Company of Heroes 2

Company of Heroes 2

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Footprints (map assets)
   
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Item Type: asset
File Size
Posted
Updated
3.008 MB
2 Aug, 2015 @ 7:02pm
3 Aug, 2015 @ 6:46pm
6 Change Notes ( view )

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Footprints (map assets)

Description
Provides a new "footprints" folder for your splat and spline editors in the World Builder.

At present, only contains some splines:

A single person's footprints:

footprints-snow-spline-01
footprints-snow-spline-02
footprints-snow-spline-03
footprints-snow-spline-04
footprints-snow-spline-05

Several people's footprints:

footprints-x3-snow-spline-01
footprints-x5-snow-spline-01

Generic trampled pathway:

trampled-snow-spline-01

*** deprecated - do not use *** will be removed soon ***
multiprint-snow-spline-1

Usage
  • Subscribe to the "Footprints" asset pack and make sure Steam downloads it.
  • Start the world builder, but *before* opening or creating a map, select Edit-->Mods... from the menu, and check the box beside the "Footprints" mod.
    • If you open the map first, the Mods menu item will be greyed out. Close the map, select the mod, and reopen the map.
    • You can add the mod to your existing maps the same way.
  • These work as normal splines. Here is how to size them properly:
    • For the discrete footprint splines:
      • Set the width to 0.7, and fix the tiling to the width.
      • Make sure it is placed "On Snow".
      • To vary the pace length for different individuals, vary the width from around 0.65 to 0.75, and keep the tiling fixed to the width.
      • Change the direction of individual splines by placing them from the opposite end, or by clicking/unclicking "Mirror on Y-Axis".
      • These stack well. It's a bit tedious, but you can create paths with as many or few individuals as you wish, going one or both directions.
    • For the multi-footprint splines:
      • Use as the discrete footprint splines to save some work for multiple tracks along the same path.
      • They are also scalable.
      • They start with all the footprints more or less in synch, then diverge as they go due to varying pace lengths. If you do not want the synchronized start, shift your spline and make part of the beginning invisible.
    • For the trampled snow spline:
      • Set the width to 'sidewalk', and fix the tiling to the width.
      • Make sure it is placed "On Snow".
      • Wider and narrower will work as well, if not too extreme.
      • If the tiling is not fixed to the width, it will change how elongated the streaks in the path are.

Set the alpha in the "Colorize" tool to vary how dark the footprints are. The footprint splines will only obscure whatever is directly beneath the discrete footprints, plus a narrow rim of snow around each. The trampled snow spline will obscure everything beneath it. (Try it above or below the discrete footprints, with a reduced alpha.)

Enjoy!
8 Comments
Trigg  [author] 7 May, 2019 @ 9:13pm 
I'm sorry, but it has been 4 years and I don't have the faintest recollection of how I did this. Look for a tutorial at coh2.org .
jaystack1942 29 Aug, 2015 @ 3:43pm 
in the Army they say the coffee is mighty fine looks like muddy water and taste like turpine !
Trigg  [author] 11 Aug, 2015 @ 4:52pm 
I finally got around to putting out a test map so we can see what happens if someone subscribes to a map that has a published asset dependency:
http://gtm.you1.cn/sharedfiles/filedetails/?id=498285372

If you're subscribed to the asset you should see the footprints on the map, but we really need to see what happens when someone who has not subscribed to the asset tries to use the map. See the instructions there, and ask a friend to try it, or keep an eye on the comments to see if someone stumbles across it and decides to do the experiment.

Note that the dependency is shown on the right-hand side of the map's Workshop page, but I don't know if it will catch people's attention.


BTW, I just used the World Builder for the first time in several days, and it still remembered the mods I had checked the previous time I used it. We may have to be careful not to publish maps with unintended dependencies.
iamacewan 9 Aug, 2015 @ 8:10pm 
Thank u for adding things to this list i was depresed that the only thing in here was that other thing.
Trigg  [author] 3 Aug, 2015 @ 1:00pm 
The current logo screenshot shows the trampled pathway spline (horizontal) and a variety of discrete footprint splines.
Trigg  [author] 2 Aug, 2015 @ 9:02pm 
Per the screenshots, scratching over the footprints with a halftrack does not erase them (at least not very fast), but a few mortar shots do it in a hurry.
Trigg  [author] 2 Aug, 2015 @ 8:35pm 
Just to be clear, the tracks in the screenshots are part of the map, not tracks left by the officers during play. The officers are only shown to give a sense of scale.
Trigg  [author] 2 Aug, 2015 @ 7:17pm 
We need to do some experimenting before you publish a lot of maps using this. It is not clear from the documentation how automatic the dependency is. One sentence seems to say that a map using a custom asset will not show up when someone tries to create a game, unless they are subscribed to the asset. If that's the case, custom assets may not be worth bothering with.

If it is useful, I'll put some more splats and splines in it. It's pretty cookbook now that I've figured the basics out. All I lack is artistic talent...