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Author Topic: WIP map of Belarus for the feedback  (Read 53924 times)

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Maro

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Re: WIP map of Belarus for the feedback
« Reply #120 on: July 14, 2012, 08:16:07 AM »

Here are they:




Here I haven't got good walls





Copenhagen





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Uzin

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Re: WIP map of Belarus for the feedback
« Reply #121 on: July 14, 2012, 08:39:06 AM »

Really nice, Maro. Congrats.
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Maro

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Re: WIP map of Belarus for the feedback
« Reply #122 on: July 14, 2012, 12:58:10 PM »

Thanks, that city and objects are my own work.
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ls

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Re: WIP map of Belarus for the feedback
« Reply #123 on: July 14, 2012, 02:31:16 PM »

@LS:
You are quite right with your suggestion concerning the entrance into the castle, however, I did not found suitable object so far. Perhaps you can suggest some, please ?

N.B. : Molva at Aviaskins prepared the castle - as WIP - as a single object. Let us hope he will finish it .
See

http://forum.aviaskins.com/showthread.php?p=103037#post103037

post no. 123.

My suggestion for entrance - object 1362 "RussiaPiterHouse6" in DBW 1.71 (far from ideal, but best available).
And maybe to use object 1470 ("1470 Leopoldov_Fort_01") to simulate the hill (of course, in this case it's necessary to use taller buildings to merge them into the hill - it allow to not use raised objects)?



What about Molva project, it is outstanding, but with one important note:
the roof of the  second tower is not historical, it was built in 2004 after big fire (in historians' of art opinion renovation in this style is quite hmmm... how to say... not acceptable).
Before it was looking like that:

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Uzin

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Re: WIP map of Belarus for the feedback
« Reply #124 on: July 14, 2012, 03:14:41 PM »

@LS:
thanks for suggestion of the entrance to the castle. As it concerns the Leopoldov 01, it is not rectangular, so several parts should be used. Perhaps several pieces of Leopoldov 02 might be used.
As for raising the objects, I know and use it, but remember that the Nieswiezh castle is made of several pieces of default objects (10 types), so the number of new - raised - objects would not be negligible.
I suggested to Molva that I shall release now so called RC1 with default objects, then, after he will make the other objkects, we can release new version, together with a winter one.
As for your corrections to Mir castle appearance, I shall let Molva know, citing you, of course.
Many thanks again for your help which I appreciate very much.
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ls

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Re: WIP map of Belarus for the feedback
« Reply #125 on: July 14, 2012, 03:32:38 PM »

My correction (notes about tower) concerns to Nieswiez, not to Mir castle - but now I must tell (with pleasure), that in the last days tower in Nieswiez has again historical look.
So, please let to Molva know about it (there is no reason to keep in his virtual project a detail, which was made by mistake (speaking politly) during renovation in 2004, and which now is corrected in reality).
A photo with new historical roof (historians' opinions were taken seriously at last):

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Uzin

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Re: WIP map of Belarus for the feedback
« Reply #126 on: July 14, 2012, 04:02:19 PM »

Sorry, OK.
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Ass Eagle

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Re: WIP map of Belarus for the feedback
« Reply #127 on: July 14, 2012, 09:16:56 PM »

Uzin,

You are my hero with this map! I can only hope you make a Czech Map of late 1944-1945!  ;D
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Maro

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Re: WIP map of Belarus for the feedback
« Reply #128 on: July 14, 2012, 11:26:59 PM »

I'm enjoying on Czech map in 1938.
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Uufflakke

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Re: WIP map of Belarus for the feedback
« Reply #129 on: July 15, 2012, 03:01:22 AM »

Another WIP Nieswiezh castle , with ditches. Raising of the whole castle on a hill could be done, but at the expense of too much objects raised, as the castle is made so far from default buildings. Making a hill on the water is not possible. Perhaps the approach using texture might work, but I am not sure if this is worth the effort, since we have flight simulator , not the tourist map ,  ;) .

I don't quite understand. In Unlocked FMB it's fairly easy to raise a piece of land and every object on it will also be lifted up.
The only thing you need to do is rolling your mousewheel to pull up a piece of land.
No need to add extra entries in the static.ini just for another height level.
Or do I overlook something? 
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Uzin

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Re: WIP map of Belarus for the feedback
« Reply #130 on: July 15, 2012, 05:16:38 AM »

I don't quite understand. In Unlocked FMB it's fairly easy to raise a piece of land and every object on it will also be lifted up.
The only thing you need to do is rolling your mousewheel to pull up a piece of land.
No need to add extra entries in the static.ini just for another height level.
Or do I overlook something? 
Yes, you are right. But for such a small area as that castle , inside the frame of ditches, I doubt that it is possible. Moreover, I have Mymap_c adjusted in order to have there a bay, which is the base of ditches. Yes, I can remake Mymap_c back, and try your way.
Meantime, I tried the way of raising the objects in static.ini, and here is the result. It is the question of the poll of users, which choice they want.



RDIT:
There is also another trouble with raising the terrain under the castle by mousewheel, as I tried now:
the castle is located on the river bank, and raising the terrain by mouse spoils also the appearance of that bank - you can see under the terrain.
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Uufflakke

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Re: WIP map of Belarus for the feedback
« Reply #131 on: July 15, 2012, 06:22:42 AM »

I know about raising the land and looking underneath it. Just like pulling up a carpet.  ;D
An option is to make the hill a bit further away from the ditch + riverbank just like in my quick test.



Or like your option so everything stays closer to the riverbanks + ditches but hill looks a bit like a walled fortress.

Both do have their pro's and cons but to be honest I'm not such a big fan of adding 10 extra entries for 1 castle.

It's all about making compromises in this game.  ;)
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