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Rotareneg

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Posts posted by Rotareneg

  1. Four. I kept on running into this issue during a scenario (An updated version of Zipuli's Tank Platoon In Attack) where a vehicle would start backing away from a stay order line formation BP. 

  2. I noticed a particularly odd behavior related to this issue: If you turn on time acceleration in the attached scenario it won't automatically switch back to normal speed until the (blind) enemy tanks are a few meters from the blue ATGM vehicles even though the enemy tanks have been in clear line-of-sight long before that, as if the blue vehicles don't properly "see" the enemy tanks until they're at point blank range,

     

     

    ATGM_test2.sce

  3. Like you mentioned earlier the Terrain detail distance General setting needs to be very low for this effect to be so obvious. It happens sooner with the C2 daysight because it's got a bit wider field of view, making the angular size of the tanks smaller so they drop below the threshold at a shorter distance compared to the M1 daysight.

     

    SS_12_37_36.thumb.jpg.2cdc721dc75757f619a7a9d5f21b64dd.jpg

     

    SS_12_38_05.thumb.jpg.d07f01569225d4b747d860204653e499.jpg

  4. Incremental time starts counting when a unit arrives at a waypoint, so if you have a route leading away from a waypoint with a embark if condition set to incremental time > 5 min they'll hold there for 5 minutes before moving on.

  5. NTFS compression works extremely well on those files, so if you're going to be doing height adjustments on a map you might consider turning compression on for that folder. An 7.6 GB .hnt file created from leveling a couple roads on a map compressed down to 952 KB.

  6. Attached is a version of the map with a wadi terrain on the streambed, so it should be essentially impassable as the wadi terrain is set to be low traction/high drag making it a tank trap. If you want the wadi terrain to be a bit more forgiving unless vehicles actually fall into a deep part you can edit the Streambed drag and/or traction to make it less slippery.

     

    Map 4b - Koen.7z

  7. I roughly sketched out the hills and wadi in GIMP and saved as a greyscale .png, loaded that into Wilbur to do various terrain processing things, exported it as an 8 bit .bmp height map file, loaded that back into GIMP, flipped it vertically (for some reason SB1 maps are flipped on the N-S axis) adjusted the levels to get the elevations roughly where they need to be, saved that as a raw file and then used a hex editor to add the width and height to to beginning of the file, renamed the file extention to .hgt, put it on the maps folder where the old style maps are stored (not the new 4.1 style maps,) and then used the import .hgt function in the map editor.

  8. I drew up a crude map in GIMP, gave it some erosion with Wilbur and then imported it into SB as an 8 bit raw image, SB1 style. The map is "unpublished" so you can edit the actual terrain and theme however you like, I just tossed in some different terrain for the hills so it wasn't all the same scrubland. The grid lines are offset a bit and the altitude is way lower as the old maps are only 0-100m, but the relative heights shouldn't be terribly far off.

     

    koen_map.thumb.jpg.f6d9180a2e4ed232d2857c0d7ea20b6f.jpg 

     

    Map 4 - Koen.7z

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