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Walk a crooked mile

Posted: Thu Oct 08, 2009 3:19 pm
by Amish John
In TC2M it seemed like when the troops were marching along a road and came to a bend or a turn the sprites made a (dont' know how to describe this) jerky direction change. Has any work been done in SOWG to smooth out the direction changes? Haven't played TC2M for a little while so I'm going to have to fire it up tonight to assure myself I'm asking a valid question.

Re:Walk a crooked mile

Posted: Thu Oct 08, 2009 5:40 pm
by Joshua l.Chamberlain
Well if they are going to use 3d animations it shouldn't do that.

Re:Walk a crooked mile

Posted: Thu Oct 08, 2009 8:46 pm
by Amish John
Amish John wrote:
In TC2M it seemed like when the troops were marching along a road and came to a bend or a turn the sprites made a (dont' know how to describe this) jerky direction change. Has any work been done in SOWG to smooth out the direction changes? Haven't played TC2M for a little while so I'm going to have to fire it up tonight to assure myself I'm asking a valid question.
OK, now it's tonight and I did go back to check myself and now I really don't see the jerky movement I thought I remembered. So unless others remember seeing what I thought I remembered....never mind :S Duh. What I do remember after playing TC2M tonight is what a great game it is and it makes me anticipate even more what SOWG will offer us.

Re:Walk a crooked mile

Posted: Thu Oct 08, 2009 10:00 pm
by Ephrum
Actually I know what your talking about Amish John.
It's when a given unit changes roads, that I notice it most. Just for a moment, the sprite(s) almost becomes two dementional when it makes the turn. Especially with officer sprites.

Re:Walk a crooked mile

Posted: Fri Oct 09, 2009 7:07 pm
by Jim
That issue is a function of the pixel size on the map file that defines terrain types. Making this file bigger reduces this problem but adversely affects overall game performance. It is just one of the many tradeoffs in game development.

-Jim