Muzik,
What you think is simple, is very complex when you dig into the details. So let me give you another example:
the CoD players - playing in their game - sees this tank coming at them. the tank is controlled by an AH player. The
CoD players tries to hide in their highly detailed graphical complex environment.
The Ah Tank commander - playing his game - already spottet them before they took cover - so he is heading to run them
over.
Now, how will this look from:
1) CoD perspective
they see a tank coming at them. The tanks x,y,z positions is calculated in AH - but since AH ground is pretty flat,
there is not much variance in Z - these numbers is forwarded to the CoD higly detailed ground environment with lots of
bumps and holes. It doesn't look good that the tank seems to be totally unaffected by ground variance. It just runs at
a straight line directly at them.
You can then say - the server which transforms between AH x,y,z and Cod x,y,z - just could read the ground values from
CoD and modify them so the tank banks and tilt according to the CoD environment, or the CoD client could recieve the
raw data, and then do the manipulation of tilt and bank locally, but...
2) AH perspective
The AH player running at a flat map, has no problems with aiming his machinegun - he is not aware of how hes tank tilts
and banks in CoD. And he has no problem seing the troopers, because when the highly detailed Enviroment is send to the
transformation server and delivered to AH, the low-polygon ground engine in AH doesn't render their cover very well.
look at the screenshots of the AH tank and the CoD guys.
How will you transform the enviroment?
1) Build an AH low-poly map based on the high-poly CoD map?
Here is a link to the AH map editor - please try and make an AH mockup of the screenshot from CoD.
http://www.hitechcreations.com/downloads-content-art.htmlGood luck!
2) build a transformation engine who can transform AH maps to Cod maps - or CoD maps to AH maps? Getting building,
trees, bushes, hills and so on right. place the texture mapping correct, flip all polys with normal vector pointing
outward, converting bump maps, ocapity maps, alpha maps and stitch it all together correctly. Running polygon
optimization/smoothing and still have objects look correct.
Good luck!
3) Build a completely new map which works in both games. hey, we can then use a common 3D engine in both games.
Now we are beginning to make sense!
When we are done with this, we can start to look how Panzer commander maps will interact.
How's this for your little bail out scenario Lengro?... Ok you bail out of your plane at 2k above ground. You pull up your clipboard as you descend. You now have 2 options. Tower out and take whatever decision is made for you or select "SWITCH GAME."
Good, you are starting to realize the problems with the map transformations - it's seems easier to switch game