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Everything posted by Marco Bergman
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Marco Bergman armour/penetration mod for CW
Marco Bergman replied to ~Viajero's topic in CM Normandy Maps and Mods
OK, it's up at GreenAsJade's Combat Mission Mods Warehouse http://http://cmmods.greenasjade.net or else for a day or so here: http://www.captskidd.com/cmn/mb-silhouette-cw-v5.zip -
Marco Bergman armour/penetration mod for CW
Marco Bergman replied to ~Viajero's topic in CM Normandy Maps and Mods
Stingray, check your forum mail. If this remains MIA tonight I'll put up a temporary link to my website. -
Marco Bergman armour/penetration mod for CW
Marco Bergman replied to ~Viajero's topic in CM Normandy Maps and Mods
Uploaded to repository, subject to the usual delays. ~Viajero, check your forum mail. -
Marco Bergman armour/penetration mod for CW
Marco Bergman replied to ~Viajero's topic in CM Normandy Maps and Mods
Total hard drive failure and subsequent wish for entirely new machine are the culprit here. Trying to package this up tonight. -
[PREVIEW] Juju's TweakedUI v1.1 interface enhancement mod
Marco Bergman replied to Juju's topic in CM Normandy Maps and Mods
Hi Juju, Sorry to leave you waiting. Have just finished building a new machine after a total hard drive crash (fortunately multiple backups of everything), will try to assemble my files tonight for uploading. Haven't reinstalled email yet so letting you know here. -
Marco Bergman armour/penetration mod for CW
Marco Bergman replied to ~Viajero's topic in CM Normandy Maps and Mods
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Marco Bergman armour/penetration mod for CW
Marco Bergman replied to ~Viajero's topic in CM Normandy Maps and Mods
Kip, On this version of the coloured bar mod the difference is almost always swallowed within the colour band size. When I finalise the new coloured bar version and the numbers version where it will matter, we will be conferring. -
Marco Bergman armour/penetration mod for CW
Marco Bergman replied to ~Viajero's topic in CM Normandy Maps and Mods
Part of the same mod. So with luck, this weekend. -
Marco Bergman armour/penetration mod for CW
Marco Bergman replied to ~Viajero's topic in CM Normandy Maps and Mods
I'm working on it. It's quite a lot of work and I wasn't able to start sooner because I was doing textures right up to the deadline. I hope to have it finished by the end of the week, but no promises. -
I'll send the relevent files to you and Scipio as soon as I'm done. It's delayed because I was texturing right up to (and beyond) the last minute - I'm hoping to be done by next weekend
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Russian unit desgination
Marco Bergman replied to verulam's topic in Combat Mission Battle for Normandy
The culprit is Vin's Animated Text mod. Please remove it and see the relevant thread here for the latest version. -
CW Module and Mods! Which are compatible?
Marco Bergman replied to Holman's topic in CM Normandy Maps and Mods
I have emailed Vince the revised file. Doubtless it will appear on the repository eventually. For those who cannot wait, the file is here for now: http://www.captskidd.com/cmn/Vin's animated text - CMBN v2.10.zip -
Vin's animated text mod and CW
Marco Bergman replied to Vinnart's topic in Combat Mission Battle for Normandy
I have emailed Vince the revised file. Doubtless it will appear on the repository eventually. For those who cannot wait, the file is here for now: http://www.captskidd.com/cmn/Vin's animated text - CMBN v2.10.zip -
What happens to the mods in my Z folder?
Marco Bergman replied to Lee1952's topic in Combat Mission Battle for Normandy
Pretty much the only mods that will cause a conflict ( and sometimes a crash ) are mods that change strings.txt The most obvious example of this is the Vinart animated text mod. Remove this mod before installing either Commonwealth module or v1.10 patch, and load the new version when it's issued. My Commonwealth module is running quite happily with all my mods and several others just left in the z folder. -
Will be ready eventually.
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Wrong program, I'd say. As far as I'm aware all the 3d models are mapped in 3D Studio Max and saved in a special format for the game.
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The most likely reason is that you have some partial transparency in the texture. This will cause this effect every time. In GIMP you need to set threshold alpha to 254 (out of 255) to force all-or-nothing transparency.
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PC Gamer review
Marco Bergman replied to Animal_Mother's topic in Combat Mission Battle for Normandy
73% is hardly an utter-piece-of-garbage score. Non-wargamers may even consider it too high, given the game's very steep learning curve and design. I can't agree with the criticism of the magazine and reviewer. A reviewer's opinion is just that - their opinion. They don't normally just invent a figure, so it must be based on their experience of the game; a niche game which won't appeal to everyone, or necessarily meet their expectations. We may be disappointed with a score but that doesn't invalidate it for the person who gave it, or they would have given something else. As for the magazine, things change. (Even games change... like this one.) They must be appealing to some market or they wouldn't still be in print. But again, should we trash them for moving out of our sphere of interest? I think not. Even if they did drop Coconut Monkey. I'd like to urge a bit more tolerance. Everyone who posts here is interested in the game, probably owns it, and is hoping for improvements. Those are all good things, so why do we need flamethrowers? (Here, that is - we need them in the game.) -
Helped needed with masks-alpha channels
Marco Bergman replied to mjkerner's topic in CM Normandy Maps and Mods
If you set it to 255, everything will disappear. It's the threshold at which the setting flips. so 0=everything except 100% transparent solid, 1=everything except 99.7%+ transparent solid, 254=nothing except 0% transparent solid, 255=nothing solid. I use 254 because it forces me to ensure I don't draw with feathered edges. But you can use anything from 0-254. Just not 255. -
Helped needed with masks-alpha channels
Marco Bergman replied to mjkerner's topic in CM Normandy Maps and Mods
I use PSP9. You can do pretty much everything in PSP first, and then convert the files in Gimp. PSP: 1) make your picture with transparent bits. Easiest way to do this, duplicate base layer (and hide it) then work with eraser on layer 1. 2) save as .png Gimp: 1) open .png 2) you need to make sure the transparency is all-or-nothing or it won't work in the game. Layer / Transparency / Threshold Alpha / 254 (out of 255) 3) Unless you want black outlines, you need to set the background colour for the edges. If carefully chosen this can really enhance the look. Click the Background colour box / click the eyedropper / select the correct BG colour. 4) File / Save As / .png When the dialogue box for png options comes up, UNTICK "Save colour values from transparent pixels", then save. 5) File / Close ( close file.) 6) File / open recent / the file . ( We need to close and reopen it to reset the BG colour.) 7) File / Save As / .bmp select 32 bit bmp (A8R8G8B8) Open in game and check results. Remember that you need to back out at least as far as the title page for the game to pick up the changes, and if you change the transparency ( ie add it, or remove it) you'll need to restart the game before it takes notice. I work with Gimp and PSP both open, tweak in PSP, open the pngs in Gimp-reset BG-save, test. Repeat. Lots. If you adjust the picture in Gimp, it is essential to remember to do the threshold Alpha thing, and also to make sure the eraser is set to 100% opacity and hard edge. (Textures with partial transparency just disappear entirely.) -
Colours are hard-coded and can't be changed.
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Correct .
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This would be the problem in your case, because v1.31 had an updated strings.txt in the brz which isn't included in v1.32. v1.32 needs v1.31 installed first.