Chancellorsville Terrain

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Jolly
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Chancellorsville Terrain

Post by Jolly »

With the Chancellorsville battle pack beeing a few years old now, I thought I'd work on a overhaul of the terrain map graphics. Thre are some nice grass multi-tex effects to play around with in the original!

A lot of things to do, but here's an early preview ....

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David(jolly)
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Jolly
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Re: Chancellorsville Terrain

Post by Jolly »

It's getting there. The grass/fields terrain textures are coming along. Lot's more sprites etc to work on. Hopefully for a nice graphics update on this.

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Saddletank
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Re: Chancellorsville Terrain

Post by Saddletank »

Looks great, David. Huge improvement, especially the dirt roads.

One thing I have encountered on the CV maps and the Pipe Creek maps is that the terrain splats appear to be stretched out to cover larger areas of terrain than on most other maps, possibly 2x the dimensions and so 4x the area. This can blur and pixelate the splats. I don't know of a method to alter the "splat coverage" factor. Is there one that you know of?
Last edited by Saddletank on Wed Aug 16, 2017 1:04 pm, edited 1 time in total.
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Crikey
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Re: Chancellorsville Terrain

Post by Crikey »

In LStudio look at

Edit/level properties/detail scale.

Adjust from 0.24 to 0.2.

That may improve the things.

Also, sometimes, some textures are bigger than others.
Jolly
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Re: Chancellorsville Terrain

Post by Jolly »

Thanks - good info Crikey!
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Re: Chancellorsville Terrain

Post by Jolly »

I've adjusted some LStudio detail settings, as you say Crikey.
Although some contrast is lost, I think it's the way to go!

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Crikey
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Re: Chancellorsville Terrain

Post by Crikey »

Nice work, David.

Yeah, those settings match the original GB maps I believe, so keeps things consistent.

Jolly
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Re: Chancellorsville Terrain

Post by Jolly »

Starting to get some nice results on the terrain ....

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Saddletank
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Re: Chancellorsville Terrain

Post by Saddletank »

If opinion is worth anything I prefer the lighter dirt roads in the previous picture.
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Davinci
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Re: Chancellorsville Terrain

Post by Davinci »

I agree with "Tank", dirt roads look better with a lighter texture of dirt and slightly stroked on the outside with a darker shade of dirt. This prevents the grass from overlapping the roads.

The second picture from the bottom that you posted has a lighter road-system but seems to be stroked with a shade of darker grass on the edges of the road. I prefer using two shades of dirt for that.

The last picture that you posted would work well if simulating a sort of after-rain-effect.
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