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Found 34 results

  1. A little preamble to this taster ... I grew up in rural Dorset in the south of England where our countryside is not so different than that of Normandy (though the Cider may be a bit stronger!). So whenever I fire up CMBN and gaze upon the monotonous green of the bocage, I start to dream of my younger days spent amongst the hedgerows of my native land. Those hedgerows, mostly long gone now, were so thick that we could actually burrow our way inside and create 'dens' where no adult, or rival gang, could find us. So, with some time to spare thanks to COVID-19, I got to thinking about the bocage in BN and wondered what could I do to make it into something like I imagined it to be. Well, the answer is not a great deal - the models for the bocage are hard to figure out, and even with new textures, it's not ever going to get close to what it probably should be, alas. But, having tinkered with the bocage for some time, and been inspired by @Falaise's treatment of those oddly uniform brush textures, I had a go at a lot of the other textures - trees, bushes, grass etc. So, to cut through the waffle, here are a couple of tasters (some caveats first: it's not ready yet, I just couldn't wait to share some goodness, it will be a couple of weeks yet as I'm trying to iron-out some of the strange in-game distortions; I think this 'plays' best at, or near, ground level just because of the way the game handles LOD and stuff, from afar it's not really going to have much of an effect; screen caps are taken whilst running ReShade, hence the colours are much more muted and some effects are, well, effecting the images (at the end is a pic without ReShade for comparison); I design these for my own gaming pleasure so YMMV will apply when released; I have quite a few other tweaked textures that I may release at the same time just to give the complete 'look' - these are mostly not my work but rather tweaks of mods by luminaries such as @EZ, Aris ( @Fuser ), @Flesh, @Vein, @Kieme(ITA) to name but a few; these textures will be high res and if you want to use the ReShade 'look' then you'll need a decent graphics card in a Windows machine, I will release a lower res version. Enough ... some pics: ( You can study high res versions in my DropBox folder here ) More below 🙂
  2. Here is a screen ive made for Combat Mission Black sea as i couldnt find any i liked. https://www.mediafire.com/file/5ff2rchucq9hh9v/Miles-CMBS-Main_Menu.zip/file
  3. Hello, I'm an old CM player(Saturnin). By nostalgia I make a little comeback with CMFI (i lost my old accunt, dead mail adress). To celebrate this I offer a small Mod. I hope it will please you. Here is the sdkfz250-1. I wanted it with more battle dress looking It comes with: 2 camos, random material and options (hatch open or not, ...) a multitude of possibilities to test. For that it is simple. If you want the two camouflages leave as such. If you want one in particular discard the one you don't want and rename the BMP file to: sdkfz250-1-hull.bmp If you dont want the stuff 3D it simple discard the ALL .dmr file Many thanks to Aquila-SmartWargames and sbobovyc for the lesson of 3d and all their work. That's great As a small supplement I also made Protze. Because without Protze life is not the same I will finish the series of 250 / ... I think and may be the 251 / ... See you soon Have fun Satomas aka Saturnin For the moment I have not found a solution with Cmmods. I go through dropbox until the solution https://www.dropbox.com/s/vxwhi4ss3y8834t/sdkfz%20250%201.zip?dl=0 for the 250/1 https://www.dropbox.com/s/yq0oi125gxoy3oa/ProtzV1.2.zip?dl=0 for the Protze A bientôt
  4. Since backups came up in another thread I thought I would share my backup scripts. I thought I had done this in the past but I did a search and came up empty. I wrote these scripts years ago and have been using them for scenario design, mod design and programming projects. The basic principal is to zip up a directory and copy it to a backup location (keeping old versions) and a second location. This lets me know I have the last 10 versions and the second copy allows me to move my work between computers. I used to use a USB stick (hence the command line option "portable") but now I use drop box. I hope others can benefit from these scripts feel free to modify and enhance them as you wish. Dependencies: Winzip and WinZip Command Line Helper. I currently use WinZip 20.0 and WinZip Command Line Helper 4.0. I have used older versions so my scripts do not need the latest but they do need those two things to be compatible. Changing to use a different .zip utility would be a one line change for the command line and two other lines to make the batch variable name match a different