#4514575 - 04/04/20 12:40 PM
Re: New theater: Questions for the DEV
[Re: xjouve]
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Joined: Dec 2010
Posts: 178
xjouve
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Now ingame with the B&W version. It looks pretty good actually. I'm very happy with it. It doesn't look too badly located all along the front line. I may try to distort just a bit the historical layer as I feel concern by what I see here in the Marne region. Not a big deal BTW. FlandersMarneVosges/Alsace
Last edited by xjouve; 04/04/20 12:42 PM.
Best Regards, Xav.
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#4514576 - 04/04/20 01:04 PM
Re: New theater: Questions for the DEV
[Re: xjouve]
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Joined: May 2012
Posts: 4,879
RAF_Louvert
BOC President; Pilot Extraordinaire; Humble Man
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BOC President; Pilot Extraordinaire; Humble Man
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L'Etoile du Nord
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. The most historically accurate version is the B&W as colorful maps were very unlikely to be used during the war. Not so Xav. You need only go to the following, McMaster WWI Map Library , to see the trench maps used by the British during the war. I am in fact looking at the original 1916 Hazebrouck map I have on my wall here and it is very colourful. I used the palette from that map when I was creating my set of OFF/WOFF maps so that they would have the correct look about them. .
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#4514584 - 04/04/20 01:37 PM
Re: New theater: Questions for the DEV
[Re: xjouve]
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Joined: May 2016
Posts: 1,523
BuckeyeBob
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Personally, I favor the coloured map, since it appears slightly easier for my poor eyes to read.
However, either one is a vast improvement over the default in-game map!
“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
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#4514590 - 04/04/20 02:15 PM
Re: New theater: Questions for the DEV
[Re: xjouve]
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Joined: Dec 2010
Posts: 178
xjouve
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I'm gonna make both available: with and without frontline.
At the moment, I'm trying to get even more precise maps.
Best Regards, Xav.
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#4514591 - 04/04/20 02:21 PM
Re: New theater: Questions for the DEV
[Re: xjouve]
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Joined: May 2016
Posts: 1,523
BuckeyeBob
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Ohio, USA
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Great news, really appreciate your efforts.
“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
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#4514633 - 04/04/20 04:34 PM
Re: New theater: Questions for the DEV
[Re: xjouve]
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Joined: Dec 2010
Posts: 178
xjouve
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I tried a way bigger map with lots of details, by it shows poorly ingame (not to say that the loading time of CFS3 engine is okay, but can be boring...).
Nevertheless, the main problem is that the labels are then hard to decifer, so I guess that I can mix 2 different resolutions of maps: one big resolution to display nice terrain shapes/lines and another, smaller, to display labels.
Last edited by xjouve; 04/04/20 04:35 PM.
Best Regards, Xav.
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#4514635 - 04/04/20 04:38 PM
Re: New theater: Questions for the DEV
[Re: xjouve]
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Joined: Oct 2019
Posts: 398
orbyxP
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Washington State
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I think main thing for me would be rivers, bodies of water, forests, roads and railway tracks to show up clearly. I don't really use anything else on the in game map. Maybe if you can make all that writing translucent as well as the ground terrain, it would be more clear. Just a thought.
oh, and I forgot that I also use major cities as guides, too.
Last edited by orbyxP; 04/04/20 04:42 PM.
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#4514670 - 04/04/20 08:22 PM
Re: New theater: Questions for the DEV
[Re: xjouve]
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Joined: Dec 2010
Posts: 178
xjouve
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For those who want to try; here are 2 versions, one with frontline and one without. The one you'll choose needs to be placed in \WOFF\OBDWW1 Over Flanders Fields folder to replace map_background.dds (make a backup of it first!!) https://drive.google.com/open?id=1sEeR6dsjLUgkwQCYAgHXPKdmi9SRYyu4
Last edited by xjouve; 04/04/20 08:33 PM.
Best Regards, Xav.
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#4514675 - 04/04/20 09:52 PM
Re: New theater: Questions for the DEV
[Re: xjouve]
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Joined: May 2012
Posts: 4,879
RAF_Louvert
BOC President; Pilot Extraordinaire; Humble Man
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BOC President; Pilot Extraordinaire; Humble Man
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L'Etoile du Nord
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. Xav, I applaud your efforts with the in-sim map, however using real world maps make actual navigation considerably harder as they don't match up with what you see in the sim itself. This was the motivation for me to do a full photo recce of the entire OFF/WOFF front about five years ago and from those countless photos construct accurate maps of the actual in-sim roads, railways, rivers, forests, cities, etc. If you've not seen those maps they can be found here: Users Mods Page - Maps Thanks again for all your time and talents on working to improve our much beloved sim. Cheers, Lou .
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#4514677 - 04/04/20 10:44 PM
Re: New theater: Questions for the DEV
[Re: xjouve]
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Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
BWOC Survivor!...So Far!!
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BWOC Survivor!...So Far!!
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Lindsay, Ontario, Canada
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Lou you point is quite valid but may not be if xav can change the landclass making the cities etc line up for sim flight. At that point his in sim popup flight map could made to match it.
What do you think?
Case: Cooler Master Storm Trooper PSU: Ultra X3,1000-Watt MB: Asus Maximus VI Extreme Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered CPU: Intel i7-4770K, OC to 4.427Ghz CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler Vid Card: ASUS GTX 980Ti STRIX 6GB OS and Games on separate: Samsung 840 Series 250GB SSD Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L Periphs: MS Sidewinder FFB2 Pro, TrackIR 4
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#4514683 - 04/04/20 11:07 PM
Re: New theater: Questions for the DEV
[Re: RAF_Louvert]
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Joined: Jun 2012
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Robert_Wiggins
BWOC Survivor!...So Far!!
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BWOC Survivor!...So Far!!
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Lindsay, Ontario, Canada
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Robert, that would be great, but you'll still have the issue of the in-sim highways and railways not being shown, and those are some pretty darned valuable navigation aids to have.
. I hear you on that point and I for one would not look forward to those features being altwred to match the map given the hours we both spent relocating airfields in the past....
Case: Cooler Master Storm Trooper PSU: Ultra X3,1000-Watt MB: Asus Maximus VI Extreme Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered CPU: Intel i7-4770K, OC to 4.427Ghz CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler Vid Card: ASUS GTX 980Ti STRIX 6GB OS and Games on separate: Samsung 840 Series 250GB SSD Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L Periphs: MS Sidewinder FFB2 Pro, TrackIR 4
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#4514724 - 04/05/20 09:11 AM
Re: New theater: Questions for the DEV
[Re: xjouve]
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Joined: Dec 2010
Posts: 178
xjouve
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You guys did a great job. Also, I second you regarding the very limited interest of using an ingame map, which does not display what one's would expect to see. What I want to do is quite simple, simply speaking; creating a map is not the objective but only a step: aim is to integrate real world topological elements ingame. I did it for northern Flanders, even adding flooding, and to my happy surprise, it works fairly well. Therefore, a map showing real world is required. Not really for sharing like putting it into production, but more precisly to continue working on terrain works as I found myself stuck by being a bit blind when testing ingame changes. Initially I thought about creating a dedicated map for each new sub-theater (northern Flanders is the first one), but finally, as I found out how to use a bigger map, then it became possible to carry on a work on the full front line with only one map. Which is good for the moment. Maybe later I'll come back to the problem I got when trying to use a map per sub-theater. But at this point, I'm happy with that.
Last edited by xjouve; 04/05/20 09:23 AM.
Best Regards, Xav.
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CD WOFF
by Britisheh. 03/28/24 08:05 PM
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