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Posts posted by Marco Bergman
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The box-thing is a BFC 'simplification' which I think was added to allow the gun to traverse 360 degrees without fouling the cab. On the real vehicles those boxes aren't there, and the ammo was stacked all around the edges of the tray. So the flak dudes didn't sit ON their ammo, they sat in the middle of it.Originally posted by redwolf:Excuse the interruption, but the flak halftrack dudes do not sit directly on top of their ammunition, do they?
The challenge was to make the base boxes look as if they actually belong on the vehicle, which hopefully we achieved.
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I have not done a mod yet that I consider totally complete, or am fully satisfied with. But I have to stop somewhere, or else I'd only ever do one (unfinished) mod in my lifetime.Since you are only quite happy with this one, do you mind me asking how much it takes for you to be completely satisfied with your work???[ November 24, 2003, 03:50 AM: Message edited by: Marco Bergman ]
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Since I was quite happy with my details on this one, here's a close-up.
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Is there any chance at all of a patch adding the few CMBO vehicles that aren't present in the Italian theatre?
King Tiger, JadgTiger, Cromwell, Comet, M36
I myself find it almost impossible to go back to CMBO after CMAK, and adding those few vehicles would mean there was no need to. I'd really love to see this, but aren't holding my breath.
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Late production M3s were fitted with the same M3 gun as fitted to the Sherman; earlier built examples had the shorter M2 gun. Late production appears to mean vehicles built approx July '42 to August '42, when production finished. (Some say Dec '42, for lend-lease.) Often these later versions had the side doors deleted also.Is it me, or is that 75mm gun way too long; the pics I've seen show that end of the muzzle at about the same position laterally as the tip of the front fender, even on CW variants with the muzzle brake.The muzzle brake you refer to is actually a counterweight which was often fitted to vehicles with the M2 gun; it was required to counterbalance the gyrostabiliser, which was set up for the weight of the longer M3 gun.
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Very good looking mods.
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Current work list is:
Pz35(t) / Pz38(t) for CMBB (in progress)
20mm Flak (CMBO/CMBB)
Hellcat (CMBO) - and without your prompting, I might add.
Truck (CMBO/CMBB)
Paul beat me to the Chaffee.
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Due to a CMBB/CMBO bout of confusion there are some file number errors in the CMBO flak mod that I posted at CMMODS late last night. Please don't get this until I fix it; the Sdkfz7/1 numbers are wrong...
My apologies to those who have already downloaded it, and thanks to Marcus Bloess for notifing me.
**EDIT**
I've uploaded a v1.1 which removes the incorrect Sdkfz7/1 files entirely, and includes the omitted grey_whitewash files. Sorry for the problems. }:c(
[ July 06, 2003, 06:51 PM: Message edited by: Marco Bergman ]
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Took this one off the shelf and finally finished it.
Yellow.
Grey.
Tricolour camo will be forthcoming. Maybe winter if I can be bothered.
Mac version should be not far away, CMMOS version a bit longer.
CMBO uses same model, so Mac/CMMOS versions for that too.
Sdkfz 7/1 gun only will be included, but those models are a real mess so maybe I'll look at them soon.
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As far as I know, there's only the one set, Mike.I noticed your early and late Csabas have the same number. So BFC didn't allot a separate late war number set for it like they did for the German vehicles?A quick test gives grey R35 in '41, yellow in '44, but the Csaba remains the same.
Mchlstrt, I'll email you. *Edit* OK, No I won't, your email address isn't on your profile. Please email me.
Anyway, Firstly, I don't draw in a program that uses layers... :eek: I use PSP4.12. ( I do also own PSP5 & 7, but hate them for DRAWING. I did use layers in PSP5 for the first time ever for the camo on this Csaba, and agree that it does save a lot of time for that subset of modding.)
Anyway, I had built some textured 512x512 base-colour squares, by chosing a likely base colour, overspraying, lightening, darkening, etc to get a grainy texture. (These were originally done for my CMBO mods.) Took a bit of trial and error, because green especially is very prone to breaking up into abrupt colour bands under CMBB (seemingly more so than CMBO actually.) Gordon tweaked a bunch of these squares during the beta to get the colours about right, and I clone these into the outlines of the texture, so that I start from an undetailed, textured, coloured area. (Having said that, nothing stops you using one of these squares as a layer, as Gordon does.)
Anyway, in practice if one particular shade variation looks sour, the only option is to either lighten or darken it by 1%, which usually cures the problem. Sometimes you have to adjust the level of the whole mod, to avoid a bad 'band' of shading percentage. ( That's why some of the Russian light tanks aren't quite the same colour.)
