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				Re: new city hexes test
				Posted: Thu May 24, 2012 2:14 pm
				by massi
				El_Condoro wrote:
If we make a whole forest of them they may not look quite right. From what I can see they are what I envisaged. 
explained better El_Condoro 

 I do not understand English very well, and google traslator, does the translations crazy haha
I have to modify the woods?
I now work for panzercorps are available until 20:00 Italian time

 
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 4:09 pm
				by massi
				
-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

[/quote]
What do you think Chris? is not very detailed .. but for a secret submarine base is better
 
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 4:12 pm
				by airbornemongo101
				Wow,great work
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 4:23 pm
				by VPaulus
				Great work on the forest tiles, massi.
It matches perfectly the ground tile.
That is a masterpiece.
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 4:27 pm
				by massi
				10 minutes and take out a bridge
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 4:54 pm
				by massi
				bridge 1 

 
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 5:01 pm
				by bebro
				I really admire your dedication. I generally like gfx modding a lot, but personally I try to avoid modding the terrain graphics whenever I can (though I had to for my campaign, but it was more a pain for me)  
 
Your results however are excellent and your work adds a lot to the game and mods. 

 
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 5:19 pm
				by massi
				thank you very much bebro
but the magic hat, yet many rabbits will come out hehe: D

 
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 6:19 pm
				by HBalck
				Nice graphics Massi - let  me know if you need my ukrainian houses and church.
H.Balck
 
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 7:17 pm
				by massi
				HBalck wrote:Nice graphics Massi - let  me know if you need my ukrainian houses and church.
thanks mike I have modeled some of the houses Ukrainian and Russian.
nothing special as the ones you posted
I see how my models are rendered, then let you know if I need help.
 
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 7:59 pm
				by Chris10
				massi wrote:
What do you think Chris? is not very detailed .. but for a secret submarine base is better
 
hell..yeah...the bunker looks great  

 ...although my thought was going more in dirction of merging it or making it part of a harbor tile as most harbors right now look like trade ports with cranes and stuff but less like military ports  

 
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 8:21 pm
				by massi
				soon, I create some military harbor. I hope ..
Meanwhile, let's keep this thing for submarines
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 9:43 pm
				by flakfernrohr
				chris10 wrote:massi wrote:
What do you think Chris? is not very detailed .. but for a secret submarine base is better
 
hell..yeah...the bunker looks great  

 ...although my thought was going more in dirction of merging it or making it part of a harbor tile as most harbors right now look like trade ports with cranes and stuff but less like military ports  

 
I've got a question, not as much to make more work for Massi Destruction, but more from implementation of this Sub Pen Base as a hex unit in a game.  The reference picture is great, but it's under construction.  There aren't any AA Batteries around or on it.  In a real situation and it being functional, wouldn't a person want to have several AA Batteries around this thing, an airport nearby, etc.  Or should the Sub Pens have AA guns built on top of them?  Just a theoretical question on how to use this beautiful hex in the game.
 
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 9:52 pm
				by massi
				
I am proud to Arnhem bridge, and the like.
My last effort of the day.
night guys
As said, Rossella Hoara: TOMORROW 'ANOTHER DAY!
 
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 10:31 pm
				by MikeAP
				He has returned!
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 10:38 pm
				by Chris10
				massi wrote:
I am proud to Arnhem bridge, and the like.
My last effort of the day.
night guys
As said, Rossella Hoara: TOMORROW 'ANOTHER DAY!
 
ohhh..this bridge is beautiful...... 

 
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 10:43 pm
				by VPaulus
				I guess you'll have a lot of work in front of you, Chris.  

 
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 11:03 pm
				by Chris10
				VPaulus wrote:I guess you'll have a lot of work in front of you, Chris.  

 
errrrr..at the moment I wont touch the map again otherwise I never get the mod done... 

 ..
later for a final release this will be a different story though  

 
			 
			
					
				Re: new city hexes test
				Posted: Thu May 24, 2012 11:15 pm
				by flakfernrohr
				Yes, that is a marvellous rendering of the bridge at Arnhem.  I wonder if Eric has seen this tile that will be forthcoming?
			 
			
					
				Re: new city hexes test
				Posted: Fri May 25, 2012 8:15 am
				by El_Condoro
				massi wrote:El_Condoro wrote:
If we make a whole forest of them they may not look quite right. From what I can see they are what I envisaged. 
explained better El_Condoro 

 I do not understand English very well, and google traslator, does the translations crazy haha
I have to modify the woods?
I now work for panzercorps are available until 20:00 Italian time
 
Perfect. Thank you. 
I just meant one tile does not give a clear picture of what many tiles (a forest) would look like - this does.