Silverbolt Posted November 29, 2008 Posted November 29, 2008 Just a Question.... will you enhace the Germany Cities too as you did with GH2 and Israel ?
Wolf65 Posted November 29, 2008 Posted November 29, 2008 New autumn woodland, all trees correctly sized and set to nicely fade in the distance, I've discovered nice GermanyCE_data.ini settings that reduces the sudden "pop-up" of ground objects: Really makes it look a whole lot better
+76.IAP-Blackbird Posted November 30, 2008 Posted November 30, 2008 really impressive work! it`s very atmospheric
+Stary Posted November 30, 2008 Author Posted November 30, 2008 (edited) Just a Question....will you enhace the Germany Cities too as you did with GH2 and Israel ? Just a little... (they don't affect framerates much) EDIT: Autumn version is almost complete, have to make some corrections for Highway Airstrips mod compatibility, and several city borders, and then I'll go with winter one. You know the drill, "2 weeks". I think I'll release them as separate standalone packs. And, yes, all the ground textures are 512x512 versions :yes: Edited November 30, 2008 by CA_Stary
WDH Posted November 30, 2008 Posted November 30, 2008 Wow,you been very busy since I been gone,CA_Stary.Seeing the latter screenshots with skyscrapers finally made it in.Yes sir,looks like we're gonna have a Christmas.(Stealing a line from Jimmy Steward in 'it's a wonderful life)Amazing detail and it's gonna set the standard for what's to be expected now.
snakeman Posted November 30, 2008 Posted November 30, 2008 Yes single packs would be good...the problem I have with ANW seasons is I only get to fly single missions and it randomly generates the month....I would like to be able to select winter, in winter, summer in summer etc...looking forward to your mod...
jtin Posted November 30, 2008 Posted November 30, 2008 Love the skyscrapers! If only we could get colision... :yes:
+Stary Posted November 30, 2008 Author Posted November 30, 2008 Love the skyscrapers! If only we could get colision... :yes: Or more complicated meshes than boxes for .tod generation...
+76.IAP-Blackbird Posted November 30, 2008 Posted November 30, 2008 mh, can`t you set the high for the meshes?! so maybe two buildings one on the op of the other?!
+Stary Posted November 30, 2008 Author Posted November 30, 2008 mh, can`t you set the high for the meshes?! so maybe two buildings one on the op of the other?! Surely I can, temples from Green Hell 2 were about ~20 individual buildings placed one on top of another. I meant the use of .LOD meshes for buildings would be great
+Stary Posted December 14, 2008 Author Posted December 14, 2008 I've uploaded Autumn full replacement version, more to follow.
+Stary Posted December 14, 2008 Author Posted December 14, 2008 The remaining versions to be finished in several days depending on free time, after all seasons up and running I'll do a four seasons data. Or Fast Cargo will
+russouk2004 Posted December 14, 2008 Posted December 14, 2008 You can have buildings that you can wreck....if you set the tower blocks as static vehicle or A\C that has a damage model....you can do it...Moonjumper and I did it for a V1 and its launch ramp..
+Stary Posted December 14, 2008 Author Posted December 14, 2008 You can have buildings that you can wreck....if you set the tower blocks as static vehicle or A\C that has a damage model....you can do it...Moonjumper and I did it for a V1 and its launch ramp.. NOT in TOD file generation process! You mean "standard" 3D .LOD objects with collisionboxes, right? Placing them as typical objects via _targets.ini... yes, of course, would take about 2 years or so, and could kill any computer -it's about 300-400 up to 600 individual objects per tile, map is 500x500 tiles... Not in this terrain engine, it's not Sturmovik with destructable cities. But Russouk2004, IF you know how to force the terrain Editor to use custom LOD meshes for TOD generation... that's the feature I dream about!
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