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Marco Bergman's Achievements
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Aquila-SmartWargames reacted to a post in a topic: CMBS zMB Armour, penetration, range, calibre mod.
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Bahnzo reacted to a post in a topic: CMBS zMB Armour, penetration, range, calibre mod.
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Artkin reacted to a post in a topic: CMBS zMB Armour, penetration, range, calibre mod.
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Sent this to the repository, but who knows when (if?) it'll show up... so for now: https://www.dropbox.com/scl/fi/whdcy7sbjgtp2sa8qbj66/zMB-CMBS-armour-range-calibre.zip?rlkey=zu2j9p7ygmzry7auddqweuelw&st=e5usqnv7&dl=0 zMB Silhouettes with armour & penetration display zMB Steppenwulf Weapon icons with range, calibre display I have finally come back to my long-abandoned CMBS armour mod, and finished it. After I gave up on it, Steppenwulf used my vehicle silhouettes in a full UI mod. So now in a reverse cross-over, I'm using his weapon icons for my range, calibre mod. The weapon icons come in 4 versions, see picture and choose the one prefered. Unzip that folder in the cmbs/data/z folder. Unzip the vehicle mod into cmbs/data/z folder. Include the viewpoint & defence brz if you wish. Since the Steppenwulf mod is not present on the repository, I have included it as well.
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37mm reacted to a post in a topic: Alternate Silhouettes v6 for CMBN2 & CW & MG
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Fizou reacted to a post in a topic: Alternate Silhouettes v6 for CMBN2 & CW & MG
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Fizou reacted to a post in a topic: Marco Silhouette mod for Vehicle Pack?
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Marwek77 aka Red Reporter reacted to a post in a topic: Alternate Silhouettes - open test
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Marco Silhouette mod for Vehicle Pack?
Marco Bergman replied to Sequoia's topic in CM Normandy Maps and Mods
Yes to both. -
30 years ago I got into modding computer games doing pixel art. We've come so far that nowadays I'm doing pixel art...
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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) bglow-v01.zip plain-bglow-v01.zip
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New Vin's Animated Text for 3.0?
Marco Bergman replied to Holman's topic in CM Normandy Maps and Mods
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. -
New Vin's Animated Text for 3.0?
Marco Bergman replied to Holman's topic in CM Normandy Maps and Mods
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
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New Vin's Animated Text for 3.0?
Marco Bergman replied to Holman's topic in CM Normandy Maps and Mods
Temp link for CMBN: http://www.captskidd.com/cmn/animtext-CMBN+CW+MGv220.zip -
New Vin's Animated Text for 3.0?
Marco Bergman replied to Holman's topic in CM Normandy Maps and 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 -
CMRT Alternate Silhouettes v1
Marco Bergman replied to Marco Bergman's topic in CM Red Thunder Maps and Mods
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. -
Marco Bergman, where are you?
Marco Bergman replied to Knaust1's topic in CM Red Thunder Maps and Mods
Yes. . .