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Webwing

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Posts posted by Webwing

  1. These video tutorials are meant to get you started in the art of painting skins.

    The focus is on basic Photoshop techniques, although you can transfer the concepts to any image manipulation software that has similar capabilities.

    There are many ways and styles that can be used to paint skins. I tried to concentrate on what I think are the most simple and efficient for the beginner.

    The skins done for CM:SF are fabulous works, created by a few very talented artists. This tutorials will not make you become one of them right away. It will take a lot more learning and practice, not to mention talent. But hopefully it will put you on the right track.

    Coming soon! (Being uploaded to the server)

    Tutorial 1 - Introduction

    Tutorial 2 - Creating a base texture

    Tutorial 3 - Creating volume.

    Tutorial 4 - Adding Drop Shadows (you need to unRAR this one)

    Tutorial 5 - Adding some screws

    Tutorial 6 - Some fast and easy effects

    Tutorial 7 - Working with more complex shapes

  2. CptWasp,

    Thanks for the correction.

    Doh, I didn't realize you were the reviewer! Although you wrote it was "your" review, sorry! smile.gif

    Congratulations, it's very well done! It's clear to anyone reading it that you know what you are talking about, unlike so many reviews we read these days.

    For someone looking into buying the game this review gives a very fair and complete overview.

    Unfortunately just this 2 quotes I selected from your 5 page review don't do it justice. I just chose them since I thought it would make good promotional material. I didn't think the part where you criticize multiplayer would fit the bill. ;)

    It's a shame I don't have the time to make a full translation it.

    -

    [ June 10, 2008, 08:07 AM: Message edited by: Webwing ]

  3. 8.9, that's very good.

    My Italian is not all that good but the review seems pretty balanced and thorough. Praising good points while still criticizing other areas. All based on the latest patch.

    After talking about the CMx1 series and about the troubled release and following patches of CM:SF he concludes in the first page:

    "Months have passed, and today, with the 1.08 patch, I can say that CM:SF has proven to be truly a little masterpiece."

    A nice quote on the last page, after commenting on problems with multiplayer:

    "CMSF is essentially very close to being a masterpiece. It's hugely innovative, the only one of its kind, fun and realistic. There is a huge potential in it: with fan mods one can reproduce almost all modern battlefields (up to the third world war in Europe). It's a perfect starting point for the next game in the series and for the paid Modules already under production."

    -

    [ June 09, 2008, 05:22 PM: Message edited by: Webwing ]

  4. @Pandur,

    I guess your questions have already been answered! ;)

    I think Martin's way is the best. Almost painless! :D

    It would even be a good idea to suggest that people do it that way since I imagine a lot of people will want to participate in the competition but will have no idea how to go about doing it.

    Fraps will leave a watermark in your movies unless you get the paid version.

    Windows Movie Maker is free AFAIK.

    That's all you need I guess. You might have to download some codecs. But wait to see if you really need them.

    My new video card came with a capturing software for games, so you might take a look if you got that as well. It's quite good.

    In my case I have loads of programs and converters. I just love to try all this things. :D

    Besides I do presentations and animatics in my studio so I need stuff like AfterEffects and Camtasia for my professional work.

    -

  5. Originally posted by Pandur:

    moon, how did you get so much "video" in such a smal size while maintaining more than acceptable quality!?

    after i saw that vids a week ago or so i thought about doing one in "wego" wich would take even longer :D

    but my expirience about this things equals my expirience in rocket sience. i recorded some footage with fraps once, it turned out to be some 600Mb and more.

    i have no clue how i would put that in a "container" wich shrinks the size quiet much. also wich container to use and what programms i would need for that.

    i gave up at that point and deleted the huge file.

    some video guru here wich could give me some hints!?

    I'm no guru but I've been playing with this for a while.

    Video files are usually very big, it's in their nature.

    If you plan to share them then capture them smaller.

    You will need to keep them at full resolution to edit them but after that you can save them using for instance a codec like DivX. It will make your files incredibly small.

    Several free and paid programs to do edit or just to convert video files. Windows Movie Maker is quite easy to use and gives good results.

    Go to download.com and check the options.

    If you want to upload them to youtube then time limit is 10 min. Don't worry about the size of the file though as Youtube will shrink the file for their own format.

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    [ June 06, 2008, 01:40 PM: Message edited by: Webwing ]

  6. Second question:

    I wouldn't say always makes sense. Making a mission that reflects perfectly what happens in RL doesn't mean it is going to be any fun in a game context. Sometimes it is though.

    If you intend to simulate what happens in real life then I'd say no more than 10/15% casualties. Although in some cases even that would be too much.

    To have low casualties for Blue you need to rely on artillery, air support an heavy tanks. Some would say that this unbalances the mission!

    It all comes down to what you want to depict in your scenario IMO.

    -

  7. Originally posted by John Kettler:

    Outstanding indeed, even though I can't view the MPEG presently.

