-
Posts
601 -
Joined
-
Last visited
Posts posted by Marco Bergman
-
-
Has any one heard if Marco was planning on doing his silhouettes for the Vehicle Pack? He did one for Red Thunder. It's possible he's busy now doing one for Black Sea.
Thanks
Yes to both.
-
Good work, Vin, as usual. I get a kick out of those icons in the legend, thirty years ago they would've been ground breaking graphics for ALL wargames...LOL. Now, they are just an indicator for what a unit is doing. Pretty wild how far we've come. I started with Space Invaders and the Intellivision game system and couldn't even imagine, with my giant 10-year-old's imagination back then, that I'd see games like I am seeing now.
Mord.
30 years ago I got into modding computer games doing pixel art. We've come so far that nowadays I'm doing pixel art...
-
Finally working on this mod. Was delayed due to holding up the CMBS release date doing textures.
It has turned out to be a full rebuild of the CMSF version, due to different sized tiles, and also due to my finding that I couldn't understand my own mod without the reference sheet. *FAIL*
I have all the vehicle tiles done in bglow and plain-bglow, so I'll put them up for review - hopefully to find any necessary corrections before I generate all the other versions. (In the mean time I'm working on the gun silhouettes.)
All values are estimates. My estimates may vary from yours ( or BFC's ).
Armour estimates used where data is unavailable:
Turret side = Turret front / 2.5
Hull side = Glacis / 3
Lower Hull front = Glacis / 2
1st gen ERA = +250mm CE +100mm KE
2nd gen ERA = +400mm CE +200mm KE
3rd gen ERA = +600mm CE +300mm KE
Bar armour = +150mm CE
http://www.scribd.com/doc/6032093/Armor-Basics#scribd
Just remember - pointy bar graphs for pointy shells ( ie KE penetration)
-
temp file location:http://www.captskidd.com/cmn/animated-text-CMBN-v311.zip
File emailed, Vin. Tested and all good.
Alternate Silhouettes will be updated, but I need to finish art for CMBS first, so it might be a few weeks.
-
Okay, I'm getting the patches now...
-
http://www.battlefront.com/community/showthread.php?t=103676
First post contains links to both Scipio's and my mods
-
-
The CMFI one is done, the CMBN one will be done tonight.
The holdup was due to my inability to download the v2.12 patch in a working form, but I finally got it this morning.
For those who just can't wait, the CMFI one is here:http://www.captskidd.com/cmfi/animtext-CMFI-v1-20.zip
-
-
There's an explanation of the XC and the XW version, but I can't find the main difference.
There seems to be soem colour variation to it, but I have no clue what the XC and XW stands for and why I should pick one over the other...
The X* sets are based on presenting the armour and penetration values as numbers. X stands for XL, as in the spreadsheet, because I had to make a pretty complex spreadsheet to generate all the slope-effect armour values. C means "Coloured". "W" means "White". This refers to the colour of the text.
XC uses the CM1 colour codes for the numbers (red for paper-thin shading thru yellow to green to blue for mega-thick.)
XW is the RG-compatible member of the X* set, and all text is white or blue or yellow. However it is not just for colour blind people, but has been designed to hopefully maximise clarity. Thus the penetration numbers are colour coded for type of projectile (Yellow for AP, mid blue for HE, grey for tungsten, light purple for HEAT)
XW is my prefered option of the two X* sets, by the way. I find the colour clash of the XC set a bit too garish. Having said that, many people have told me they love it. So I offer both...
I'll update the readme for v2 to include some more detail.
-
-
Up now at CM Mods Warehouse:
http://cmmods.greenasjade.net/mods/5311/details
Up at the repository one of these days when the server gets around to it...
(Repository didn't offer to let me add a preview picture. What's up with that?)
-
ETA: This weekend.
-
I am running late, due to working up to the last minute on textures, plus real life issues and ill health.
The mod is well underway, and will start testing this week.
I present myself,from now, volunteer for testing his mod...Vencini, as my #1 tester, you could hardly escape. Expect test files late this weekend...
A clarification: Juju's mod will be seperate. It is just that I will make a couple of versions that will visually match his mod as perfectly as possible.
-
I could use that in CMSF...
http://www.battlefront.com/community/showthread.php?t=103676
-
Until Vin can upload it to the repository, file can be found here:
http://www.captskidd.com/cmfi/animated text CMFI+GL v1-11.zip
-
http://www.captskidd.com/cmn/animated text CMBN+CW+MG v211.zip
Temp. link for impatient people until Vin can post to repository.
-
There is a bglow set of range-cal weapons and xc silhouettes designed to go with Juju's interface mod. I can generate the other versions, if enough people ask.
-
http://cmmods.greenasjade.net/mods/5021/details
Mod for CMBN2, Commonwealth module, Market Garden module. (Handles all 3 in any combination.)
Replaces silhouettes and weapons with various alternate options. V6
14x vehicle silhouette options
13x weapons options
Weapons options include range, and range+calibre, with choice of 1st aid symbol or yellow for wounded.
Silhouette options include effective range, full sets of numeric data, and bar graphs.
Red-green colourblind people fully supported.
Tested by :
Aris
eniced73
Fer Man
Julian Johnstone
Chad Lennerts
John Nash
(Thanks guys, you did a great job.)
This mod is huge (+6000 tiles). There may be some small errors. Please let me know immediately if you find anything wrong and I'll fix it.
The bglow version may be the most compatible with the Juju mod.
For now this mod will only be on CMMods, until I'm sure no last minute bugs are found. I'll upload it to the repository in a few days.
-
-
"I meant what I said, and I said what I meant. An Artsloth is faithful, one hundred percent."
http://www.captskidd.com/cmn/juju.zip
And yes, this does mean the mod will be released tomorrow.
-
You'll get the files on Sunday, Juju.
-
Can't offer to test as I don't have MG installed just yet...
Mod should work for CMBN base, CW, and MG.
The big change for this version is the addition of the XW & XC (show the numbers) versions.
-
Please email me if you want to help properly test this. And by that I mean willing to check everything, as opposed to want-to-use-it-right-now.
I should be packaging up some of the versions tonight.
Vin's mods - Animated Text, Geometric Icons, Easy vis UI, Bases
in CM Black Sea Maps and Mods
Posted
Been totally bogged down with real life issues, but hope to get back to this soon.