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gatter

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Posts posted by gatter

  1. Some time ago I made two mods but I don't know whether I should place them at cmmodsiii. They came out a bit rough because I am not a professional neither in Photoshop nor in Blender.

    First mod is the resized mines sign and here is the link on the google drive https://drive.google.com/open?id=1Hx0jptYcQ9TW_bCqSVu2LIo23l3hkhFH

    Second mod is the repainting of the Pinetree Iconed Bases Mod of Richard Lloyd

    The link https://drive.google.com/open?id=1ucLgDL-UB_nBMCou8n825Hhwh6Y29sKv

    Screenshots included inside the archives.

  2. On 28.05.2017 at 0:43 AM, sbobovyc said:

    There are no external dependencies, Blender comes with all the necessary python libraries. Check out

     

    Did you do a video like this about the exporting? Something goes wrong with me... When I import the file then I export it immidiately, just to see how it will work and I get this message

    8bce2ed7269f81e9a9554272c82e0722.jpg

    And when I make any change in the file and try to export I get this

    8fbd1e9be2325ea31afebe923923f4fd.jpg

     

    Saving and exporting in any other formats is ok.

     

     

     

     

     

  3. 17 hours ago, sbobovyc said:

    You can use the Blender importer to import the existing model, scale it and then export. If you run into trouble, let me know in this thread.

    Ok, I am settling to the work, I guess it will not give me simply. But first question: does the blender can import a typical CM model without any additional libraries, just taking and getting?

  4. 19 minutes ago, IanL said:

    The sort answer is no. The game really only offers re-skining rather than actually modifying the models. There is a forum member who has experimented with changing the models. I have no idea if what you are asking for would be possible or not.

    But re-skining will not change the size of an object in the game?

  5. After a serie of experiments I have adopted the Pinetree Iconed Bases Mod of Richard Lloyd (if he doesnt mind)

    Iconed Bases Mod, but I changed coloros of the icons. Originally created for a desert area, it is sometimes lost among the verdure of Normandy. Now it is looking so:

    CM_Normandy_2017_05_27_00_20_43_490.jpg

    First I was going to make chevrons more bluish, but I discovered it looks darkish. Maybe I will return to it later. The yellow color I remove because it looks not good on the yellow objective zone, that I still cannot change...

     

  6. Thanks! I really just had to use the proper graphics editor. Now all is ok, and I will test which brightess and contrast is the best. I've been wanting to change base green.bmp to a bluish hue, I think it will be more visible on the field. Before I try to edit the unit bases in CMBB but couldnt get how to do at all, seems it is unaviable it that game.

    One more question then: colours of  zones that we should to capture are dependent on some files too? I'd like to make them a little dim.

  7. the point is I make many pauses to change lines of sight, and I have these bits too much. I can trim them of course, but a video I got is worse than before, maybe this because I'm a newbi and didnt mastered yet.

    btw couldnt you tell me a forum where someone still discuss CMx1 modding? I got that almost all moved to modern CM but maybe there is a one who works with it to date and who I can ask some questions about...

  8. it seems I found a sort of way to remove an "odd" text. We should add two zero bite bmp files into the Z folder, they must be named "font modern 12 aa.bmp" and "font modern big aa.bmp". But when we use them, the game gets some glitches, so after we made a video, we had to remove them from there.

     

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