tool. With those in place you can unzip the backup command and an example usage from here: https://www.dropbox.com/s/ifzujn77afk1ei3/BackupExample.zip?dl=0 In there are two .cmd files. The first is BackupToZip.cmd It is the generic backup utility that preserves the last 10 versions and optionally makes a second copy of the most recent backup. When you run it you see the following command line usage guide: C:>p:\BackupToZip.cmd BackupToZip zipname backuppath pattern [-portable path] [other zip options] Press any key to continue . . . zipname is the name of the file you want to create backuppath is where you want to place the backup copies pattern is what to backup portable path is an optional location to place a second copy other zip options lets you pass other command line options to winzip (or what ever other .zip utility you might swap in) these are passed as it to the winzip command Rather than typing a complex command line every time I want to backup my work I create a project specific backup .cmd file. An example of which is included in the above .zip file. This is the script I used while I was working on the Lanzerath ridge scenario: @echo off call P:\BackupToZip LanzerathRidge P:\Backups D:\Users\IanL\Documents\Battlefront\COMBAT~1\Bulge\GAMEFI~1\WorkInProgress\LanzerathRidge\*.* -portable D:\Users\IanL\Dropbox\ScenarioWork -x*.class What that does is copy the entire (*.*) contents and sub folders of my WorkinProgress\LanzerathRidge folder to a .zip file named LanzerathRidge in a Backups directory (also saving the last 10 back up .zip files) and make a second copy on Dropbox under a folder named ScenarioWork. The -x*.class is a left over from a java project backup script that I copied to create my LanzerathRidge backup file. Oops my bad. Just ignore that. If you cannot ignore it here is the explanation: it serves as an example of passing additional zip command line options through. I never backup .class files in a Java project since those are the compiler's artifacts and there is no value in saving them since they are derived from the source files. I create a WorkInProgress directory under the Game Files directory and under there I have a sub folder for each thing I'm working on. Then I create a Backup<ScenarioName> command line script to back it up. Under that sub directory I have all my notes, links, briefing text files and graphics files as well as the scenario itself. You might have noticed that I am not using paths with spaces this is simply because I never did the work to support that. In my development projects I never use spaces in directory names and this backup script was initially created for backing up programming projects. There was just no need. When I moved to use it for Combat Mission purposes I just didn't spend any time changing that since I can just feed the scripts the old 8.3 directory names. Yes, that looks sucky. Yes, it means you have to do an additional step when you create your backup script No, I'm not going to be changing that - but you could if you want You can always find the 8.3 directory name by using these command line arguments with the dir command in any command shell: dir /X
  5. Here's some helmet p0rn for you all but especially Frenchy - pure filth! Announcing (taken from the readme) ... Lucky_Strike’s - SS helmets This mod uses the superb work of Tashtego, Jaquinot, EZ, JorgeMC and of course Battlefront, as a starting point. It unashamedly borrows, amalgamates and hacks their work plus adds some brand new textures inspired by genuine WW2 Waffen SS helmet covers and camouflage ‘effects’, as well as some ‘probable’ applications. There are 15 possible helmets all numbered and ready to install and enjoy, or hack some more if you prefer! I design these mods for my personal gaming experience. I use a custom version of BarbaricCo’s WarMovie shaders ADVANCED v.112 for CMBN. Below you can see what the mods look like in game with some of EZ’s fantastic uniform mods. Please don’t expect the colours within your own game setup to look exactly like they do in the preview images. Files are at CMMODS III here Lots more preview images - go knock yourselves out! All thanks and praise to Tashtego, Jaquinot, EZ, JorgeMC and anyone else I forgot for their original mods, help and inspiration, and of course to the guys at Battlefront for such a great and enduring game. Lucky_Strike
  6. I was wondering if anyone knows how to repack a campaign once it's been unpacked into it's individual missions. I'd like to unzip CMBN 'The road to Montebourg', increase all the mission duration times, then repack it into a working campaign again. I've managed to unpack everything but I don't know how to put it back together again. I'm also relatively new to modding CM so a detailed 'how to' would be appreciated.
