Graviteam Tactics: Mius-Front

Graviteam Tactics: Mius-Front

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Ozark Rebel Dec 30, 2018 @ 6:48pm
Google Earth of Cruel Star
Here is the approximate area of the upcoming Under The Cruel Star.

wont let me post imgur links
Last edited by Ozark Rebel; Dec 30, 2018 @ 6:57pm
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Showing 1-15 of 22 comments
Ozark Rebel Dec 30, 2018 @ 8:43pm 
well I couldnt get it to work here so I posted it at Grogs

http://grogheads.com/forums/index.php?topic=9462.msg639443#msg639443
Frontkjemper Dec 31, 2018 @ 4:54am 
Interesting! And that forum seems like a great one, bookmarked! and thanks.
Ozark Rebel Dec 31, 2018 @ 11:43am 
Originally posted by Frontkjemper:
Interesting! And that forum seems like a great one, bookmarked! and thanks.


Oh yeah. Grogheads is a great forum filled with good people that are passionate about gaming, computer or otherwise.

They don't tolerate jerks, me excepted of course.
Ezra Dec 31, 2018 @ 4:47pm 
Originally posted by Ozark Rebel:
well I couldnt get it to work here so I posted it at Grogs

http://grogheads.com/forums/index.php?topic=9462.msg639443#msg639443


Wow that is cool to see the actual terrain topography and how well GT implements them.

This leads to my next question. Maybe only Andrey can answer.

What is the resolution of the "terrain mesh" used in Mius Front maps? Is it one meter, five meter, ten meter. . . ? Just curious.
Last edited by Ezra; Dec 31, 2018 @ 4:49pm
andrey12345 v2.0  [developer] Jan 1, 2019 @ 3:22am 
Originally posted by Ezra:
What is the resolution of the "terrain mesh" used in Mius Front maps?
Is it one meter, five meter, ten meter. . . ? Just curious.

25 cm (0.25 m) for heights map in horizontal plane.
Last edited by andrey12345 v2.0; Jan 1, 2019 @ 11:28am
Ezra Jan 1, 2019 @ 1:05pm 
Originally posted by andrey12345 v2.0:
Originally posted by Ezra:
What is the resolution of the "terrain mesh" used in Mius Front maps?
Is it one meter, five meter, ten meter. . . ? Just curious.

25 cm (0.25 m) for heights map in horizontal plane.

Andrey,

OK. I was only asking because some of the terrain add-ons I have for flight simulation (Lockheed Martin Prepare 3D) are 2cm/pixel resolution (ORBX) ground detail.

In all due respect, are there reasons (limitations) why you cannot go more detail in Mius terrain topography than what is currently in use?
Last edited by Ezra; Jan 1, 2019 @ 1:06pm
andrey12345 v2.0  [developer] Jan 1, 2019 @ 1:27pm 
Originally posted by Ezra:
OK. I was only asking because some of the terrain add-ons I have for flight simulation (Lockheed Martin Prepare 3D) are 2cm/pixel resolution (ORBX) ground detail.
This is resolution of textures, and generally meaningless characteristic. Since it does not affect the physical modeling.

The real (and not some advertising) resolution is checked very simply - if you can see a plowed field with a grid of heights - high resolution. If it is impossible - low, apparently in Lockheed Martin Prepare 3D, it is extremely low. Just look at the screenshots.
For airplanes, a resolution of even 1 meter horizontally is excessive. Since it will never be seen, in principle.

Originally posted by Ezra:
In all due respect, are there reasons (limitations) why you cannot go more detail in Mius terrain topography than what is currently in use?

Do not quite understand. In our game, the detailing allows to make arable land, funnels, trenches. It is heights, not textures. Commensurate detailing is in car simulators, but there it basically only applies to the road, i.e. essentially one-dimensional case. Or the size of the landfill is extremely small.
Last edited by andrey12345 v2.0; Jan 1, 2019 @ 1:34pm
Ezra Jan 1, 2019 @ 7:18pm 
Andrey,

Maybe I don`t understand so well.

But OK. The Line-Of-Site would be affected by a small mound of 25 cm? If that is true then the terrain height modelling factor seems very good then.

Thank You for taking the time to answer the question.
Last edited by Ezra; Jan 1, 2019 @ 7:19pm
andrey12345 v2.0  [developer] Jan 2, 2019 @ 3:39am 
Extremely high resolution, for example Spin Tires
https://i.imgur.com/COGZasz.png
You can see very small elements, commensurate with small stones and pieces of dirt as part of the landscape, not painted on the texture. Grid step 1-10 cm


High resolution from Mius-Front
https://i.imgur.com/L0GWE2C.jpg

You can see small elements, for example, arable land irregularities as part of the landscape, not painted on the texture. Grid step 20-100 cm

Low resolution from avia simulator
https://i.imgur.com/UwK4Tp2.png

You can only see the main surface of the landscape, which is most likely taken from a GIS and somehow interpolated (that is, the horizontal grid step is more than 5-10 meters).

