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Marco Bergman

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Everything posted by Marco Bergman

  1. I'll host this only until CMMODS has the CMSF Mod area running. Heavily revised UAZ469B Yellow Version recoloured by Gordon Molek: Yellow/Green Stripe Version coloured by Gordon Molek: The files are here: (approx 2.5MB each) Green Version Yellow Version Stripe Version Make a folder in the CMSF DATA folder called "Z" (This is where all mods will be placed) Unzip ONE of the three versions of the .brz file to the "Z" folder, depending on which colour scheme you want. eg: c:\cmsf\data\z To change colours, quit right out of CMSF, move the .brz elsewhere, and move another .brz file into the "z" folder. If two mods of the same vehicle type are present in the "z" folder, the game will choose the one with the highest alphabetical value.
  2. Interesting look, but possibly not quite what was intended? However, I can confirm that the shading works correctly now. I will redo the brightness based on this version, but you might want to reposition the turret...
  3. Okay, so that's actually ATGM squad launcher, sorry. Is no rush whatsoever.
  4. Poesel, please let me know when the nebelwerfer files are done and where I can get them, because I'll have to adjust the textures a bit. (They'll be too bright now.)
  5. Clay, when are you going to give me the remapped viper model with a properly mapped texture, please? Been waiting for, oh, maybe a year now... Also, what is the story with the panel pictures of the AA and ground turrets? I tried again to change those to the new shape, and find that first, they're still both using the same texture, and second, they don't seem to be using the texture in the data folder :confused: Is that possible? Are those hard coded, or using a funny name? (Although I searched all through the textures for a duplicate without finding it.)
  6. PanelBackground.png Manual, of course. But simple. 1) Take a screenshot (on nice contrasting terrain to make cutting out the outline nice and simple.) 2) resize to 256x256 3) insert PanelBackground.png as new layer (60% opacity) 4) on base layer, select terrain, delete. Using same selection on PanelBackground, also delete. 5) set base layer to 0% saturation (ie grey), +30% contrast, sharpen. That's it.
  7. nebelwerfer.zip Grey textures included in the zip file. Poesel, there's something funny about the lighting on these parts. It's like they're illuminated in reverse - from bottom, not top, and from the other side to the rest of the model. Does that make sense? Anyway, I've worked around it. If the shading bothers you too much you could always tweak the models I guess, but you may be happy with these as is. Redcon, you are going to send SRM files, right? Until then, on to the radio.
  8. Sniper rifle model needs work - lots of the faces are transparent. (This was an ongoing problem during texturing the game too. :eek: ) For the Thor T KC-L and the ATGM I'll need somebody to give me the wireframe-unwrapped-pngs. (Don't have the time to spend on that, sorry.) The backpack seems to have a lot of edge gaps, but otherwise looks simple enough. 90mm & Nebelwerfer - looked at those and shouldn't be a problem. Pending a revised sniper rifle and unwrappings, I'll work on backpack, 90mm and Nebelwerfer then. The dragonfly is a very impressive model. Would quite like to give that a texture once it is finalised. The main problem with that one is the ATGM turrets which aren't actually connected to anything... Not trying to be negative at all, guys, ok? It's just that I see all these things immediately when I'm texturing. Just the way I am, I guess. Ask Clay... I'm sure it drove him nuts
  9. I could use a break from CM:SF textures. Is there anything completed here that needs a texture done?
  10. Elicense allows 2 concurrent installs from one copy of the software. Elicense FAQ
  11. I have a Humber SC that I suspect was never actually released. Don't think I ever finished putting markings on the CMBO version, either. Don't have any spare time, but I suppose I could uplaod them as is. Can't remember if I released the ETO Daimler or not, either. (Been a while...) Where do people put these things nowadays? Cmmods doesn't seem to be working for me.
  12. Glad to help. What program you use, how you stack the layers, how you generate the mask, etc all affect the colour of the final image, so everyone might have a different set of settings. ( My settings could be really stupid - as I say, I'm new to this layer stuff ) I look forward to seeing the final textures.