  7. Vehicle 9 Civilian Wrecked Car Flavour Object c/w ground tile Wrecked car flavour object [Based on Kieme's SF1 pale blue car] This is a destroyed car to put in your battlescenes. It is modded on the SF1 VBIED pale blue car. Put it in the Z folder It looks best with the ground tile Wreckage supplied with it. http://www.mediafire.com/view/3p5yyk20xu3dka3/Vehicle-9-Wreck-on-burnt-ground.jpg You can replace any ordinary ground tile. It has the mod tag [wreckage] applied. NOTE: flavour objects need consecutive numbers. You will need to put it in the next available vehicle flavour slot in your game and renumber the mdr file accordingly – e.g if you have three vehicles this will now be vehicle4.mdr Link again: http://www.mediafire.com/folder/vnvbrljke5n3s/vehicle9_car_wreck
  8. Well, better late than never, I've recently gotten back into playing CMBN and, being a total mod slut, I had to spend an age loading all the delicious booty into my Z folder. Not content with that, I wanted more so I got to modding a few bits and pieces, one thing led to another and here I am several months later posting a newish mod. Announcing (taken from the readme) ... Lucky_Strike’s - EZ’s Heer Panzer Crew with HBT uniforms and more! This mod is based on the superb Heer Panzer Crew v.2 uniform mod made by Ez. It adds the reed-green HBT (herringbone twill) uniform issued to panzer troops from 1943. The HBT uniform was a lightweight version of the black woollen Sonderbekleidung der Panzertruppen (Special Clothing for the Panzer Troops) uniform meant as summer wear. It was similar to the reed-green drill uniform issued to armoured reconnaissance units from May 1941 intended to improve their camouflage. The panzer crew HBT uniform featured a large pocket on both the chest and thigh, a factory applied national emblem on the chest, and loops and buttons for attaching shoulder straps. Many troops wore this uniform in preference to the heavy black woollen uniform in summer and wore it over their black uniform in winter for additional warmth. The uniform was also issued to, and sometimes acquired by, Panzerjäger, Sturmgeschütz and other armoured crews. Also added to the mod are extra neck-ware/polo-neck colours and variations, and a custom-made officer’s feldjacke in Italian Telo Mimetico camouflage Zeltbahn material. I design these mods to use for my personal gaming experience. I use a modified version of BarbaricCo’s WarMovie shaders ADVANCED v.112 for CMBN. Below you can see a comparison of what the mods will look like without a shader in use. Please don’t expect the mod colours to necessarily look exactly like they do in the preview images within your own game setup. Files are at CMMODS III here More preview images. All thanks and praise to the mighty Ez for his original mods, help and inspiration, and of course to the guys at Battlefront for such a great and enduring game. Lucky_Strike
  9. Had to happen. Hot on the heels of the Panzer crew HBT uniform mod is this mod for reed-green HBT uniform for Panzerjäger, Sturmgeschütz and a multitude of other armour crews. So, without further waffle, announcing (taken from the readme) ... Lucky_Strike’s - EZ’s Heer Assault Gun Crew with HBT uniforms and more! This mod is based on the superb Heer Assault Gun Crew v.2 uniform mod made by Ez. It adds the reed-green HBT (herringbone twill) uniform issued to panzer and other armoured troops from 1943. Initially Stug crews were issued with a variety of uniforms, however in 1940 a feldgrau version of the black woollen Sonderbekleidung der Panzertruppen (Special Clothing for the Panzer Troops) uniform was issued. The HBT uniform was a lightweight version of the woollen uniform meant as summer wear. It was similar to the reed-green drill uniform issued to armoured reconnaissance units from May 1941 intended to improve their camouflage. The HBT uniform featured a large pocket on both the chest and thigh, a factory applied national emblem on the chest, and loops and buttons for attaching shoulder straps. Many Panzerjäger, Sturmgeschütz and armoured crews preferred this uniform to the heavy woollen uniform in summer and wore it over their feldgrau uniform in winter for additional warmth. Also added to this mod are extra neck-ware/polo-neck colours and variations, and a field-made pair of commander’s trousers in Italian Telo Mimetico camouflage Zeltbahn material. I have also taken the decision to use the standard army Litzen with red piping for collar patches. Although many Panzerjäger and Sturmgeschütz units wore the Panzertruppe totenkopf patches and pins, it was generally those attached to Panzer divisions that adopted this practice. Most units attached to infantry divisions and independent brigades wore Litzen. I design these mods for my personal gaming experience. I use a custom version of BarbaricCo’s WarMovie shaders ADVANCED v.112 for CMBN. You can compare what the mods look like without a shader in use by looking at the previews at the Dropbox link below. Please don’t expect the colours within your own game setup to look exactly like they do in the preview images. Files are at CMMODS III here. More preview images. All thanks and praise to the mighty Ez for his original mods, help and inspiration, and of course to the guys at Battlefront for such a great and enduring game. Lucky_Strike June 2019 - better late than never!
