Erwin Posted September 22, 2011 Share Posted September 22, 2011 That mural looks pretty good, Pete. I recall that there were some terrific CM1 building mods that had German propaganda slogans/posters (some defaced presumably by the Maquis) and other graffiti and ads on them. It all really helped. 0 Quote Link to comment Share on other sites More sharing options...
LongLeftFlank Posted September 23, 2011 Author Share Posted September 23, 2011 Playing around a little with the buildings editor. Here is a nice sturdy chateau, with 3 medium modular rectangles in line plus 2 cathedral types on the "wings" Here's the front in a little more detail. I raised the main building 1 meter to create the paved "stairway" in front, with brick walls and obelisks for a decorative balustrade. There's also a circular gravel turnaround encircling the fountain. Note also the use of hedges and other plantings. And as a separate project, I used 2 medium square buildings (these are diag but you can do the same with the 90deg ones), dividing each open-fronted ground level with a brick wall to create a stables with 4 "bays". This could also be a dairy barn. The irregular shape of the gate was needed to create something big enough for vehicles but not a full 8m square wide. The man-sized opening was too small and looked silly. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted September 23, 2011 Share Posted September 23, 2011 You are the post master of amazing maps and buildings LLF... Can hardly wait to see what you come up with to rival the quality of (maybe not in size) Ramadi. 0 Quote Link to comment Share on other sites More sharing options...
Paper Tiger Posted September 24, 2011 Share Posted September 24, 2011 Nothing I haven't seen before here except for the use of obelisks at the front of the building. You may wish to note that Steve told the Beta designers NEVER to place walls inside buildings as it utterly screws with the AI pathfinding routines. That's why you won't find these 'interior' walls in any of the official maps. But it's good to encourage the budding designers to make their compounds look a little bit more realistic. On a seperate note, I usually start out with realistic buildings surrounded by tall brick walls but after playtesting a wee bit, I usually swap the walls for either tall or low bocage to allow LoS through them. Apparently, troops would knock out small firing holes in tall walls with their bayonets and the game does not allow us to do this. Therefore the compromise. 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted September 24, 2011 Share Posted September 24, 2011 ... You may wish to note that Steve told the Beta designers NEVER to place walls inside buildings as it utterly screws with the AI pathfinding routines. That's why you won't find these 'interior' walls in any of the official maps. But it's good to encourage the budding designers to make their compounds look a little bit more realistic. I´d tried and didn´t see noticable AI path finding problems, but as "interior walls" appear to be ignored for LOS/LOF and cover/concealment matters, it doesn´t anyway make sense to place them this way. I also suspect intersecting houses with 3D objects like walls to cause unwanted "side effects", so I have my doubts with "reinforcing" buildings placed off centered with walls to have any good effects. Maybe Steve can shed some light on this as well... 0 Quote Link to comment Share on other sites More sharing options...
LongLeftFlank Posted September 24, 2011 Author Share Posted September 24, 2011 Yes, I know what Steve's talking about -- I was trying to build a narrow entryway for the Haveli on my Ramadi map (basically using a narrow wall through a building whose front and back walls have been deleted and it totally messed up the pathfinding of the units passing through it. But the straight wall segments seem to be OK. 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted September 25, 2011 Share Posted September 25, 2011 Yes, I know what Steve's talking about -- I was trying to build a narrow entryway for the Haveli on my Ramadi map (basically using a narrow wall through a building whose front and back walls have been deleted and it totally messed up the pathfinding of the units passing through it. But the straight wall segments seem to be OK. Is your Ramadi map available seperately? I found it at GAJ Mod Place, but I do not owe the Marines module, so can´t load. From my further testing I found diagonal buildings and streets combined troublesome. I can´t get vehicles to move along such streets, as obviously the AS center points are always intersected by the diagonal building walls. Generally, if any 3D objects (flavor objects excluded maybe) cross an AS center point, I expect trouble with regard to path finding. :eek: While the diagonal street looks passable for the Kubel, the game will reject. You see why in map editor view: 0 Quote Link to comment Share on other sites More sharing options...
Wodin Posted September 27, 2011 Share Posted September 27, 2011 The buildings graphically are not one of CMBN's strong points. However they are functional which is all that matters when it comes to this game. Abstracted, yes, but they work. I would like to see more varity and have factories and warehouses and more shops etc, also one day transparent texures would be lovely i.e glass for windows. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted September 27, 2011 Share Posted September 27, 2011 Thank you for this explanation. Presumably this also explains why vehicles do that silly dance trying to get across a bridge. 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted September 28, 2011 Share Posted September 28, 2011 Thank you for this explanation. Presumably this also explains why vehicles do that silly dance trying to get across a bridge. Interesting! Is that with regard to bridges placed diagonally? I haven´t experimented with bridges yet, but most problems obviously occur when the center point of an action spot lies on restrictive terrain features. 0 Quote Link to comment Share on other sites More sharing options...
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