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Re: new city hexes test

Posted: Sun May 27, 2012 7:21 pm
by HBalck
I like the fields ! But can you do them more compatible to each other. I know - thats very hard, but without we dont have a very good result.
Also in Ukraine and also in the most russian regions we communists established "Kolchos" (means big industrial farm combinations with many village farmers go into one big). In this "Kolchos" they have very big mono culture fields with wheat and corn over many km. You can see the different also today with Google Earth between Eastern and western Germany - in western Germany they have only little famers with small privat fields, but in Eastern Germany you can see fields with many many km. I my old Homeland in northern Thüringia we have one wheat field goes closed over 7 x 4 km. Is to be called - we need some wheat and possible also a corn typ tiles row with some core tiles and 6-12 Connection tiles in every direction. More are also welcome !!!
Image
Only some little fields are in random of the small villages used for privat food (carrots, salad etc.)


H.Balck

Re: new city hexes test

Posted: Sun May 27, 2012 8:56 pm
by flakfernrohr
Massi, I loved the first fields you did and posted in this thread and I like these also very very much. The way the village tiles are looking are exactly like the small rural villages and settlements you see all over Ukraine, Belarus and Russian Europe. I like everything I see that you have done and I endorse it all fully without restraint.. This is truly a Godsend to the guys who like to map the Eastern Front and those who like to play realistic and visually stimulating maps, even the low level guys like myself.

In fact I like and love them so much, I will take and use even the tiles you don't think are good enough, because I do think they are good enough. Don't be too critical of yourself, your work is excellent.

Re: new city hexes test

Posted: Sun May 27, 2012 9:58 pm
by massi
hexagons in production

-volcano 100% :D
-city ruins 100% (in layer station)
-9 new city hex added and modified and slightly improved 100%
-russian villages: (in process) 100% (in layer station)
-small and dispersed trees/forests 100%
Image
-Submarine Port" with all these bunkers 100%
-many sections of road with houses 100%

-historical bridges (40%)
-Oil Fields" tile with shaft towers (in process)
-Coal Mine Complex (in process)
-V2 site (in proces)
-hex the industrial area dirty gray (in process)
-harbors military ... (see what I can do..)
shopping list?
What is missing? the damn egg!! :)

Re: new city hexes test

Posted: Sun May 27, 2012 10:06 pm
by HBalck
Very good Job ! Let me know if you need my V1 and V2 ramps !

H.Balck

Re: new city hexes test

Posted: Sun May 27, 2012 11:48 pm
by flakfernrohr
He needs high quality work in the right scale and proportions. Probably doesn't want to wait indefinitely in any case. :lol: What he has done thus far surpasses any hexes for the game made other than his own. Any other hexes would just not reach his standards. :)

Re: new city hexes test

Posted: Sun May 27, 2012 11:55 pm
by flakfernrohr
massi wrote:
hexagons in production

-volcano 100% :D
-city ruins 100% (in layer station)
-9 new city hex added and modified and slightly improved 100%
-russian villages: (in process) 100% (in layer station)
-small and dispersed trees/forests 100%
Image
-Submarine Port" with all these bunkers 100%
-many sections of road with houses 100%

-historical bridges (40%)
-Oil Fields" tile with shaft towers (in process)
-Coal Mine Complex (in process)
-V2 site (in proces)

-hex the industrial area dirty gray (in process)
-harbors military ... (see what I can do..)
shopping list?
What is missing? the damn egg!! :)
PART OF SHOPPING LIST: Any chance on your making the Stalingrad Grain Elevator, Tractor Factory or Sgt. Pavlov's house?
Also MAYBE-PLEASE one or two wooden windmills of Ukraine style, improved entrenchments/foxholes, tank trap ditches and two different additional factory hexes.


These hexes are beautiful Massi Destruction. You are making very fast progress indeed. Each time you post pictures and progress, I am very pleasantly surprised. I want to thank you, again, for this work you are sharing with all of us on the forum.