  10. Contains invisible floating unit icons for standard CMBN + CW forces. Unpack into data/z folder. https://www.dropbox.com/s/bqq3xoi2p8rr6hs/Z_CMBN No Icons.rar?dl=0 This is not really a full mod. I consider this as experimental toolset for selectively replacing any existing FLOATING UNIT ICONS with invisible ones in CMBN (incl. CW forces). The main idea was to make enemy floating unit icons invisible, while the same time preserving the friendly ones (for quick access and overview), but also to add additional FOW while removing the possible distraction from enemy floating unit icons possibly covering larger parts of the game map. ALT+I does the same, but it´s all or nothing. ALL floating unit icons for german, US and CW can be replaced with invisible substitute icons. To achieve invisibility, alpha layers were made opaque by filling in all black with Photoshop and saved in 32Bit BMP alpha layer format (the standard). The folders contain all the invisible floating unit icons unpacked by default and a RAR packed file contains these as backup additionally. So if the mod rar file (Z_CMBN No Icons.rar) is unpacked straight into your data/z folder, EVERY floating unit icon in the game is replaced by invisible ones. Now the purpose is to selectively remove those icons you don´t want to be seen in the game from the sub folders. In example if you play as the US player vs. a german opponent, just delete those files from the friendly "USA" folder and leave the (invisible) "german" opponent ones in, if you don´t want to see german floating unit icons. This leaves any original or modded USA unit icons visible, while making german ones invisible. Also delete the files labeled "icon blue..." (used for US and CW) from the "shared" folder and leave the german ones (icon red...) as is. The two files from the "contacts" folder should be deleted, as these are needed for friendly FOW purposes. A packed backup file is always present in every sub folder. The backups contain the invisible floating unit icons. Original floating unit icons, as well as modded ones remain untouched off course. Note: Off course you need to switch floating unit icons ingame to ON (ALT+I). While the floating unit icon graphics are invisible, the actual icon objects are still physically present and if needed you can click/activate them as usual if clicking slightly above a unit in 3D space. Game manual: "Over the center mass of the units they represent" Another interesting use would be to just delete the files containing "fow" (fog of war) in filename, while preserving every other file in a subfolder. The "fow" files are contained in "british", "german" and "usa" folders. What happens in game is that just the "generic silhouette + question mark" icons pop up occasionally, indicating something has changed among the enemy force. Game manual: "Unknown or previously spotted but now out of sight units, as well as pure sound contacts, are shown with a generic silhouette and a question mark." I haven´t tested all SKILL LEVEL modes, so it might be possible that some of the above mentioned procedures need to be adapted or changed in order for the particular SKILL MODES handling of floating unit icons works the way you want. I usually play in IRON. RockinHarry Edit: Also works fine with CMFB. Ignore British folder or delete it.
  11. Downloaded and unzipped Mord's radio chatter mod v1.21 that I understand is for SF1 and SF2. Mac folder for the mods is Applications / CMSF2 / Data / Z (I have Vin's animated text working from there) but installed this and zilch, no sound from any vehicle whatsoever. Take this out and the sounds return OK. The voice mod also seems to result in very little verbal activity from the squads too (but that might just be down to doing a short test with two squads but not a sound when they've been given a move order and nothing when they spot enemy infantry. Not sure if it's a Mac issue, MY Mac with an issue or a mod compatibility problem. Shame was looking forward to using them both, binned for now
  12. Future task for modders (or BFC). "Wet looks" for vehicles, infantry and maybe objects in wet environmental conditions (rain, fog, mist...). The upper two pics is Aris original Stug IIIG late. The bottom one has the textures (with stock games muddy tag) slightly increased in color saturation, while the same time somewhat darkened and increased in contrast. Also added some crude normal maps with NVidia tools normal map creator. Difference is not huge, but most "weathering" is made only with consideration to dry environments and it doesn´t look that convincing in non dry conditions IMO.
