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General Forums => Aces High General Discussion => Topic started by: hitech on January 26, 2018, 02:06:18 PM

Title: This weeks production.
Post by: hitech on January 26, 2018, 02:06:18 PM
Finally got back to Finnish this off.
(http://bbs.hitechcreations.com/smf/index.php?action=dlattach;topic=391571.0;attach=29162)
HiTEch
Title: Re: This weeks production.
Post by: Bizman on January 26, 2018, 02:14:01 PM
Neat! Nicely Finnished!

Why are the trees in the river?
Title: Re: This weeks production.
Post by: bustr on January 26, 2018, 02:21:51 PM
You are crafty and sneaky and, and...WoW!! :O

If this is what I think it is, I'm gonna have to start drinking Black Insomnia Coffee to keep the creativity cooking. Will this be trains\roads adhoc how ever the terrain builder wants to use them or, imposed like the original strat supply system only for resupply paths? Does this mean I will be able to lay in new rivers with clean finished banks on my new project? More testing never hurt anyone..... :rofl
Title: Re: This weeks production.
Post by: oboe on January 26, 2018, 02:31:43 PM
Very happy to see this!    :x
Title: Re: This weeks production.
Post by: JimmyC on January 26, 2018, 02:43:59 PM
Finnish countryside sure looks pretty...
With great lines of communication..
 :banana:
Title: Re: This weeks production.
Post by: hgtonyvi on January 26, 2018, 03:49:01 PM
Trains are coming back....NICE!!! :cool:
Title: Re: This weeks production.
Post by: Kanth on January 26, 2018, 03:58:41 PM
Many people will be very happy to this.

i like the river color, narrowness and smooth edges, looks realistic.  :aok
Title: Re: This weeks production.
Post by: Volron on January 26, 2018, 04:16:04 PM
 :x
Title: Re: This weeks production.
Post by: APDrone on January 26, 2018, 04:31:58 PM
Is that a quad ATV or motorcycle with side-car on the road?

Title: Re: This weeks production.
Post by: Lusche on January 26, 2018, 04:34:25 PM
Is that a quad ATV or motorcycle with side-car on the road?

Jeep.
Title: Re: This weeks production.
Post by: TWCAxew on January 26, 2018, 05:43:47 PM
Railroads are back! :x

DutchVII
Title: Re: This weeks production.
Post by: APDrone on January 26, 2018, 06:15:10 PM
Jeep.

Ahh.. I see it now.

Funky parking job.

Must be a Texas thing.


 :salute
Title: Re: This weeks production.
Post by: Easyscor on January 26, 2018, 06:22:27 PM
 :x Time for updates.  :D
Title: Re: This weeks production.
Post by: RufusLeaking on January 26, 2018, 06:41:25 PM
Neat! Nicely Finnished!

Why are the trees in the river?

They are fjording the river?  :bolt:
Title: Re: This weeks production.
Post by: bustr on January 26, 2018, 07:20:39 PM
The trees are in the river because the water is an object layer like the road and not actual water. I suspect it will stop GV's and planes while allowing PT and LVT to navigate on it. Wonder if that means we now have high elevation water objects that can be used as high alt lakes?

---Update---

Oh shnizzle, I just realized I will have to test the boundary at the river shore berm to see how close I can paint trees and not have them popup in the river. In Africa during the dry season, the banks of rivers have greenery and trees because of the water. I'm doing a rift valley type theme on my new terrain with lots of rivers for bridges. Next question will be do the end berms of the bridges have to be set outside of the river bank berms or will it cause object on object z-fighting? More testing...... :rolleyes:
Title: Re: This weeks production.
Post by: zack1234 on January 27, 2018, 01:43:09 AM
You can’t see the wood for the trees
Title: Re: This weeks production.
Post by: Greebo on January 27, 2018, 01:45:44 AM
Really glad to see this, rivers and bridges should offer lots of scope for terrain builders to set up choke points. What would be even better if GVs could be made to travel faster on roads and concrete than off road. Hopefully this also means airfield resupply will go back to automated convoys and those players now resupplying can get back to fighting.
Title: Re: This weeks production.
Post by: wil3ur on January 27, 2018, 04:30:34 AM
Awww trains?  And here I thought the Karellia terrain was being put in rotation so we can do a winter war scenario!   :bolt:
Title: Re: This weeks production.
Post by: Ramesis on January 27, 2018, 12:10:59 PM
Trees don't grow in rivers?
Title: Re: This weeks production.
Post by: Greebo on January 27, 2018, 12:44:23 PM
There are no trees on the road in the screenshot, so there is likely a routine that deletes them but it just hasn't been applied to the railway and river yet.