Re: new city hexes test

Posted: Mon May 28, 2012 12:29 am
by VPaulus
Maybe more than specific places, we need more trenches and layers with dragons teeth, barbed wire, anti tank barriers, etc.
But the artist decide what he wants to do. :D

Re: new city hexes test

Posted: Mon May 28, 2012 2:31 am
by flakfernrohr
VPaulus wrote: But the artist decide what he wants to do. :D
Most certainly. Make what he wants when he wants. He has already fulfilled my wishes thus far. :wink:

Re: new city hexes test

Posted: Mon May 28, 2012 8:21 am
by massi
hexagons in production

-1volcano 100% :D
-36 new city ruins 100% (in layer station)
-9 new city hex added and modified and slightly improved 100%
-22 new russian villages: 100% (in layer station...and I only do 12 ...)
-10 small and dispersed trees/forests 100%
-1 Submarine Port" with all these bunkers 100%
- many sections of road with houses 100%

in progress
-historical bridges (40%)
-Oil Fields" tile with shaft towers (in process) medium-high difficulty
-Coal Mine Complex (in process) medium-high difficulty
-V2 site (in proces) medium-high difficulty
-hex the industrial area dirty gray (in process) medium difficulty
-harbors military ... (see what I can do..) medium difficulty
----------------------
-Tractor Factory : medium difficulty
-Stalingrad Grain Elevator medium difficulty
-two different additional factory hexes
-dragons teeth : easy
Image
-anti tank barrier: easy ...type these below? right
Image
-barbed wire : medium-high difficulty... I have to think about how to build them ..
...Sgt. Pavlov's house: too much detail, the scale is too small, do not think I can do .. (remember, to use your brain to imagine what you can see on the map, which is better than any geforce :D :D :D :D ahaha )
...trenches? but the basic game has 13 of the trenches, do not go well? I try to do something more specific and less drawn

I have problems with exporting from google sketchup to 3ds max. otherwise the Grain Elevator and coal mines were ready.

Re: new city hexes test

Posted: Mon May 28, 2012 9:08 am
by HBalck
-barbed wire : medium-high difficulty... I have to think about how to build them ..
you can download this 3d one from my german friend Uwe:
http://www.sharecg.com/v/61421/browse/1 ... mentAnchor
Works very good with poser ! (example from my old Africa Corps tiles)
Image

H.Balck

Re: new city hexes test

Posted: Mon May 28, 2012 9:13 am
by massi
BINGOO
I am going to work.
Then I will tell

I solved a big problem with a video on youtube

Re: new city hexes test

Posted: Mon May 28, 2012 9:17 am
by massi
HBalck wrote: Works very good with poser !
thanks Mike in poser is good but but in small scale is semitransparent.
In these cases, I have to work with the tablet directly into photoshop and 2d extreme (there are good effects similar to 3d). but I think to pull off anything

Re: new city hexes test

Posted: Mon May 28, 2012 9:32 am
by HBalck
NP - Here are my old tank blockers in some different obj's:
http://www.gamefront.com/files/21761205 ... locker.zip
Image

Here are my morphable dragon teeths (Drachenzähne) for poser:
http://www.gamefront.com/files/21761246 ... phable.zip
Photos: http://www.google.de/imgres?imgurl=http ... BQ&dur=192
Example:
Image
3D big view:
Image

H.Balck

Re: new city hexes test

Posted: Mon May 28, 2012 5:28 pm
by massi
hexagons in production

-1volcano 100% :D
-36 new city ruins 100% (in layer station)
-9 new city hex added and modified and slightly improved 100%
-22 new russian villages: 100% (in layer station...and I only do 12 ...)
-10 small and dispersed trees/forests 100%
-1 Submarine Port" with all these bunkers 100%
- many sections of road with houses 100%
-Coal Mine Complex (in layerstation) 100%
-Stalingrad Grain Elevator (in layerstation) 100%