  13. I know there´s already a couple floating around, but I had to try. Figured ingame ROF for MG42 is set at 1200 (50ms) and MG34 at 850 (70ms) RPM exactly. Single shot replaced with x2 file to avoid that odd mixup and stutter. Anybody likes to try? I deliberately set these somewhat low on bass to give a more distant sound, yet the MG42 rips still into the face. Sound file sources is from CMBB (MG42) and ripped from YT live fire footage (MG34). MG34 has two variations. Unzip/unrar into data/z as usual. https://www.dropbox.com/s/cmvj4p7rl1osuiu/RHZ_MG 34 %26 MG 42 Replacement.rar?dl=0
  14. Her is my latest menu mod for Combat Mission Shock Force 2. This will work for the demo as well. The file Includes multiples UI screens and a full set of module icons. I will be updating with more mods in the future. Cheers, XACTO Download page: Xacto's “Camo” Theme Menu Mod for CMSF2
  15. So I've been playing around with the explosion graphics in CM - I've enjoyed the ones from the various mods, but it always bothered me how huge and cartoony they looked. So I set about making an explosion inspired by Project Reality and Squad: And ended up with this: I'm in no way completely satisfied with what I have, but I'm lazy and was wondering what you guys thought - good direction to head in? You can download it here: Google Drive Extract into the Mods folder in My Documents, or the Z folder in the game directory
  16. While waiting for the final release😉, i decided to create a menu mod for Combat Mission Shock Force 2. This will work for the demo as well. The file Includes multiples UI screens and a full set of module icons. This is my first mod, so please let me know what you think! Cheers, XACTO Download page: Xacto's “Chaos” theme Menu Mod for CMSF2
  17. All, A link for my Ukrainian/Pro-Russia Separatist skin is included below. Back in early 2016, I did hours of research and created a set of skins for the Ukrainian government and separatist forces based on several preexisting mods (Veins' Russian and Ukrainian Infantry skins, Stagler's Russian skins with gorka and flora camo, Blimey's "Separatist - UKR Digital Slot"). The resulting product is a line-up of government and separatist forces wearing a motley of different camo clothing. I would like to thank Stagler, Veins, and Blimey for your wonderful contribution to our community! But if any of the original content creators object to my usage of their mods, pls message me, I will make revisions accordingly. This is my first post, do let me know if you encounter any problem with the download or the mod itself, I will fix it. Also please share your thoughts on how we can improve this mod together, I want this project to belong to our whole community. Hope you guys enjoy! Description of the mod: 1. Ukrainian government forces: The government soldiers wear mostly the new digital camo pattern, mixed in with some uncovered green/gray helmets and the old bytan-pattern camouflaged helmets and ballistic vests. 2. Pro-Russia separatist forces: I chose the digital slot for the separatists because I feel that, notwithstanding reports of Russian arms surfacing in Donbass, the separatists' equipment is still predominantly the same equipment used by the Ukrainian government forces. What differentiates this mod from Blimey's version is the inclusion of a different mixture of motley camouflage and helmets, rebalanced to reflect (in my opinion) a more authentic look for the government forces and the separatists. Based on my research, olive gorka suits and Russian flora patterns are fairly common among separatist ranks. Occasionally, you will also see some separatists wearing equipment in the new Russian digital pattern. For identification purpose, separatists tie white bands on their arms and legs (Government forces sometimes use yellow tape for identification, but I left this feature out b/c this practice appears to have become less common since the adoption of the new digital pattern). This mod reflects these observations accordingly. Furthermore, I reintroduced helmets for the separatists for several reasons. (1) I can't add bare-headed separatists without also having to remove helmet chain-strap from all Ukrainian models. (2) In intense battles (e.g., Second Battle for Donetsk Airport), video footage showed many frontline separatists wearing helmets. (3) This game reflects the conflict in 2017, it's likely that the separatists have become better equipped. Dropbox link: https://www.dropbox.com/s/l0ednsclks77bqa/UKR_2017.zip?dl=0 Preview images: https://www.dropbox.com/s/ujke8qkciwsz3c5/Ukrainian Govt.jpg?dl=0 https://www.dropbox.com/s/4zg7i8smz7iq4u2/Separatists.jpg?dl=0
