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Re: new city hexes test
Posted: Thu May 24, 2012 8:42 am
by massi
thanks guys!
for now there is nothing difficult
... the difficult aftermath.
I have to solve some problems with rendering and exporting, then everything will will spin as machine gun bullets.
straw poll:
What is really needed:
chris10 said:
-Oil Fields" tile with shaft towers
-Coal Mine Complex (I have no idea how to do it, I need a reference photo)
-Submarine Port" with all these bunkers (good examples are Bordeaux and Brest) -> (I have no idea how to do it, I need a reference photo)
-------------------------
-russian house: that I am already working
other? (But really missing tile, not too extreme things like the field with the chickens, pink peach trees, or grazing of sheep, ok

)
bye
Re: new city hexes test
Posted: Thu May 24, 2012 11:15 am
by El_Condoro
Going back a while, requests for ruined bridges and/or historical bridges (Arnhem et al), villages. small and dispersed trees/forests (not as concentrated as they are now. A volcano? (I have Mt Vesuvius on the Salerno map) Ruins of Pompeii? (Same map) Nah, kidding - those last two are very specialised.

Re: new city hexes test
Posted: Thu May 24, 2012 11:52 am
by Chris10
El_Condoro wrote:small and dispersed trees/forests (not as concentrated as they are now.
+1
Knowing that the production of graphical assets is a lot of work Iam not really sure if we should request to many specialised tiles which only worth for specific areas...its like wasting Massis time as they only get used one or twice
On the other hand if the tile set gets to big the scrolling in the editor to get to the desired tile gets very tedious...If somebody would ask me I would try to focus more on new tiles which cold be used in literally all scenarios and all areas
massi wrote:
-Coal Mine Complex (I have no idea how to do it, I need a reference photo)
for people to realize its a coal mine I would try to make a mix between open pit mine with these huge machines and a coal mine building complex with loading station- It could be in the stations overlay but I would use it over a city hex for connect it to the rail net
I add some photos:
massi wrote:
-Submarine Port" with all these bunkers (good examples are Bordeaux and Brest) -> (I have no idea how to do it, I need a reference photo)
typical submarine bunkers in Brest

Re: new city hexes test
Posted: Thu May 24, 2012 12:05 pm
by massi
ahaha no ruins of Pompeii complex and too detailed.. I do not think it is useful
-Volcano is a good idea we can use it not difficult. I do it in 10 minutes (even though I will end up putting 10 hours, ... ihihi).
-Historic bridges .. Good. they can do 2 or 3 (if you have better photos) integrate them into stationlayer ...
-scattered trees: no problem
chris10 thanks for the photos, I will do my best to recreate these places.
Re: new city hexes test
Posted: Thu May 24, 2012 12:35 pm
by massi
volcano...
too bad? or it can go?
Re: new city hexes test
Posted: Thu May 24, 2012 12:37 pm
by nikivdd
Molto bello Massi

Re: new city hexes test
Posted: Thu May 24, 2012 12:43 pm
by massi
grazie nikivdd!
tiè beccate 'u vesuvio
small correction to the volcano

Re: new city hexes test
Posted: Thu May 24, 2012 12:51 pm
by Chris10
Re: new city hexes test
Posted: Thu May 24, 2012 12:56 pm
by massi
only 1 of the volcano is more than enough even to do battle for the ring
I think I'll end up having a heart attack

Re: new city hexes test
Posted: Thu May 24, 2012 1:00 pm
by Chris10
massi wrote:I think I'll end up having a heart attack

Massi...there is no need to do any of these tiles...only if you feel like it...this is all or the fun

in any way there is no hurry with anything
Re: new city hexes test
Posted: Thu May 24, 2012 1:04 pm
by massi
I love the strokes
no problem chris
I enjoy it
Re: new city hexes test
Posted: Thu May 24, 2012 1:13 pm
by massi
hexagons in production
-
volcano 100%
-
city ruins 100%
-
9 new city hex added and modified and slightly improved 100%
-russian house: (in process) 50%
-small and dispersed trees/forests 90%
-historical bridges (in process)
-Oil Fields" tile with shaft towers (in process)
-Coal Mine Complex (in process)
-Submarine Port" with all these bunkers (in process)
Re: new city hexes test
Posted: Thu May 24, 2012 1:20 pm
by VPaulus
It seems your fabbrica is manufacturing tiles at full speed.

It must be a good business, the demanding is big.

Re: new city hexes test
Posted: Thu May 24, 2012 1:30 pm
by massi
yeah haha

Re: new city hexes test
Posted: Thu May 24, 2012 1:40 pm
by flakfernrohr
massi wrote:thanks guys!
for now there is nothing difficult
... the difficult aftermath.
I have to solve some problems with rendering and exporting, then everything will will spin as machine gun bullets.
straw poll:
What is really needed:
chris10 said:
-Oil Fields" tile with shaft towers
-Coal Mine Complex (I have no idea how to do it, I need a reference photo)
-Submarine Port" with all these bunkers (good examples are Bordeaux and Brest) -> (I have no idea how to do it, I need a reference photo)
-------------------------
-russian house: that I am already working
other? (But really missing tile, not too extreme things like the field with the chickens, pink peach trees, or grazing of sheep, ok

)
bye
A variety of small Russian churches, some different factories (large, medium, small), oil fields proportionate to scale (not like DMP) and with old style wooden derrick structure, blown bridges, maybe some good trenches or Anti-Tank ditches (which were very deep and wide) and fortification works. Please be sure to make Russian/Ukraine houses and buildings with both wooded and plastered variety with thatched roofs also. Smaller villages had entirely thatched roof houses, barns, etc. Only the churches were different, sometimes wooden.
Re: new city hexes test
Posted: Thu May 24, 2012 1:45 pm
by massi
yea yea

ok a shopping bag is full and heavy.
small and dispersed trees/forests are good?

Re: new city hexes test
Posted: Thu May 24, 2012 1:46 pm
by flakfernrohr
El_Condoro wrote:This is why mods don't get finished! Just when you think you have the bases covered along comes some masterpiece that you just MUST have in the mod.
Great work, Massi.
Yes, I have been through it before and I will glady do it again with joy because the last time I did it with my maps, they became something totally different and I was truly truly thrilled with the result. This time, I know it will even be more so. This is the kind of stuff "dreams are made of" to coin a phrase and my head goes wild with imagination with these kinds of tiles.
This is almost as exciting as a new woman can be. I'm already running a little on adrenalin.
Massi Destruction: I have learned that ANYTHING you produce is not only good, it is exceptionally excellent. Splendido!!!!!!!!!!!!!!
Re: new city hexes test
Posted: Thu May 24, 2012 1:53 pm
by massi
thanks Flank
were also learning to speak Italian hehe
Re: new city hexes test
Posted: Thu May 24, 2012 2:05 pm
by El_Condoro
massi wrote:yea yea

ok a shopping bag is full and heavy.
small and dispersed trees/forests are good?

Looking good! What do a few hexes of these look like? If we make a whole forest of them they may not look quite right. From what I can see they are what I envisaged.
You did a volcano! LOL, I was joking but you have come through. Mt Vesuvius, Etna or Mount Doom - covered.
Re: new city hexes test
Posted: Thu May 24, 2012 2:13 pm
by flakfernrohr
El Conduro, he had a number of different dense forest and other forest tiles of several seasons in the last mod. Check your tiles from it and I think combined with these you will be able to do some outstanding forests.