I wonder what is going to happen with routing roads and railways on the existing MA terrains. The old AH2 terrain editor had a "make all roads" button that laid roads and railways to all the fields and strats on a map for you but it just laid them all due north of their bases, the terrain designer had to reroute each one around hills and water by hand. On some of the old AH2 terrains the designer didn't bother and the terrain would have roads roads running due north straight up 60 degree mountainsides, very immersion breaking. If the new TE could route roads a bit more intelligently, i.e pick a route with the minimum of elevation change while avoiding water, it would save a lot of time.
Title: Re: This weeks production.
Post by: bustr on January 27, 2018, 03:30:07 PM
After going through rivers and bridges with Oceania, my new terrain riftval I designed in the rivers to field location setups so the heightmap import would produce the river bottoms. While I'm building out the macro terrain around the field place holder squares you see in my screen shots. If I end up with a suitable feature that can be leveraged, I rough that line in and leave it for when I start laying down feilds and GV spawns which is also the clean up stage for all the rivers. Because I created a 1:1 8pixel=1mile blue print file before opening the terrain editor, I had an inkling of suitable locations for adhoc features that might present themselves during the macro building stage. The most fun building a terrain are the few adhoc's and the creativity process they impose, the rest is pretty formulaic.

I try to have a 95% finished concept design in the blue print file so any invention of new concepts like when I incorporated the bridges in the last terrain with Hitech's help or, the possibility of the results from the updated path tool is accounted for as the normal testing a terrain requires during the production process. And then whether it's the terrain editor or L3DT, it's all on my ability to pull something original out of my whatsis. Ultimately the polygon size is going to dictate everything.


If the roads can be laid down as static elements not tied to the resupply system, with the shorter distances I'm placing feilds now, I'm thinking about a road system to connect feilds. Symbolically for those with spawns but, there will be a number of feilds with no spawns and BowlMA on the tips of all the islands are the three no GV spawn feilds. Players will drive wirbles and troop M3's the 19 miles cross country. A basic road system would enhance that with a purpose and possible targets.

I guess the real question is how Hitech will require the path's to be used overall and if they are the reintroduction of the automated supply system. 
Title: Re: This weeks production.
Post by: icepac on January 27, 2018, 06:23:27 PM
Are there any terrains being developed where PT boats can drive up them long distances?

PBR streetgang wants to know.

Title: Re: This weeks production.
Post by: 8thJinx on January 27, 2018, 07:51:05 PM
Finally got back to Finnish this off.


Yyyyyyooouuuudamannnnnnn!!!!
Title: Re: This weeks production.
Post by: bustr on January 27, 2018, 08:43:53 PM
Are there any terrains being developed where PT boats can drive up them long distances?

PBR streetgang wants to know.


If the river path in this tool cannot support a PT, I may well use the ones I've already built into this terrain that is under production. I have quite the vested interest in knowing how these path functions will work. I don't know how the transition boundary between the river surface object will transition a boat from the water layer into the river surface object. Or if that is even possible. If this is able to be run up an elevation incline, there are source canyons on this terrain I can run a stream out of getting wider down to the pond in the center.


(https://s20.postimg.org/z8xjlkd3x/medtst324.jpg)


Title: Re: This weeks production.
Post by: Lazerr on January 28, 2018, 12:47:53 PM
Will m3 supply be nerfed after these are put into play?
Title: Re: This weeks production.
Post by: Lusche on January 28, 2018, 12:59:29 PM
Will m3 supply be nerfed after these are put into play?

That would make little sense, if the convoys would work just as they used to do.
Title: Re: This weeks production.
Post by: lunatic1 on January 28, 2018, 01:17:24 PM
   :D I told you all that HiTech was bringing the Trains and Convoys back-but nobody listens to me. :aok
Title: Re: This weeks production.
Post by: ToeTag on January 28, 2018, 01:38:33 PM
   :D I told you all that HiTech was bringing the Trains and Convoys back-but nobody listens to me. :aok

Well that would be crazy.
Title: Re: This weeks production.
Post by: Lazerr on January 28, 2018, 02:32:18 PM
That would make little sense, if the convoys would work just as they used to do.

They didnt effect town downtime before?

Maybe they should.  Let AI supply stuff and have the players play the game, create action, promote defense.  More action, more appealing to new accounts.
Title: Re: This weeks production.
Post by: Lusche on January 28, 2018, 02:41:47 PM
They didnt effect town downtime before?