  18. So I finally finished the DRA skin mod after seeing that a new request was posted today. They are not perfect, but they are a lot better than the originals. The mapping on these skins is not the best and that makes modding them to a good result more challenging. You should be able to download it from here: http://cmmodsiii.greenasjade.net/?wpfb_filepage=dra-skins_2-zip
  19. Well, my trial version of Elements was running out so I pulled the trigger and got the full version on Amazon at 40% off last night. So, looks like I am back in the modding game. Here's what I need help with. I need a list of German Divisions that were in the Western European Theater from October 44 to May 45. Not having to reaserch this will cut at least a month off the time it'll take to get this mod made. So, if you guys want a portrait mod I could use the research help. (Following cut and pasted from my RT mod thread) If you choose to do it, this is how I'd like to see the divisions listed; For Heer: (number) Inf Div (number)Pz Div (number) Pz Gren Div For Luftwaffe: (number) Luft Div (number) Fals Div For Waffen SS: (number) SS Div (number) SS Pz Div (number) SS Pz Gren Div For Volksgrenadier (Number) Volks Gren Div Keep all the branches together and div types together like above (Heer Infantry first, Heer Panzers second etc. with the division in numerical order), and I can easily scan through them without jamming my brain up. Seeing that is how I name the bmps when I mod them it's like muscle memory and makes it easier on me. You guys could keep adding to the list, and when the next guy has new stuff just cut and paste the list into your post with the updated divisions. An example of what I am talking about would look like this; 85th Inf Div 89th Inf Div 148th Inf Div 2nd Pz Div 9th Pz Div 11th Pz Div Etc. When Fizou helped me (with the RT mod) he got a lot of his info from the Panzer Campaign series, if any of you own them they are a good place to start. Mord.
  20. After Zaitzev requested something be done to DRA-heads I have tried my hand at re-texturing them. Texture size increased to 512 x 512.
  21. Hi guys Im returning to this awesome game soon, but unfortunately I lost all my data from a hardware failure. Is it possible for any of you to give me a link to your mod folder. I remember CM FB taking a very long time to mod the last time. Thx in advance!
  22. I have been browsing looking for a uniform mod to update the Kriegsmarine skins and i have found one but i do not see any download links and cannot find it anywhere. If anyone would be able to share the mod with me or a download link id be very appreciative, Thanks
  23. Dear ladies and gentleman, I know that I'm rather late with this, but some real life issues kept me away (finally mary the wife some time ago, for example...). But now it is done! You can download this mod from my site Pimp you Combat Mission
  24. This is a collection of infantry, vehicle crew uniform and gear textures that provides a ‘dusting of snow’ over the base textures from Combat Mission Final Blitzkrieg. It was inspired by @Umlaut 's work with the German Uniforms in Fortress Italy. Ever since using those files, going back to clean uniforms while fighting in a snowstorm has appeared a little off. The base textures are 99% from the Final Blitzkrieg base game with a handful of others from the community for increased variety in the snow set. Special thanks also to Umlaut for giving permission to use his CMFI Uniform snow effects where applicable. All files in this package are already mod tagged, so the snow textures will automatically appear each time the ground conditions of a battle is set as ‘Patchy Snow’ or greater. Should encompass all uniforms covered off in the main game. (Even for those odd snow battles in September ). I live in one of the hottest climates on the planet and have spent a grand total of six days of my entire life in snow. If there is any snow grogs out there with suggested improvements just let me know in this thread. US - http://cmmodsiii.greenasjade.net/?p=4474 German - http://cmmodsiii.greenasjade.net/?p=4478 Cheers
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