Representing buildings?

TDR

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In an ATF/AATF map made using a 1:50,00 topto map, how should the buildings, black squares, be dealt with. They are roughly 2.5 pixels in size, roughly 20 to 25 meters square when you view the map in the game at max zoom IN. At a zoom of 1:1 they can hardly be seen.
The map covers 31 x 33 km.

Some of these buildings are the old station homesteads, about 20 x 20 m with stone walls about 2 ft thick, others are huge sheds about 30x30 meters made out of corrugated iron. In other areas they are just houses of various materials and sizes.

Should these be ignored or try to use a general terrain type of say 'Single Building', that does not have the 'structure' attribute, or 'Single Building' with a 'structure' attribute?

Any suggestions
Thanks
Nick
 

CPangracs

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In an ATF/AATF map made using a 1:50,00 topto map, how should the buildings, black squares, be dealt with. They are roughly 2.5 pixels in size, roughly 20 to 25 meters square when you view the map in the game at max zoom IN. At a zoom of 1:1 they can hardly be seen.
The map covers 31 x 33 km.

Some of these buildings are the old station homesteads, about 20 x 20 m with stone walls about 2 ft thick, others are huge sheds about 30x30 meters made out of corrugated iron. In other areas they are just houses of various materials and sizes.

Should these be ignored or try to use a general terrain type of say 'Single Building', that does not have the 'structure' attribute, or 'Single Building' with a 'structure' attribute?

Any suggestions
Thanks
Nick
If they are small and spread-out, you can use a generic "light urban" terrain which may limit movement and sighting, but not provide any kind of indirect/direct fire protection.

The larger buildings in scenario-important areas can be coded to provide what the general terrains do not.

Realize that coding too many buildings can really bog-down a scenario due to the huge numbers of LOS calculations being made ever second.

Hope this helps.
 

Pat Proctor

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Curt hit it on the head. Also, generally, you should avoid making an terrain featue less than 100 meters wide, as, during lags in the engine, it might be jumped over by the engine during movement, or missed in sighting routines.
 

TDR

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Curt hit it on the head. Also, generally, you should avoid making an terrain featue less than 100 meters wide, as, during lags in the engine, it might be jumped over by the engine during movement, or missed in sighting routines.
That helps with abstracting some scrub terrain.
With buildings it was only the single building by itself, that I realy was interested in. Seems easier to ignore it as such. I was less concerned with. homestead areas, house, sheds etc, are reasonably built up and cover a reasonable area to constitute some form of terrain impediment.
 
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