Sorry, but there's no easy answer.
Anyway, if you email me I'll send you the colour squares.
[ May 01, 2003, 05:12 PM: Message edited by: Marco Bergman ]
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I have finally finished my Csaba mod, which is the one Hungarian vehicle from CMBB that I didn't do the original textures for.
There is a largish CMMOS version with camo and green schemes, late and early markings, and wheel and baggage options, in clean and muddy flavours.
Should be included on CMHQ some time soon... (?)
Mac/non CMMOS versions available now at cmmods.com; (each including clean & dirty versions) camo early, camo late, overall green.
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Congratulations, Fernando.
I know you'll do a great job.
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Well it turns out that this was already the case. Without some of the modders' input, there would be a whole lot less to see in this game. From what I recall, Fernando did all the Uniforms ( A huge job.). Mike did lots of great field guns and I think the faces. Makjager did some vehicles. Gordon applied cammo to all the vehicles I did, plus a whole lot of alternate colourations for early, late, other nationalities, etc, plus at least one vehicle. If I missed anyone I apologise. I myself did 1 photo-based and 17 from-scratch vehicles in 3 months, plus variants. ( That's why I'm taking a break now; I was CM-overdosed.)Originally posted by Le Tondu:My contention is that these products (whether it's CMBO or CMBB) could be complete if there were enough folks working on them. Right now the tiny (by all standards) hard working staff that exists really is insufficient to get the complete job done.
What did Steve say? Three more people are needed to do models? Companies all over the place higher temps to help them out. Why couldn't some temporary help be hired to just do some of the models??? There are plenty of extremely talented folks that would willingly help out. I bet some may even have Macs.
Here's my list for the record: (some started by Gordon, all coloured by him.)
Finnish T26 (photo-based), L6/40, BA64, BA64B, BA20, BA10, T60, T70, T38, Turan I, Turan II, Toldi I, Toldi II, Zrinyi, Nimrod, CV35, R35, TACAM R2
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P219 First paragraph
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This is a change. Normally everyone calls my mods Gordon mods; this time a Gordon mod is credited to me.
The one you want is the Gordon mod.
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On my old PII 400, going from a 8MB card to a 64MB GeForce2 made the difference between unplayable (1-4fps)and not too bad(10-12)fps. Your improvement with a 64MB card should be even more evident. Extra ram always helps, but not as much.
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You do realise this means I'll have to provide those camo versions myself now? }:c)
You've earned a break. Enjoy it and try to play the game some. (Actually I should try that oneday too...)
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The rail for Toldi I is in the top right quarter of 13250.Originally posted by tracer:I know that there is one rail on the front of the Pz that is not done, but for some reason I couldn't find the bmp that went to it.
The rail for Toldi II/III is in the top right quarter of 14730.
When the patch comes out, you'll have to redo this because I've redrawn both Toldi I & II.
[ November 19, 2002, 01:48 PM: Message edited by: Marco Bergman ]
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It'll take it if the bmp's height-width ratio remains the same. ie: 1024x512, 256x128, 32x16, 2x1 should all work. CM seems happiest if the ratio adjustment is a multiple of two, either up or down.Originally posted by AnonymousOxide:Take the stock front hull BMP, it's resolution is 512x256, but if I were to raise the res to anything beyond 512x256, then CMBB wont except it.
[edit] Actually, you can scale any one bmp dimension, as long as it is by the multiple of two. So 512x512, 512x128, 1024x128 are all valid sizes.
A point to remember is that the standard CMBB textures are the same size as a CMBO 'high-res' texture.
[ November 04, 2002, 04:39 AM: Message edited by: Marco Bergman ]
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Hi Jon, I've been dreading this ever since I saw in Release Candidate 1 that the error was still in. I think you saw it at the preview after I'd just finished the textures.Originally posted by JonS:Hi Marco. Have you been waiting for this to come up ...
Still, it was worse at one point when both Turans had it on both hull and turret... in that build they really were stealth tanks!
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This is a known bug that crept in half way through the texturing, and which didn't seem to be resolvable , despite many tries. It doesn't affect every machine, and only happens close up, so in view of the fact that the mesh skirts looked neat they were left in. (Solid skirts don't do it.)
The simple solution is to replace the pink with black in texture 8813, but it just doesn't look the same.
MCMMM/CMMOS question?
in Combat Mission: Afrika Korps
Posted
CMMOS for CMAK is a certainty.