More correct question is why there are such a poor resolution of the grid of the landscape in the air sims. :steamhappy:

Firstly, the planes take off and land on very flat places, there it simply does not make sense. There are usually no irregularities. And in other places, flying at a considerable height and therefore small details cannot be discerned all the time, i.e. they are not needed.
Last edited by andrey12345 v2.0; Jan 2, 2019 @ 3:41am
andrey12345 v2.0  [developer] Jan 2, 2019 @ 3:53am 
Originally posted by Ezra:
Andrey,

Maybe I don`t understand so well.

But OK. The Line-Of-Site would be affected by a small mound of 25 cm? If that is true then the terrain height modelling factor seems very good then.

Yes, of course. The height map in the game is regular. It often happens that they make different parts of the map with different resolutions. For example, airports are made with higher resolution than the rest of the terrain in flight simulators, the same thing for roads in car simulators. Our whole area has the same resolution. And the LOS/LOF trace goes over all these irregularities, and physics works with all these irregularities.

This works a bit other way. As follows from the Kotelnikov-Nyquist theorem, it is possible to reconstruct a signal (in our case, a continuous landscape surface) from its discrete representation only so that the maximum frequency will be half as much as the sampling frequency.
Those. minimal irregularities will have a length >= 0.5 meters if they go along the grid line. And since the surface is two-dimensional, and irregularities can be oriented any way, the minimum irregularity size has a length of approximately >0.7 meters.
Last edited by andrey12345 v2.0; Jan 2, 2019 @ 3:55am
Ezra Jan 2, 2019 @ 9:13am 
Originally posted by andrey12345 v2.0:
Extremely high resolution, for example Spin Tires
https://i.imgur.com/COGZasz.png
You can see very small elements, commensurate with small stones and pieces of dirt as part of the landscape, not painted on the texture. Grid step 1-10 cm

Thank You for a very comprehensive and thorough answer.

In regards to the pic above (quote). Is this a pic (tease) of something coming? I have never seen this "muddy road" situation in Mius. Nor have I seen it in any product close to this quality yet.
Last edited by Ezra; Jan 2, 2019 @ 9:16am
Kyso4ek Jan 2, 2019 @ 9:22am 
Originally posted by Ezra:
Originally posted by andrey12345 v2.0:
Extremely high resolution, for example Spin Tires
https://i.imgur.com/COGZasz.png
You can see very small elements, commensurate with small stones and pieces of dirt as part of the landscape, not painted on the texture. Grid step 1-10 cm

Thank You for a very comprehensive and thorough answer.

In regards to the pic above (quote). Is this a pic (tease) of something coming? I have never seen this "muddy road" situation in Mius. Nor have I seen it in any product close to this quality yet.
Try the black snow operation and you ll get plenty of mud digging.

https://steamuserimages-a.akamaihd.net/ugc/938337923481322901/A5599E5FDBCD67BDD5FE591CF733E7E5AD2A49C3/

https://steamuserimages-a.akamaihd.net/ugc/938337923481512712/557F34641B23866CF6B3C7C0843BB3A4663E90C0/
Last edited by Kyso4ek; Jan 2, 2019 @ 9:23am
Ezra Jan 2, 2019 @ 9:34am 
Originally posted by Kyso4ek:
Originally posted by Ezra:

Thank You for a very comprehensive and thorough answer.

In regards to the pic above (quote). Is this a pic (tease) of something coming? I have never seen this "muddy road" situation in Mius. Nor have I seen it in any product close to this quality yet.
Try the black snow operation and you ll get plenty of mud digging.

https://steamuserimages-a.akamaihd.net/ugc/938337923481322901/A5599E5FDBCD67BDD5FE591CF733E7E5AD2A49C3/

https://steamuserimages-a.akamaihd.net/ugc/938337923481512712/557F34641B23866CF6B3C7C0843BB3A4663E90C0/

This is different than the pic I am referring. I have all the DLC. ;-)
Last edited by Ezra; Jan 2, 2019 @ 9:34am
Ozark Rebel Jan 2, 2019 @ 1:36pm 
Originally posted by Ezra:
Originally posted by Kyso4ek:
Try the black snow operation and you ll get plenty of mud digging.

https://steamuserimages-a.akamaihd.net/ugc/938337923481322901/A5599E5FDBCD67BDD5FE591CF733E7E5AD2A49C3/

https://steamuserimages-a.akamaihd.net/ugc/938337923481512712/557F34641B23866CF6B3C7C0843BB3A4663E90C0/

This is different than the pic I am referring. I have all the DLC. ;-)


Sadly it is from the game Spin Tires. I thought for a minute it was from MF.

Andrey, how soon can we have roads that deteriorate into these? :)
andrey12345 v2.0  [developer] Jan 2, 2019 @ 3:05pm 
Originally posted by Ozark Rebel:
Andrey, how soon can we have roads that deteriorate into these? :)

As soon as we make 1-2 units instead of thousands and the size of the battlefield is 500 by 500 meters instead of 6000 by 6000, then we will immediately add such roads.
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Date Posted: Dec 30, 2018 @ 6:48pm
Posts: 22