CSO_Talorgan
Rep: 72.5 votes: 1
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Posted: Sun Aug 29, 2010 11:30 pm Post subject: Re: Ortona '43 progress updates |
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Buck_Compton wrote (View Post):
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Especially because the bright side of hills is quite dificult to make.
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This, and shadows, would be the main reason for employing a 3D technique. |
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Buck_Compton
Rep: 64.6 votes: 9
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Posted: Mon Aug 30, 2010 12:07 am Post subject: Re: Ortona '43 progress updates |
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Wasn't 3d rendering techniques used on the stock cc5 maps and vehicle's?? Well i still need to find a right way to put in the shadows... but thats just trial and error ;)
cheers |
If you are short of everything but enemy, you are in the combat zone. |
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Digs
Rep: 56.7 votes: 5
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Posted: Mon Aug 30, 2010 7:47 am Post subject: Re: Ortona '43 progress updates |
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Can we see what the strategic map and unit icons looks like?. |
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pagskier
Rep: 25
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Posted: Mon Aug 30, 2010 10:46 pm Post subject: Re: Ortona '43 progress updates |
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Hi
I hope you don't remove map completely
atleast keep em for single battle!
there is never too much maps! |
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CSO_Talorgan
Rep: 72.5 votes: 1
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Posted: Tue Aug 31, 2010 9:27 pm Post subject: Re: Ortona '43 progress updates |
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Buck_Compton wrote (View Post):
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Well i still need to find a right way to put in the shadows... but thats just trial and error
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It's a piece of cake; or at least it was when using Nomada_Firefox' Blitzkrieg II method:
All you had to do was orientate the map graphic (spin it round) until the sun was coming from the north west at a 45 degree angle.
It was the *other* problems that proved insurmountable. |
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Buck_Compton
Rep: 64.6 votes: 9
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Posted: Wed Sep 01, 2010 10:19 am Post subject: Re: Ortona '43 progress updates |
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Hmm yes it would be but in order to get the shadows correct i would have to make the map in 3d.
3ds max allows me to rotate all object as much as i'd like...
cheers |
If you are short of everything but enemy, you are in the combat zone. |
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_PT_
Rep: 0.1
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Posted: Sat Oct 23, 2010 12:03 pm Post subject: Re: Ortona '43 progress updates |
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Pete wrote (View Post):
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Well, the new stratmap has received its final shape. Buck has put a lot of work in it and created a new stratmap in one weekend. It's me who is slowing down the progress of this mod . There will be 40 maps on the stratmap. 3 Maps are new and created by Buck. We deleted 4 maps on the bottom half of PT's original stratmap because I felt it was historically unbalanced in the sense that the Allies would be able to win the GC without capturing the major target of the mainroad Orsogna-Ortona. Now it's about 50/50 and I will make sure when assigning VL's that capturing the road Orsogna-Ortona will tip the balance.
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I am really glad that this is being worked on. Just some points of what I have intended with the mod:
All the major fighting should be in the city, thus a lot of maps that at the bottom half makng a bottleneck for Canadian advance. The main reson that Germans left when they did is that Orsogna-Ortona Highway was finally taken, so there should be a way to win the GC without getting to the Highway.
There should be only two or three passages maps in the middle gully area. Through San leonardo road, possibly Vino Ridge area and Costal road. If you make more passages it will not be historical.
All off roading by the tanks should be impossible. All the vineyards and mud was dertimental to any tank movement off road.
Small maps were intended to be quick and deady, especially in the bottom part between San Leonardo and the highway with a lot of armor destruction. Thus costal road was used by Canadians to penetrate to the city of Ortona. This is where real infantry combat happen.
Canadians should have some kind of explosive devices that would allow them to go through the walls so they are not exposed in the streets. Rubble should stop most of the city tank movement; they should be limited to couple of main streets.
My point of regret is that I did not keep the mod to the city limits with 24 maps like I originally wanted. Believe it or not that part was all complete in 2005. I actually played test GC and it all worked.
I wish you guys good luck and please finish it soon!
pt |
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Buck_Compton
Rep: 64.6 votes: 9
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Posted: Thu Nov 18, 2010 11:33 am Post subject: Re: Ortona '43 progress updates |
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Hey PT,
First we would like to thank you for giving us a chance of making this great mod project to a succes. We are currently busy overcomming the obstalce's on our road. I do have a question for you: Almost all your maps where finished when you send them to me. But about 20-25 maps weren't compeleted. Now as you know I have been busy doing all the interiors and I have taken the liberty of making 3 new maps for your mod. But when I started coding I found out that almost all maps didnt have Height maps along with them. And it is a rather difficult task to detect heights and depressions and to be able to tell wether one is higher than the other. I was wondering if you have any info on that part of the map coding for me...
Cheers Buck |
If you are short of everything but enemy, you are in the combat zone. |
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Buck_Compton
Rep: 64.6 votes: 9
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Posted: Thu Nov 18, 2010 11:39 am Post subject: Re: Ortona '43 progress updates |
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Hey PT,
First we would like to thank you for giving us a chance of making this great mod project to a succes. We are currently busy overcomming the obstalce's on our road. I do have a question for you: Almost all your maps where finished when you send them to me. But about 20-25 maps weren't compeleted. Now as you know I have been busy doing all the interiors and I have taken the liberty of making 3 new maps for your mod. But when I started coding I found out that almost all maps didnt have Height maps along with them. And it is a rather difficult task to detect heights and depressions and to be able to tell wether one is higher than the other. I was wondering if you have any info on that part of the map coding for me...