  13. Okay, I've dug out Gordon's emails and found his settings for the Team1 colours ( I think ) Arctic Woodland Desert The pattern is based on the one on the MBT texture, expanded to fit the entire texture. I had a play with these in PSP9 (still trying to come to grips with these new-fangled layers) and found that much changing of settings is required to get a good final image. I came up with some saturated ones that worked well enough for me, if anyone is interested. Here's my rough arctic texture compared to the original (at left); there's not too much difference. (mostly in the contrast setting Gordon's used.) The good thing is you can just set up a detail layer and mask once, load in the three saturated pages, and hide the unwanted ones; makes for quick camo generation. Arctic Saturated Woodland Saturated Desert Saturated steps: duplicate the base image ( =detail layer) sharpen (detail layer) brightness +10% contrast +30% (detail layer) create mask (source luminance, not inverted) set opacity to 40% (detail layer) copy camo as new layer (place below mask and detail layer) You can see the steps in the tree in the screenshot above.
  14. The Team1 textures are the splinter-camo ones, and there's a big problem with providing a camo template.... there wasn't one. Gordon had to hand draw the colour blobs and tweak their positions/sizes to ensure that the pattern would wrap around the different facets. Once he had the temperate one, the others were generated by adjusting the layer. So there never was a Team1 camo template. (The digital camo is so random that misalignments don't show up too badly. Well, I see it, but most people don't.) I can try to get the RGB values from Gordon, (or deduce them myself) if required, but that's all we can actually give you? Or do you want me to generate a splinter camo set of template sheets, and you'll just ignore the edge alignments?
  15. Here's a rehash of my previous replies on how I did the Dropteam textures. Basically, I made a grey-scale overall vehicle texture with all the details in place, then a camo overlay was added. Unfortunately, due to the way I draw, it was all done by hand... All the grey-scale vehicle files are still available for download. I suggest that you download them, and cut-and-paste from them to get all the details you need. Also available are the three digital camo sheets. I hope this helps. If you have any problems, please feel free to email me, either for help or actual texturing. ----------------------- Here's an indication of the texturing sequence I used on the Dropteam textures. (I still had some of these old textures lurking about.) If I was lucky, I got one of these: These are nice because the edges are mostly correct and take only a bit of cleaning up. About half of the time I got one of these: (This is the cleaned-up version.) These are not so much fun, because you have to find the edges yourself, which can be very time-consuming. Involves drawing a line for where you think the edge is, opening the game to look at the model ( I use a scenario with all the vehicles inserted as objects and everything else turned off for faster loading.), then correcting the lines and viewing the model... making sure the edges are tidy really matters. Finally I end up with one of these: Garish colours are deliberate, to assist noticing edge imperfections. Now I fill each facet with my secret-blend base texture, and add shading to each facet. (There are plain areas of this underlying base texture on the bottom of most vehicles, so you should be able to piece together a sheet. Or I can upload mine if required.) THE SHADING IS VITAL. Sure, the game engine provides some, but preshading the faces is essential to give a proper 3D look. Shade the faces as if the light source is from above the front of the vehicle. After shading, I go through and highlight all the edges where light would fall - a quick spray with the highlight tool. Then it is time to put in all the detail. Most of the faces are stretched in some way, so I tend to draw or clone a detail, then apply the stretch to suit, then paste it onto the model. Repeat lots of times. Add highlights and shadows continuously. Finally, I go through and add all the stains, then finish off with a spray of low-opacity black around hatch edges, etc, and along the bottom of the facets. This is as far as I went. The files were sent to Gordon, who masked any non-grey bits, then applied a layer of his predefined camo. Finally he added a layer with markings (again, usually stretched.) All my textures were done as a single layer in PSP4. Everything is hand-drawn. This method of working is a bit slow, and not to many people's taste. I'd suggest cloning and pasting from the existing textures as the best way for most people. The existing grey textures are available for a while here: Grey Textures Originally posted by adzling: I just can't figure out how to overlay the camo texture without using some form of transparency adjustment......which doesn't look right as the colors get all washed out and the details fade-out. Two things: you need a higher-contrast mask on the camo layer to preserve the details, and the camo layer is fairly highly saturated to allow for the fading effect of the transparent overlay. Here are the digital camo sheets: DigitalArctic DigitalDesert DigitalWoodland The splinter camo was hand-drawn on a per-texture basis because it needs to be tweaked to get the edges to line up. [ October 28, 2006, 01:47 PM: Message edited by: Marco Bergman ]
  16. I think that more wheels might be required. At the moment, half of the vehicle is supported on only one axle.
  17. If you guys get to the point where everything is working on a model, but need a final texture - give me an email and I'll squeeze it in.
