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cata

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Everything posted by cata

  1. Nothing quite like the roads of Taiwan to test that, and map-making abilities.
  2. It's true. it's not the easiest map to use. Thus far I've run company-sized engagements without much hassle. However, it's not the most AI friendly map. One of the problems stem from having roads too close together, i.e when trying to run a set of roads parallel below the raised roads. It's hit and miss, sometimes it works fine other times the AI gets hung up trying to climb from the lower road up to the roads above. Complex maps are not the best maps for SB, depending on what you are doing with it of cause. This is definitely a map that needs a lot of micromanagement, vehicle traps abound! Being Taiwan, there is also a lot of boggy ground so... keep ARVs close by. One of the debates, regarding a possible PLA invasion, is the use of armor in this theater. Many specialists see this exclusively as an infantry-centric campaign.
  3. Here's a zoom-around the map video to give you an idea of how it looks at this time.
  4. So I've been working on this map for…I can hardly remember now, about 2 years on and off. It's not complete, might never be. However, I’m going to push this out there shortly as is. This was an attempt at a North Taiwan map, way too ambitious, naturally, as I wanted to get the feel right. It's a very complex close terrain, difficult for large maneuver units. This was made with PLA invasions in mind. This is why I wanted the northwest coastal region, just north of Taipei. These are possible landing beaches closest to Taipei, including the Taipei Port and Tamsui Estuary. I'm using the Granada height map for the high-ground around Taipei as I don’t have any height map info for Taiwan. The rest of the high-ground and coast west was built using the editor. Everything else was guided by Google Earth. As such it's an approximation of North Taiwan. The distances are roughly correct between major features. Currently, these include the Port of Taipei and Bali, Taoyuan International airport, Zhuwei Fishing Harbor, the northern sections of Luzhu District, Dayuan District. Recognizable major industry, power plants, fuel storage, Golf courses, rivers, etc, and of cause all the regional roads. The road systems in Taiwan are really challenging to recreate in SB. I've done the best I can to replicate the kind of obstacles these complex road systems would represent. I've built-in from the coast as this is really about whether or not the PLA can establish a beachhead to allow for follow-on forces. If they cannot it's doubtful they will accomplish the mission. If they can it's pretty much end-game for Taiwan. So it's primarily a fight for control of the coastal areas. I will continue to add to the map over time. However, I think it's good enough to publish at this point or it never will. So a little more work to polish up and it should be done shortly.
  5. guess there will be some more...
  6. Also working on Taiwan, the Piranha V is tricky seems like the Barracuda is hard coded into the model so doing what i can
  7. Aahhh skins, well if we have to...remember to squint...work in progress
  8. Just curios, anyone talking or thinking about PLA units? Somehow seems that in 2021 this would be getting more attention, not to mention the size of the market. As the PLA starts to home in on standardized combined arms brigades we can round out the main players, im just going to list a number of most likely units just to throw it out there: Heavy / Amphib CAB: ZTZ-99A ZTZ-96 ZTZ-15 ZBD-04 ZBD-05 ZTD-05 Medium CAB: ZBL-09 ZBD-09 (105) LIGHT CAB: CSK-181
  9. Oh just seen the DF-30 thats great thanks
  10. Fantastic thanks RogueSnake79! im going to work on a ROCA CM-32/37 (Cloud Leopard) stand in family in that distinctive block camo scheme. So would it be possible to have a template for the DF-30 also? The PV is an interesting challenge see what i can do. Thanks much appreciate it.
  11. Few questions regarding Piranha skins. First is there a photoshop template for the Piranha V/IIIC or PiranhaFUS? Another would be how these models work. Is the PiranhaFus texture using the Piranha V model? it looks like the FUS texture is just body changes and i'm assuming from the Piranha V model? Thanks.
  12. 67GB on the HD still, maps stored on external drive lots of room there. So i purged the few map copies i had, the base map was 7GBs and the last remaining Delta became a new base map. I published it, made a new Delta and since then its been working fine, im able to edit. Not all together sure what i did thats different but it has worked so far. Thanks for everyones patience and input on this appreciate it.
  13. Well almost, problem is it keeps repeating. After adding a few more roads, say four, im faced with the same issue. Yet it's not so clean cut, on the next try it might work and i can save to a Delta map, then after which hight maps cannot be saved again etc. After only a few Ks of road, i cannot imagine what would be required to make a full map. Sometimes while trying to save the program will hang "Saving XNT" and become unresponsive. All said and done i was unable to keep working on this map, perhaps map making is not within range of everyones hardware. It appears to be beyond my scope, whether its the considerable amount of HD space required or understanding how these maps work. But very soon it becomes unworkable and the frustration threshold is reached.
  14. Ok great news ! that appears to be the problem. i had 15GB free on the HD but apparently that was not enough. having cleaned up to 64GB free it's behaving and saving the hight info on a delta map after closing and reopening SB. problem solved thanks guys.
  15. ok, will look into this, im storing the maps on external drive did not realise its caching them locally as well. Map tool still not opening with SB running and confident its the new version all the 4.259 downloads from one file
  16. aahhh ok thanks ...wait out
  17. Ssnake, sorry having a problem opening the Map Transfer Tool program i get the following message 'Unable to execute more than one instance simultaneously' i dont have anything open so not sure what that means just yet.
  18. Got it, i opened the map in map editor added hight to road sections then saved the map as a delta closed reopend, the roads where flat again, closed out and grabbed the file, see attached
  19. Well its a shame, was motivated to put some time into mapping. However, i could push on and build the rest of the map in anticipation that perhaps in the next update 9728 will be resolved. Then revisit the map and reimplement the raised roads. Technically speaking you don't see a problem with this approach? Would suck if i spent all the time it takes to create a map that then becomes unworkable on the next update. 90% of the work is adding buildings and roads etc. So just crack on and hope for the best?
  20. Will have a bash at it sure.
  21. After publishing and then editing delta maps the hight info is also lost once the map is reloaded.
  22. After closing SB and firing back up, the hight data is still not rendered.
  23. Stormrider, regards 'save as existing' yes that never seems to work once you have added some form of earth works ie ramps or raised roads etc. I just get the same 'Failed to save hight map' message. What is the IDK? will look into that.
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