Cheers Buck |
If you are short of everything but enemy, you are in the combat zone. |
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Pete
Rep: 118.1 votes: 12
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Posted: Thu Jan 06, 2011 7:05 pm Post subject: Re: Ortona '43 progress updates |
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Time for an update:
We ran into trouble after changing the stratmap. A new version of the .exe would not work on my pc but cause ctd's as soon I was trying to get to the Command Screen. It worked on Buck's pc though. In fact , it would not run on any of my pc's but would run on some other people's pc's. As at the same time we had updated other files too we did not first understand which file was causing the problem. So we lost time searching for the bug and creating new files. Not until I created a new .exe myself did we find a solution. At that point I was close to throwing in the towel. The cause of the crashes remain unclear. During this miserable time we also managed to mix up data versions so that they had to be redone.
Anyway several weeks ago my dedicated CC pc went dead. That was another blow to my motivation I can tell you and that's when you start thinking that this mod is cursed. Luckily it was only the mobo and I was able to salvage the HDD's with their precious collection of data.
Because of these setbacks not much progress has been made (frankly also because I have been spending a lot more time on other interests). I am currently working on creating historical battles and operations, playtesting and finding errors.
I can assure you though that we will finalize this project this year!
Pete |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
Our website: https://themodsection.net/ |
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salhexe
Rep: 70.1 votes: 6
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Posted: Thu Jan 06, 2011 10:06 pm Post subject: Re: Ortona '43 progress updates |
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strength and courage
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Tejszd
Rep: 133.6 votes: 19
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Posted: Fri Jan 07, 2011 2:43 am Post subject: Re: Ortona '43 progress updates |
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Thank you for the update guys!!! Definitely looking forward to the mod and hope that you are through the rough spot.... |
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pvt_Grunt
Rep: 99.7 votes: 5
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Posted: Fri Jan 07, 2011 9:53 am Post subject: Re: Ortona '43 progress updates |
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Thanks for your efforts Pete / Buck / PT, many of us have worked on mods and realise the time and effort needed. Take a break if you need to and start again when the time is right, it will be better if you dont rush it. We waited years for the Scheldt mod and it was worth it. Cheers! |
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diggin.robat
Rep: 39.7 votes: 2
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Posted: Fri Jan 07, 2011 8:28 pm Post subject: Re: Ortona '43 progress updates |
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Yes, just take your time to make a nice mod. Keep up the good work! |
GW modding team |
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Pete
Rep: 118.1 votes: 12
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Posted: Sat Jan 08, 2011 10:07 am Post subject: Re: Ortona '43 progress updates |
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Thanks for your support and patience guys . The road ahead looks smoother now |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
Our website: https://themodsection.net/ |
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LostTemple
Rep: 59.2 votes: 7
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Posted: Fri Feb 11, 2011 8:06 am Post subject: Re: Ortona '43 progress updates |
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Yet another mod I'm looking forward to playing. Maybe it's just me, but I really really like those darker maps Buck. It gives it a darker and more ominous atmosphere. I wish you would remake more of the maps to fit that atmosphere. |
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stiener
Rep: 46.4 votes: 3
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Posted: Fri Feb 18, 2011 3:40 am Post subject: Re: Ortona '43 progress updates |
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keep up the good work gents and keep the faith. this will be a great mod once done. german para's and canucks!!! what could be better!!!
thank you! |
WHEN THE PIN IS PULLED "MR GRENADE"IS NOT OUR FRIEND ! |
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Pete
Rep: 118.1 votes: 12
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Posted: Fri May 06, 2011 10:04 pm Post subject: Re: Ortona '43 progress updates |
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Well, just letting you know that we are still working on this . Progress is slow because we are prioritizing our other interests, so to speak.
Currently I am terribly annoyed that when creating custom battles I don't seem to be able to let battle groups enter on the victory location of choice, that is, the historically more accurate direction. How can I force a battle group to enter from a certain direction? Does anyone have a solution for this? |
Dulce Bellum Inexpertis
(War is delightful to those who have no experience of it.)
Our facebook page: https://www.facebook.com/buckandpete/
Our website: https://themodsection.net/ |
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southern_land
Rep: 155.2 votes: 14
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Posted: Sat May 07, 2011 1:08 am Post subject: Re: Ortona '43 progress updates |
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Pete wrote (View Post):
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How can I force a battle group to enter from a certain direction? Does anyone have a solution for this?
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Mod it for LSA |
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Tejszd
Rep: 133.6 votes: 19
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Posted: Sat May 07, 2011 1:19 am Post subject: Re: Ortona '43 progress updates |
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For singles battles CC4/5 randomly selects an entry VL for a BG entering to allow for re-playability (though it does tend to select the closet VL to usual entry direction for BG's in the original game's GC).
LSA does allow for specific VL's to be set in the editor for single battles thus Southern_land's suggestion. |
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