Jump to content

Trees in CM Normandy


Recommended Posts

Since Normandy will feature a lot more wooded areas, will we see an improvement in tree modelling both visually and gameplay wise?

Visually. Some tree types look subpar in certain angles. especially the tall ones. Normandy maps will not look really good with rows of distorted trees. Trees like olive trees, low, bush types look ok, since they suffer the least from the angle distortion. Tree bases in CMx1 made forests look more "tidy" and not that chaotic despite the primitive patchy tiles. Also, some tree types dont behave well in environmental lighting and look flat and with no volume. LODS for trees are average and maybe my last complaint about graphics in CMSF. Close up they look quite ok but at a distance you dont get a whole, uniformed effect of a wooded area but sparse little tree LODS here and there. Shadows disappear with distance as well and the whole result is far from looking aestheticaly pleasing and realistic.

untitled.jpg

Gameplay. For me, there is a confusion with LOS/LOF and cover issues. Its more realistic to have every tree affect LOS/LOF but soldiers dont seem to notice that inside a wooded area, eg not taking advantage of every tree crown. If it was an FPS I would be prefectly ok with the true to life modelling but in an RTS which requires quick judgement its pure luck to get good cover inside a wooded area. LOS is a pain and there are times I almost miss the simplistic abstracted CMx1 system with the primitive wood tiles. I know it cant get better than 1:1 but I was thinking if we could get a sort of gameplay aid inside wooded areas or maybe a smarter defensive AI behind trees.

Then there is the performance hit. I played two TCP/IP games that featured heavily wooded areas and I had strangely huge lags, while all my games since 1.10 even with many units have gone mostly smoothly. I'm not 100% sure about that but I suspect that pathing and LOS/LOF calculations inside trees with many infantry units might cause the problem.

Link to comment
Share on other sites

Then there is the performance hit. I played two TCP/IP games that featured heavily wooded areas and I had strangely huge lags, while all my games since 1.10 even with many units have gone mostly smoothly. I'm not 100% sure about that but I suspect that pathing and LOS/LOF calculations inside trees with many infantry units might cause the problem.

Are you still seeing this with 1.10? I remember large wooded maps used to be unplayable, but it seems like they've mostly fixed that.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...