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Everything posted by Marco Bergman
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Do you mean this? http://www.battlefront.com/community/showthread.php?t=96567
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They are still bar graphs. I just added a line along the top for several reasons: 1) so that it was obvious that they were not the same as the armour boxes. 2) so that it was a bit easier to see what the colour was for the smaller amounts. 3) I tried for something a little more stylish than a plain box. The hook effect trying to convey range, you know... damn, if I have to explain it, then it didn't work. 4) it helps tie the penetration section together. 4 boxes with mostly black looks disjointed and messy. No, both colour and partial transparency are hard coded unfortunately.
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You should have in the z directory at a minimum: zmb-silhouettes.brz zmb-weapons-cal.brz make sure you unzipped zmb-weapons-cal.zip into zmb-weapons-cal.brz If you still can't get it to work, send me a private message through this forum telling me what bits you're wanting and I'll send you a custom pack.
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CMSF is a far more complicated beast to provide info for, first because of all the different types of munitions, armour etc, and secondly because things like penetration and armour info fall into the estimate-and-guess category. I supose if I were to make one it would look a bit like this: But nobody is interested in CMSF at the moment anyway, and even if it did exist it might not be quite ready.
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Weapon Effective Range and Ammo Type
Marco Bergman replied to Chops's topic in Combat Mission Battle for Normandy
I see that Moon has enabled the CMBN repository, so I will post these tonight after some final checking. -
Weapon Effective Range and Ammo Type
Marco Bergman replied to Chops's topic in Combat Mission Battle for Normandy
The JonS Special Edition. Wounded units composited in for completeness. (Rank icons by Bil Hardenberger.) -
Weapon Effective Range and Ammo Type
Marco Bergman replied to Chops's topic in Combat Mission Battle for Normandy
I'm at work, Jon. Got a slight lack of game to refer to... -
Weapon Effective Range and Ammo Type
Marco Bergman replied to Chops's topic in Combat Mission Battle for Normandy
Too cluttered for my tastes. But what the hell, it can be another option. -
Weapon Effective Range and Ammo Type
Marco Bergman replied to Chops's topic in Combat Mission Battle for Normandy
Now there's an optional version of the silhouette mod with effective ranges. (As per CMBN manual.) -
Loving the latest pics!
Marco Bergman replied to phil stanbridge's topic in Combat Mission Battle for Normandy
Well I got to texture all the US tanks. Does that count? Don't assume we didn't ask (& ask & ask &...) but there's just too many features in the wishlist and not enough Charles. I have hopes it will happen eventually. -
Loving the latest pics!
Marco Bergman replied to phil stanbridge's topic in Combat Mission Battle for Normandy
Yes. -
The "clean" looking graphics?
Marco Bergman replied to Lt Bull's topic in Combat Mission Battle for Normandy
Fully agree. The lighting is too harsh, and the shadows are too hard (and can look nasty). The problem I guess is that it relies on one programmer getting around to tweaking/adjusting/rewriting the good-enough code while there's a pile of other more urgent things to do. So all the texture artists can do is try to make the textures look as good as the current engine can display, which hopefully we are doing. With luck, one day a patch will suddenly change the rendering for the better; I can't see it changing for the initial release. Would love to be wrong. -
The "clean" looking graphics?
Marco Bergman replied to Lt Bull's topic in Combat Mission Battle for Normandy
Go easy, dude. He might have had a bad day, but he's probably not joking. People will have a better idea of how clean or dirty the vehicles are once they have the game in hand. They might be surprised. No, we work with the man, not for him. We ain't on the payroll. It makes a difference. -
Should Tigers be Rare?
Marco Bergman replied to weapon2010's topic in Combat Mission Battle for Normandy
The QB I just opened to check this offered up the following approx numbers: Rarity pts (RP) total: 3000 M4A3 75(W) early Standard 0 RP M4A3 75(W) mid Common 200 RP M4A1 (mid) Uncommon 500 RP M4A1 76(W) early Limited 1000 RP M10 (late) Rare 1500 RP Standard items cost 0 RP. -
Somebody might have done so already