  18. Two things: you need a higher-contrast mask on the camo layer to preserve the details, and the camo layer is fairly highly saturated to allow for the fading effect of the transparent overlay. Need to look at home tonight to see where I put my instruction sheet, for the actual settings.
  19. Here's an indication of the texturing sequence I used on the Dropteam textures. (I still had some of these old textures lurking about.) If I was lucky, I got one of these: These are nice because the edges are mostly correct and take only a bit of cleaning up. About half of the time I got one of these: (This is the cleaned-up version.) These are not so much fun, because you have to find the edges yourself, which can be very time-consuming. Involves drawing a line for where you think the edge is, opening the game to look at the model ( I use a scenario with all the vehicles inserted as objects and everything else turned off for faster loading.), then correcting the lines and viewing the model... making sure the edges are tidy really matters. Finally I end up with one of these: Garish colours are deliberate, to assist noticing edge imperfections. Now I fill each facet with my secret-blend base texture, and add shading to each facet. THE SHADING IS VITAL. Sure, the game engine provides some, but preshading the faces is essential to give a proper 3D look. Shade the faces as if the light source is from above the front of the vehicle. After shading, I go through and highlight all the edges where light would fall - a quick spray with the highlight tool. Then it is time to put in all the detail. Most of the faces are stretched in some way, so I tend to draw or clone a detail, then apply the stretch to suit, then paste it onto the model. Repeat lots of times. Add highlights and shadows continuously. Finally, I go through and add all the stains, then finish off with a spray of low-opacity black around hatch edges, etc, and along the bottom of the facets. This is as far as I went. The files were sent to Gordon, who masked any non-grey bits, then applied a layer of his predefined camo. Finally he added a layer with markings (again, usually stretched.) All my textures were done as a single layer in PSP4. Everything is hand-drawn. This method of working is a bit slow, and not to many people's taste. I'd suggest cloning and pasting from the existing textures as the best way for most people. The existing grey textures are available for a while here: http://www.captskidd.com/dropteam/NewTex_grey.zip
  20. Here's a dump from the last full beta version. ------------------------------------------------- [-address <hostname>] [-hostmode <server|client|standalone|standaloneserver>] [-fullscreen <true|false>] [-terrainquality <1-40>] [-difficulty <0-30>] [-lodbias <0.1 - 2.0>] [-packetsize <bytes>] [-extrasounds <true|false>] [-useshaders <true|false>] [-skybox <true|false>] [-displaydepth <bit depth>] [-displaywidth <width>] [-displayheight <height>] [-antialiasing <samples>] [-usesound <true|false>] [-statnet <true|false>] [-username <your name>] [-sounddriver <name>] [-voicename <voice name>] [-localport <port number>] [-serverport <port number>] [-numbots0 <number>] [-numbots1 <number>] [-maxclients <number>] [-scenario <filename>] [-deploymenttime <seconds>] [-deploymentradius <distance>] [-usevbo <true|false>] [-useterrainvbo <true|false>] [-useambient <true|false>] [-uselos <true|false>] [-modmode <true|false>] [-mod <name>] [-cachetextures <true|false>] [-useparticles <true|false>] [-usefoliage <true|false>] [-usehighres <true|false>] [-usealternatecolors <true|false>] [-rendershadows <true|false>] [-collisiondamage <true|false>] [-enterlobby <true|false>] [-ogre <true|false>] [-gametype <name>] [-gamelength <minutes>] [-skin <filename>] [-lobbyname <name>] [-password <password>] [-wireframe <true|false>] [-usemusic <true|false>] [-usehdr <true|false>] [-dynamicbots <true|false>] -address <hostname> The DNS name or IP address of the server -hostmode <server|client|standalone|standaloneserver> Specifies whether to run as a server, a client, or as a single player game -fullscreen <true|false> Run 'full screen' or in a window -terrainquality <1-40> Lower numbers cause terrain to render at HIGHER detail (use high numbers if you have performance problems) -difficulty <0-30> Lower numbers increase the skill level of AI players -lodbias <0.1 - 2.0> Lower numbers use lower quality models for rendering (can help with poor performance) -packetsize <bytes> Try to make outgoing packets at least this size (server only) -extrasounds <true|false> Toggle extra sound effects (may slow performance if enabled) -useshaders <true|false> Turn off vertex and fragment shaders if your video card can't properly support them -skybox <true|false> Turn off the skybox if you have a P.O.S video card (visual quality will suffer) -displaydepth <bit depth> Bits per pixel for rendering surface (16, 24, or 32) -displaywidth <width> Display width in pixels -displayheight <height> Display height in pixels -antialiasing <samples> Number of samples for fullscreen AA (0, 2, or 4) -usesound <true|false> Enable or disable audio -statnet <true|false> Enable or disable network statistic monitoring -username <your name> Your name as it will appear to other users -sounddriver <name> OpenAL Sound Driver name -voicename <voice name> The voice scheme to use for voice macros -localport <port number> UDP port number on which to receive messages -serverport <port number> UDP port number on which to accept connections -numbots0 <number> Number of AI players on team 0 -numbots1 <number> Number of AI players on team 1 -maxclients <number> Max number of players that can join this server -scenario <filename> Name of scenario file to load (server only) -deploymenttime <seconds> Number of seconds for deployment phase (0 to disable deployment) -deploymentradius <distance> Size of deployment area -usevbo <true|false> Enables/disables use of vertex buffer object extension for model rendering -useterrainvbo <true|false> Enables/disables use of vertex buffer object extension for terrain rendering -useambient <true|false> Enables/disables ambient sounds -uselos <true|false> Enables/disables limited intelligence based on line of sight -modmode <true|false> Enables/disables mod preview mode -mod <name> Sets the mod to run -cachetextures <true|false> Enables/disables pre-caching of textures -useparticles <true|false> Enables/disables particle graphics -usefoliage <true|false> Enables/disables foliage graphics -usehighres <true|false> Enables/disables high res textures -usealternatecolors <true|false> Enables/disables alternate colors for red/green color blindness -rendershadows <true|false> Enables/disables shadow rendering -collisiondamage <true|false> Enables/disables collision and falling damage -enterlobby <true|false> Enables/disables the lobby -ogre <true|false> Enables/disables OGRE mode -gametype <name> Sets the game type -gamelength <minutes> Sets the length of the game in minutes -skin <filename> The filename of the skin file that controls GUI appearance -lobbyname <name> Sets the name of the server as it appears to game lobbies -password <password> The password that allows clients to obtain admin status -wireframe <true|false> Whether or not to render terrain as wireframe -usemusic <true|false> Whether or not to play music -usehdr <true|false> Whether or not to use HDR rendering -dynamicbots <true|false> Whether or not bots deactivate as humans join ERROR: dropteam /? ^^unexpected argument
  21. Could you provide detail on these, please?
  22. I have managed to find a workaround for the Neomagic 256AV problem in CMBO of white being displayed as purple on my old Toshiba Tecra 8000. Laptop: Toshiba Tecra 8000 Video driver: 4.11.01.5207-Q2.07.04 Driver here DirectX 9c Resolution: software mode Windows 98SE The solution consists of alt-tabbing to desktop once game has loaded, changing desktop colours to 256, and alt-tabbing back. After playing, you need to reset the desktop colours back to what you normally use. If 256 colours are always selected, the game still shows purple - it seems the act of changing to 256 colour mode resets something. Resolution of the game is software mode, so the graphics are slow and nasty, but at least the colours are ok. The screen is very dim when you alt-tab from CM so I found it easiest to open display properties first, with 256 colours highlit (but not entered) before running the game. Then all you have to do is discern the OK button when you've alt-tabbed back to this screen.
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