Not directly. They only increased downtime of already destroyed objects when they were destroyed themselves. An intact convoy arriving at a base had no impact.
That's why HT could simply drop the convoy system when going to AH II to AHIII, for it made little difference.
Title: Re: This weeks production.
Post by: 1stpar3 on January 28, 2018, 03:06:31 PM
Was gonna say, M3s were used in AH2 just as much, resupplying ords and towns. The down times are just a timer. Wonder if we could use PERK points for a DOUBLE CONVOY resupply? Cut in half the down time,unless perked convoy is intercepted :uhoh MIGHT :uhoh get folk up to defend convoys, at least it would get more folk out of running sups themselves...maybe? Just throwing it out there :cheers: Like player using PERK resup MUST be at a SPAWN OR BASE/Air space(where sups will go to) until convoy has delivered.Sort of like dropping troops but must not reup or they die kind of thing? Eh 1 cup of coffee, I like this idea....right now.We shall see :x
Title: Re: This weeks production.
Post by: Mitsu on January 28, 2018, 07:21:20 PM
Mangrove in rivers... :D j/k

Nice work HiTech! :aok
Title: Re: This weeks production.
Post by: hitech on January 29, 2018, 09:10:04 AM
Why are the trees in the river?

Because I still need to write the code that generates that terrain clutter/tree mask for roads, will also include other objects that previously woulid get clutter growing threw them.

HiTech
Title: Re: This weeks production.
Post by: DubiousKB on January 29, 2018, 10:08:36 AM
(http://i0.kym-cdn.com/photos/images/facebook/000/523/870/628)

Choo-Choo!  :D
Title: Re: This weeks production.
Post by: bustr on January 29, 2018, 11:48:54 AM
Because I still need to write the code that generates that terrain clutter/tree mask for roads, will also include other objects that previously woulid get clutter growing threw them.

HiTech

Thank you, until then I've been very careful in setting up water ways and additional channels against either the path tool is live when I get to that stage or, it's good house keeping so I can create the shores during that stage of production. 
Title: Re: This weeks production.
Post by: Driver on January 30, 2018, 11:34:16 AM
 :x Very cool, looking forward to their return!

manned guns on a train would be fun and make attacking them more interesting and challenging. be fun to include a wirble that could be manned for a convoy as well.

thanks for updating  :cheers:

 :salute 
Title: Re: This weeks production.
Post by: Bizman on January 30, 2018, 11:59:36 AM
Because I still need to write the code that generates that terrain clutter/tree mask for roads, will also include other objects that previously woulid get clutter growing threw them.

HiTech

Ahh! Automated maintenance! Clever!
Title: Re: This weeks production.
Post by: scott66 on February 01, 2018, 12:33:05 PM
You are crafty and sneaky and, and...WoW!! :O

If this is what I think it is, I'm gonna have to start drinking Black Insomnia Coffee to keep the creativity cooking. Will this be trains\roads adhoc how ever the terrain builder wants to use them or, imposed like the original strat supply system only for resupply paths? Does this mean I will be able to lay in new rivers with clean finished banks on my new project? More testing never hurt anyone..... :rofl
you still the man bustr! Love the introduction of BB to the game and your maps promote much fighting
Title: Re: This weeks production.
Post by: LTCClark on February 01, 2018, 01:23:11 PM
Neat! Nicely Finnished!

Why are the trees in the river?

Those are Cypress Trees they grow in water
Title: Re: This weeks production.
Post by: captain1ma on February 27, 2018, 08:08:33 PM
Finally got back to Finnish this off.
(http://bbs.hitechcreations.com/smf/index.php?action=dlattach;topic=391571.0;attach=29162)
HiTEch
Nice!! We on the AVA terrain team have been waiting for this!!!

Sent from my SM-G935V using Tapatalk

Title: Re: This weeks production.
Post by: Meatwad on February 27, 2018, 08:14:22 PM
Neat! Nicely Finnished!

Why are the trees in the river?

River is in flood stage
Title: Re: This weeks production.
Post by: Mister Fork on February 28, 2018, 09:46:42 AM
TRAINS!  HOOOO HOOOO! CHUGGA CHUGGA CHUGGA

So, where are we at with this?  Armored trains perhaps? Mannable AAA?
Title: Re: This weeks production.
Post by: oboe on February 28, 2018, 10:21:56 AM
A train track with locomotive appears on the right side of one of the Ar234 screenshots...

Title: Re: This weeks production.
Post by: ONTOS on February 28, 2018, 12:17:21 PM
Rail Roads are back, but what about trains ?  :headscratch:
Title: Re: This weeks production.
Post by: TWCAxew on February 28, 2018, 05:00:07 PM
Rail Roads are back, but what about trains ?  :headscratch:

Thomas is ready to roll!!!!!

(https://bin.snmmd.nl/m/m1nya7aw5ntl.jpg)