories that surround and accent the core "boxes". Right now, all we've got are surface textures, windows, balconies, roof parapets/domes and walls (sans gates), together with some junk to throw in the yard. We need 1. high-ceilinged industrial buildings and warehouses (also square). 2. little outbuildings -- porches, cookhouses, s**thouses, toolsheds, pigsties, paddocks. They can be flavour objects, not enterable buildings to avoid the movement headaches (You wouldn't put troops inside an outhouse anyway). 3. A circular building type would be useful too (about 1.5 squares diameter) even if troops can only stand in a square or diagonal subarea inside it for engine reasons. 0 Quote Link to comment Share on other sites More sharing options...
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