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Marco Bergman got a reaction from 37mm in Alternate Silhouettes v6 for CMBN2 & CW & MG
http://cmmods.greenasjade.net/mods/5021/details
Mod for CMBN2, Commonwealth module, Market Garden module. (Handles all 3 in any combination.)
Replaces silhouettes and weapons with various alternate options. V6
14x vehicle silhouette options
13x weapons options
Weapons options include range, and range+calibre, with choice of 1st aid symbol or yellow for wounded.
Silhouette options include effective range, full sets of numeric data, and bar graphs.
Red-green colourblind people fully supported.
Tested by :
Aris
eniced73
Fer Man
Julian Johnstone
Chad Lennerts
John Nash
(Thanks guys, you did a great job.)
This mod is huge (+6000 tiles). There may be some small errors. Please let me know immediately if you find anything wrong and I'll fix it.
The bglow version may be the most compatible with the Juju mod.
For now this mod will only be on CMMods, until I'm sure no last minute bugs are found. I'll upload it to the repository in a few days.
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Marco Bergman got a reaction from Fizou in Alternate Silhouettes v6 for CMBN2 & CW & MG
http://cmmods.greenasjade.net/mods/5021/details
Mod for CMBN2, Commonwealth module, Market Garden module. (Handles all 3 in any combination.)
Replaces silhouettes and weapons with various alternate options. V6
14x vehicle silhouette options
13x weapons options
Weapons options include range, and range+calibre, with choice of 1st aid symbol or yellow for wounded.
Silhouette options include effective range, full sets of numeric data, and bar graphs.
Red-green colourblind people fully supported.
Tested by :
Aris
eniced73
Fer Man
Julian Johnstone
Chad Lennerts
John Nash
(Thanks guys, you did a great job.)
This mod is huge (+6000 tiles). There may be some small errors. Please let me know immediately if you find anything wrong and I'll fix it.
The bglow version may be the most compatible with the Juju mod.
For now this mod will only be on CMMods, until I'm sure no last minute bugs are found. I'll upload it to the repository in a few days.
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Marco Bergman got a reaction from Marwek77 aka Red Reporter in Alternate Silhouettes - open test
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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Marco Bergman got a reaction from Fizou in Alternate Silhouettes and Weapons - uploaded to CM Mod Warehouse
Replaces silhouettes and weapons with various alternate options.
21x vehicle silhouette options
15x weapons options
Weapons options include range, and range+calibre, with choice of 1st aid symbol or yellow for wounded.
Silhouette options include effective range, full sets of numeric data, and bar graphs.
Red-green colourblind people fully supported.
Tested by Vincere
ONLY ON GAJ's SITE FOR NOW.
Why? Since none of my other testers reported back, this might contain errors.
I'm not doing the slow repository upload thing until I know this is all working.
So it's almost like an open beta test.
Please let me know immediately if you find anything and I'll fix it.
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Marco Bergman got a reaction from Blyskawica in Alternate Silhouettes - open test
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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Marco Bergman got a reaction from Vergeltungswaffe in Marco Silhouette mod for Vehicle Pack?
Yes to both.
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Marco Bergman got a reaction from Kraft in Alternate Silhouettes - open test
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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Marco Bergman got a reaction from Mord in Vin's mods - Animated Text, Geometric Icons, Easy vis UI, Bases
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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Marco Bergman got a reaction from Peter Panzer in Alternate Silhouettes - open test
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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Marco Bergman got a reaction from Vergeltungswaffe in Alternate Silhouettes - open test
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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Marco Bergman got a reaction from Mastiff in Alternate Silhouettes - open test
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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Marco Bergman got a reaction from Buzz in Vin's mods - Animated Text, Geometric Icons, Easy vis UI, Bases
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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Marco Bergman got a reaction from Fizou in Alternate Silhouettes - open test
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