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Marco Bergman

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Posts posted by Marco Bergman

  1. I still don't quiet understand the Armour and penetration bars. Why are the partly coloured in and have 'hooks' on them?

    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.

    Is there a way to get rid of the alpha channel on the weapon ID mouseover box?

    No, both colour and partial transparency are hard coded unfortunately.

  2. i deleted the extra zmb-weapons.brz but the caibre & ranges still didnt appear on the icon in game.

    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.

  3. Please please please can you do this for CMSF? Its the only thing the game is missing!

    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:

    24m4z1k.png

    But nobody is interested in CMSF at the moment anyway, and even if it did exist it might not be quite ready.

  4. The core of the issue (and what really causes the "clean" look I originally referred to) has to do with the LIGHTING in the game and the way it makes everything look sharp, less featured and whitewashed.

    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.

  5. 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.

    Oh, you need to turn in your modder gun and badge, cause you work for the "the man" now. ;)

    No, we work with the man, not for him. We ain't on the payroll. It makes a difference.

  6. By the way, any of you using Scipio's unit panel mod will have to delete the "def" icons he included or they will overwrite Marco's changes.

    Mods are loaded in alphabetical order. If a conflict like this occurs, rename the one you want to load last to something later in the alphabet than the clashing mod.

    So in this case, rename my mod "zmb-defence.brz" and you should be fine.

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