![]() |
|
|
|
#1
|
|||
|
|||
|
Quote:
There are a variety of reasons why... I'm hoping someone who maybe connects with these guys more regularly might point them in the direction.
__________________
Find my missions and much more at Mission4Today.com |
|
#2
|
|||
|
|||
|
Quote:
TD has strict requirements for maps and that's why it's harder to do them for TD. Example is all rivers at zero altitude is very difficult to do in mountainous maps where elevation is significant from one side of the map to the other. Also, not getting textures from Google earth (or other places) puts a damper on map building for TD.... how else can good decent real-life looking textures be made?? |
|
#3
|
|||
|
|||
|
Quote:
Is there any particular reason why rivers all have to be at zero altitude? Quote:
And, as I said in my earlier thread, arguably cropping, tiling, retinting and photoshopping an existing photograph turns it into an original work of art. |
|
#4
|
||||
|
||||
|
Quote:
Even on high altitude lakes you can see that the shadows are wrong (for example Slovakia). Here is something for you all to do during the summer. Make a list of best MOD maps and suggest them here. Imagine that only top 2 on the list will make it into official patch. So argue among yourselves why your favorite ones should be on top. Bear in mind that they should satisfy conditions posted in this thread before. Of course, some deviations are possible (I don't see a reason for winter version of objects on Pacific maps).
__________________
A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away. |
|
#5
|
|||
|
|||
|
Quote:
Google Earth is of course copyrighted. We may be able to make use of government aerial photo archives that are in the public domain to help in making new textures. Some photoshop work to make them more than just a black and white overview could be used to make some great stuff. Here's where it would be useful to have some teamwork. I know there are artists who are very good at making repeating textures. If we can combine their efforts with map makers then we can really get something going here. The river thing is a pain. You can see why it doesn't work quite properly on maps like Slovakia and Burma... engine limitation and a usability issue when you're flying near such water. I'm wondering if TD would be amenable to exceptions in certain circumstances.
__________________
Find my missions and much more at Mission4Today.com |
|
#6
|
|||
|
|||
|
Quote:
Cloyd |
|
#7
|
|||
|
|||
|
Quote:
__________________
I'm pretty much just here for comic relief. Q6600@3.02 GHz, 4gig DDR2, GTX470, Win7 64bit |
|
#8
|
|||
|
|||
|
Quote:
I think that it would be a lot of work to allow jumps to new maps, especially if you have missions where planes are scattered across two or more maps. Online it would be a nightmare, especially if people on different maps couldn't interact with each other. Also, how do you handle sighting across two different maps? And, what happens when you have people fighting at the conjunction of four different maps! About the only way it could possibly work is to rework the existing maps in the game so that they are all standardized "tiles" designed to allow smooth transition from one map to the next. Then, you'd have to rework the game engine so that it could keep track of everything happening on or above each tile. For online, you'd need to make it so that the server could handle dozens of combats over each tile! I think it could be done with the computer power available these days, but it would be a whole new sim. I sure don't think that it would be fair to ask TD to do that. |
![]() |
| Thread Tools | |
| Display Modes | |
|
|