Image


in progress
-historical bridges (40%)
-Oil Fields" tile with shaft towers (in process) medium-high difficulty
-V2 site (in proces) medium-high difficulty
-hex the industrial area dirty gray (in process) medium difficulty
-harbors military ... (see what I can do..) medium difficulty
-Tractor Factory : medium difficulty
-two different additional factory hexes
----------------------

-dragons teeth : easy
Image
-anti tank barrier: easy ...type these below? right
Image
-barbed wire : medium-high difficulty... I have to think about how to build them ..
...trenches? but the basic game has 13 of the trenches, do not go well? I try to do something more specific and less drawn

Re: new city hexes test

Posted: Mon May 28, 2012 5:46 pm
by VPaulus
Yes those are alright.
Massi if you could do it as Chris said as station layers or overlays it would be great. This way the scenario designers will be able to use it in any type of terrain.
It wasn't a long time ago that a request was made by our dear moderator El_Condoro.
viewtopic.php?f=147&t=32975
But if it's too much work, forget it. :)

Re: new city hexes test

Posted: Mon May 28, 2012 5:54 pm
by massi
all these new pieces are on the station-layers can be stacked to any land. (in parentheses) which layer I'm working on writing and the percentage of completion.
If I understand it ...
mines (I'm sure I've seen these somewhere!) *
sea mines *
tank traps (concrete blocks)
steel girder traps (the ones from the opening scene of Saving Private Ryan!)
timber spikes (for tearing the bottom out of landing craft)
Atlantic Wall style gun emplacements
raised beachfront pill boxes (again like in SPR) *
lengths of barbed wire and entrenchments
other good beach invasion stuff...
see what I can do.
for you this and much more

Re: new city hexes test

Posted: Mon May 28, 2012 6:08 pm
by bebro
VPaulus wrote:Yes those are alright.
Massi if you could do it as Chris said as station layers or overlays it would be great. This way the scenario designers will be able to use it in any type of terrain.
It wasn't a long time ago that a request was made by our dear moderator El_Condoro.
viewtopic.php?f=147&t=32975
But if it's too much work, forget it. :)
Just a thought, if there's many new tiles in one large game-ready png one can also simply define a new type of layer for them editing the file "tileset.pzdat" in the Graphics subfolder of PzC.

If edited in properly those will show up in the editor as extra menu point that can be selected to edit the map normally using those new tiles.

Re: new city hexes test

Posted: Mon May 28, 2012 6:12 pm
by VPaulus
@ massi
Great! With those scenario designers can draw good beach invasion scenarios for example. And with the next AK expansion the better.
Thanks massi. :D

@bebro
Those details I leave it for you gentleman, to decide which is the better way. I'm not an editor man. I'm a sfx man, now. :wink:

Re: new city hexes test

Posted: Mon May 28, 2012 6:20 pm
by Chris10
massi wrote:
Image
Nice...If I would have to choose one I would pick No 2...No 1 looks a bit to square
it could even a bit less building and a bit more open pit as by now it seems a bit more of a factory...just nitpicking :wink:
Do the buildings look a bit to modern or is it just me ?
bebro wrote:
Just a thought, if there's many new tiles in one large game-ready png one can also simply define a new type of layer for them editing the file "tileset.pzdat" in the Graphics subfolder of PzC.

If edited in properly those will show up in the editor as extra menu point that can be selected to edit the map normally using those new tiles.
Iam not sure this works already..I think it was designed to work and the strings are in the exe but it doesnt work right now. As far as I have understood it this is supposed to be fixed with AK as new tilesets come with it .

Re: new city hexes test

Posted: Mon May 28, 2012 8:23 pm
by flakfernrohr
Massi Destruction, GREAT NEW TILES!!!!!!!!!!!!!!!! Thank you very much. They look outstanding.