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nik mond

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Everything posted by nik mond

  1. IMO a few of the replies here have hit it on the money. A certain other game nearby has great muddy textures on the uniform lower pants cuffs boots. BUT as you pull back the camera, and typically we all play with the camera back to a level where we can control more than one individual, textures start to be dominated by the browns and wash out completely. I prefer a crisp clean look because at a distance the units apear as how I expect them to look.
  2. Sorry I didn't realize this was a bot post if I made a change to an existing upload on Gaj. I changed the US blue force to reflect a more organic combat team. And reduced the force a little to make it more challenging. Anyways Im done and have fun
  3. Ray tracing was brought up in a few threads. It not only would make terrain look better close up and far away, but would assist the player to find dead ground and hull down positions. Typically this could be a function of a map maker program, for example a ray trace would be run to analyze how the designer set up the time of day, with ground contours and shadow lengths calculated and overlayed. One method, which would not tax the game engine because its a layer. This would take a while to render after the map is designed. The game engine seems to shadow objects in relation to time of day but does not really apply this to ground dynamically, or rather applies it very slightly. Likely not to tax processor power and game performance. I'm just guessing tho.
  4. I'm certain this would have come up in a previous thread in some form. I can't find it so I'll ask anyways. Are quick battle map menus going to be different in BN from SF. So that they are not only randomized if you want to select a specific new QB map. One will not be required to create a folder to move QB maps to in order to have a QB on the map of your choice.
  5. Are there any US tank and bradley skins for temperate locations? I am a little surprised if no one created this for the base game. A search of the repository indicates no such luck unless I missed it. Would go nice with the grass and syrope mods.
  6. Dismounting seems to work fine at the platoon+ formation level but mixing units under the same F key has problems. Specifically: I had a BMP platoon designated as A5 (group 5). On its 5th order had it dismount and carry onto order 6. No problem works fine. So I added to this group a SF squad mounted in a jeep and designated them as part of this A5 group as well. Sure enough it followed all the orders of the BMP's in group 5 above to each location but failed to dismount.
  7. If the infantry is squad controlled now does that mean you can no longer adjust the position of an individual man who is maybe in the wrong place or out of position?
  8. Well I was impressed with TOW2 improvements over TOW1, Although I'm not a big fan of Africa. The wow factor was there. But I don't like the campaign continuity (it should be OK to win the odd battle easily in a campaign before getting stiffed by heavy opposition). I tried that in my homemade attrition campaigns and it felt more like what I would expect in a campaign. Also feeling the crunch of loosing a valuable asset in a finite force pool is something else I would expect in a camp. Not done for some reason. The series gets better each release. But it is what it is. Backwards compatibility may not work for some things such as entering buidings in Tow1.
  9. well I bit the bullet, paid the buck, and licensed the game. And yes the fog of war option is now visible. Thanks
  10. sorry I'm not seeing it. Difficulty settings allow basic training to iron only. I must be looking in the wrong place.
  11. Is there any way to remove the fog of war in a scenario for testing purposes. Thanks
  12. Ahh got it, gonna have to play with that...........cheers
  13. OK, understand parameters now:) Bake = Compile. Is there a list of scripts, and more importantly an editor available for this. Took a look at the CM directory and didn't see anything that looked like scenario editor. Even how to open and view an existing baked scenario would help.
  14. Is there a parameter setting to have the game end when I reach a percentage of casualties in my own friendly force or do I have to hit surrender. I set a scenario objective of enemy > 95% casualties and the game ends. It works. Can I do the the same for MY force casualties. I tried setting AI red force parameter to > 80% enemy casualties and the game kept going even when all blue force was killed except for empty vehicles. 2nd question. Is baking a scenario necessary if you set AI groups and movements in the editor. Or is it for some kind of direct scripting. Very little explanation in the PDF manual. Again thanks
  15. Made a scenario incl map. I would like the camera to be positioned behind the start up zone so the player is oriented to his units but the intial camera is centered on the map and nothing really. How do i set the camera pov before the setup. Thanks
  16. Oops I meant Kursk with Caen add-on:o
  17. There's an SS grenadier squad and sniper in the vanilla version of kursk. There are also 12th SS tanks, complete with decals and guys wearing camo. Just don't surrender to them because they don't treat prisoners so well. I miss the Falschirmjagers in Tow Kursk
  18. I don't need to be spoon fed, and went through the pdf manual's sections on setting up AI actions in a scenario. I was just wondering if there are any tutorials around with a walk through, or some more info in general on AI routines or scripting. thanks
  19. Is there a third party program that works for in-game screen shots? I tried neopaint. No go. Infranview I just get a black screen. Thanks
  20. Hi All, I created a new map and a scenario in the scenario editor. I notice i can save this as a btt file. These files are small. Is this all that is required as far as scenario file sharing goes? Also, as stated I created map, and scenario, how do I save just the clean map portion minus all the deployed units and objectives etc. I noticed in repository section both maps and scenarios are btt files. Is there anyway I can select my map for quick battles? I guess I don't have to work with humungous TGA files anymore. Thanks
  21. Well this is a bit of a spoiler and if I am wrong someone please correct me but I believe mines are set up as a scripted rectangle patch of land on a map in the editor. The kill area is this rectangle and the chance of getting exploded is based on a percent chance. So its not a real individual mine its an abstraction. So bombing the crap out of the minefield won't make a difference. Clearing a minefield could easily be scripted, I could even do this, if a certain unit enters a minefield and stays there for a certain period of time the minefield could disappear. Maybe this is in the game already so again correct me if I have this wrong.
  22. I like those panzer crew spit shine boots. The Fuhrer must be in town. Great detailing now. Not much room for modding. I agree with wodin. I like the 2nd class ribbon, but maybe that could be reserved for an NCO model.
  23. I think the infantry should be given a 180-200 degree line of site, since really their head facing is always changing in RL Good point about dead infantry. I've exploited that. As far as exaust fumes, actually that can be used for targeting. seen it done once for real. The belch of a badly maintained deisel tank can be seen for a km depending on weather and wind, and ground height.
  24. Either this T34 is part of the Philidelphia project or it has a romulan cloaking device I'm not sure what LOS is trying to be conveyed here but I have a guy standing right next to a crippled tank and he loses LOS with it
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