Author Topic: Trees!  (Read 622 times)

Offline Kazan_HB

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Trees!
« on: October 08, 2016, 09:01:35 AM »
Incorrect scaling for tree. This looks like a big bonsai forest.
The branches are much too low. I can not see. And driving is very difficult


 Couple examples:





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Online The Fugitive

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Re: Trees!
« Reply #1 on: October 08, 2016, 09:30:38 AM »
I like the trees. They look very much like the ones we have here in New England.

Offline Chalenge

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Re: Trees!
« Reply #2 on: October 08, 2016, 09:53:22 AM »
They remind me of the trees in France and Germany. Like this apple tree:

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Offline lyric1

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Re: Trees!
« Reply #3 on: October 08, 2016, 04:32:08 PM »
Incorrect scaling for tree. This looks like a big bonsai forest.
The branches are much too low. I can not see. And driving is very difficult


 Couple examples:

(Image removed from quote.)




Fairly positive that photo is in Australia and those are a type of Eucalyptus tree.


Offline Kazan_HB

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Re: Trees!
« Reply #4 on: October 08, 2016, 05:19:05 PM »
I'm not talking about species, but about scaling.
North west Germany
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Offline Kingpin

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Re: Trees!
« Reply #5 on: October 08, 2016, 07:06:15 PM »
Nice photo Kazan.

What I really hope to see added to the terrain set and maps in the future are key roads between and through the forests that connect spawn areas, towns, fields, strats and small villages (anything worth fighting over). 

We already have some randomly placed small clusters of buildings outside of towns and off the fields which could make great battle areas if wooded areas and roads funneled to and through them.   Imagine having a single river crossing with a bridge, a small village or a crossroads outside of town that commands access from a vehicle spawn to a town.  The battles in those types of terrain layouts could be great and would be more realistic in terms of fighting over actual lines of comminication.

Making overland travel more tricky with dense woods, hedgerows, rivers, gorges, etc. is a good thing if there were more obvious roads of travel that could be used and fought over.  This could even be encouraged by reducing vehicle speed over non-road terrain.

Give it time.  I hope we will see something like this in the future.

In fact, I remember seeing some pictures from early in the AHIII alpha stage of a sloping road going up a hill and a bridge over a small river in the woods.  (Can't find the links at the moment.)  So, I think we may see more along those lines in future map builds.
« Last Edit: October 08, 2016, 07:36:11 PM by Kingpin »
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Offline bustr

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Re: Trees!
« Reply #6 on: October 10, 2016, 01:12:31 AM »
He wants those 125 foot pines NDisles was covered in the first time we got a fully painted terrain in the closed alpha. They were so dense you could hide your panther inside of the second row of trees in a clump and never be seen. You could fly NOE at 65ft between the trees to sneak up on a wirbel from behind and kill it's guns.
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Offline 715

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Re: Trees!
« Reply #7 on: October 10, 2016, 10:55:28 AM »
The Scotts Pine was shortened by request of one of the Finnish players.  Finland has a lot of those and he noticed the AH one was much taller than the norm for that species.

The trees are sunk in the ground a bit so that their roots aren't floating in mid air when a tree is placed on a slope.

Offline lyric1

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Re: Trees!
« Reply #8 on: October 11, 2016, 12:48:23 AM »
I'm not talking about species, but about scaling.
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(Image removed from quote.)

Southern Russian front.
Looks close to right on this one.


Offline ONTOS

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Re: Trees!
« Reply #9 on: October 15, 2016, 02:00:38 PM »
At least cut some down at the end of the runway please.

Offline icepac

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Re: Trees!
« Reply #10 on: October 15, 2016, 04:53:11 PM »
There is unrest in the forest.