Welcome to Thomm's Corner !
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In this ongoing project I try to visualize the terrain elevation
and element type data of Close Combat IV maps in 3D. The models consists of 100,000 to 150.000 polygons :o) ! Intended improvements:
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| Map Name | Map Dimensions | Link to Screenshot(s) |
| Assenois | ||
| Bastogne | 456 x 504 x 14.5 (229824 m2) | |
| Baugnez | ||
| Baraque de Fraiture | Completely flat! | |
| Champs | ||
| Chenogne | ||
| Clochimont | 336 x 288 x 30.5 (96768 m2) | CLOCHIMONT 1 |
| Clerf | 312 x 312 x 29.5 (97344 m2) | CLERF 1 CLERF 0 |
| Dasburg | 312 x 360 x 12.0 (112320 m2) | DASBURG 0 |
| Echternacht | 336 x 312 x 21.5 (104832 m2) | ECHTERNACHT 1 |
| Esch-sur-sure | 336 x 408 x 26.5 (137088 m2) | ESCH-SUR-SURE 1 |
| Forrieres | ||
| Foy | ||
| Houffalize | ||
| Hotton | 336 x 336 x 17.5 (112896 m2) | HOTTON 1 |
| La Gleize | ||
| La Roche | 336 x 336 x 13.0 (112896 m2) | LA ROCHE 1 |
| Longvilly | 288 x 240 x 19.0 (69120 m2) | LONGVILLY 1 |
| Losheim | 288 x 288 x 24.5 (82944 m2) | LOSHEIM 1 |
| Manhay | Completely flat! | |
| Marche | ||
| Margret | ||
| Martelange | 312 x 288 x 48.0 (89856 m2) | MARTELANGE 1 |
| Marvie | ||
| Monschau | ||
| Morhet | ||
| Neffe | 312 x 264 x 9.5 (82368 m2) | NEFFE 1 |
| Noville | ||
| Ortheuville | ||
| Schnee Eiffel West | ||
| Siegfried Line | 360 x 384 x 29.5 (138240 m2) | SIEGFRIED 1 |
| Simmerath | Completely flat! | |
| Senonchamps | ||
| St Hubert | ||
| St Vith | ||
| Stavelot | ||
| Stoumont | Completely flat! | |
| Udenbreth | ||
| Vielsalm | 336 x 288 x 18.5 (96768 m2) | VIELSALM 1 |
| Wardin | ||
| Weiler | ||
| Wiltz | 384 x 360 x 29.5 (138240 m2) | WILTZ 1 |
| Schnee Eiffel East | ||
A new kneeling position was proposed and implemented.
| Make the camera level depend on the closest friendly unit, i.e. in enemy territory just allow view level >= 4 whereas close to a friendly unit allow view levels down to 1 (see Figure). The former would correspond to the "map view" I suppose every commander had. The height level restriction would prevent that players check LOS by moving around at eye-level with the camera. |
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I would appreciate the ability to use the Line-of-Sight
tool (LOS) within a limited range (e.g. 20m) of a way-point
as a substitute for a non-existing "Movement to visual
contact" command in woods/ buildings. Because the woods/ buildings are abstracted mathematically ("homogenized"), an extra tool is needed to check where the LOS is broken, i.e. for the visualization of the result of the mathematical LOS calculations ! I think it is necessary to provide this capability for waypoints to allow for the precise placement of support teams and forward observers since it is otherwise difficult to tell where LOS is broken in the abstracted terrain. By an iterative adjustment of the waypoints and use of the LOS tool appropriate well-concealed positions could be found. Nevertheless, one will not gain any LOS information other than in the close vicinity of the waypoint ! No long-range LOS checks would be possible so the same degree of uncertainty as in the current version would be retained, but one could position your teams more efficiently in woods, houses, ... There are some concerns with regard to the violation of "Fog of War" connected to this idea. |