    John,

    I had no problem. Maybe a codec missing? It's worth investigating. The fly-by movie is a beauty! ;)

    Am also curious about the apparent "antigravity" design of some of the buildings in the last screenshot. Either that, or the pillars are too narrow to resolve!

    It looks like Pete deleted some walls. With his keen eye and perfectionism he might end up adding a post light or somefink to take the place of a pillar on the corner.

    I guess they are some kind of warehouse.

    I'm always impressed how Pete can manage to take all the juice out of those buildings and flavour objects. He combines them to create completely new kinds of objects and buildings other than their original purpose.

    Outstanding!

    -

  8. birdstrike,

    Another way around this would be to have an advance command to a tile facing in the right direction. You would place your units a bit further back from where you want them to be.

    The only drawback I can think of is the fact that your units will move as the mission starts which might make them easier to be spotted by the enemy.

    -

  9. Billy,

    I think the Falkland's conflict is a great subject for a game. It involves a lot of infantry in some quite tactically challenging situations and terrain.

    I've always wanted to make some scenarios based on this for CM:SF.

    I have plans to recreate all the battles that took place in the Falklands when the British Module comes out. The Syrians could very well play the part of the Argentines. And we could have a MOD to make them look like them!

    As for designing scenarios, I gather you are new to it.

    When I first started with CM:SF editor what I did was open scenarios from other designers in the editor. I chose scenarios from very experienced guys. You can't imagine how much you learn by looking at them in the editor and trying to understand what they did. You then play their missions and see all that at work. It's amazing.

    I'd recommend you look into missions made by George Mc and MarkEzra. There are many excellent scenario designers around but those two are extremely experienced guys. Their scenarios are usually not too big either. They are very thorough and methodical in the way they go about building their scenarios. Consequently they are very good examples to learn from.

    Try to understand how they use parameters. How they use setup zones, AI plans, etc.

    Obviously you should read the part of the manual that talks about mission design as well.

    It's true this will take some time but it's time well spent. And it is a very enjoyable process too.

    By the time you start building your own scenarios you will find then that you have many more tools at your disposal than you had before. And I'm sure you will spend less time back and forth fixing things and trying to learn only by trial and error.

    -

    [ May 31, 2008, 07:18 AM: Message edited by: Webwing ]

  10. I promised an answer, so here it is.

    I check both scenarios that have the facing problem, birdstricke's and Billy's.

    birdstricke's scenario is a bit more complex so it's more complicated to isolate things. Anyway I gave it a go and so did Mark.

    Then I concentrated on Billy's scenario.

    I tested every single variable.

    As a last resort I deleted everything. The only thing left was the map. No troops, no setup areas in the map, no objectives, no AI at all.

    Then I added a bunch of troops to one side and a bunch to the other.

    Still, you start the game and they face south!!!

    Last test. I made a map of the same dimensions and placed the troops the same way. Every thing works fine!

    Go figure!!! :eek:

    I don't know what was saved in that original scenario that's is causing this. Maybe this map was done in a previous patch that had some bug that is lingering there in the map file.

    The sad thing is that to fix it as it is the only option is to start fresh with a new map.

    For Billy that wouldn't be too bad since the terrain is not that complex. Also there is no complicated AI plan, which is where we tend to spend most of the time.

    I have to say that both maps are very interesting. bridstrike's map is very nice. Mark really liked it too.

    Billy's scenario appeals to me specially since it's about a war that has always interested me.

    My advice is for birdstrike to wait a bit and see if BF finds a solution.

    For Billy I'd say, just go ahead and start it over. It's worth the while and I'm sure it will work this time.

    We need nice scenarios like this!

    -

  11. Originally posted by handihoc:

    Sorry, mate. I do apologise.

    You do understand I was joking about the upset bit. That's why I placed 2 laughing faces! :D

    I still don't understand why they don't turn around and face the enemy after they come under fire, though. I mean, they do eventually, if they live long enough, but I seem to remember it took them a few turns.

    In this case it could be because they have HIDE orders as they first appear on the map.

    Also, in Hasrabit, I had to restart the mission due to my initially pathetic performance. First time in I remember the offending mg opened fire on me. Second time it didn't, and that's when I discovered it was facing the wrong way. So, if I'm right, this suggests that it was facing correctly once, but not in the second setup.

    Can this be so? I don't know, not having tried to design a scenario.

    I don't know but it could be that there are more than one plan. When you start having several plans, groups and orders things can get messy. Specially once you start tweaking here and there. You do something in one plan but forget to do it in the other. Now multiply this by the number of missions in the campaign.

    But again, this is not my mission so I have no way to know for sure.

    -

    [ May 27, 2008, 05:44 AM: Message edited by: Webwing ]

  12. handihoc,

    I'm really upset with you.

    I didn't expect this from you. Now I'll have to admit I made a mistake in the mission!!! :D:D

    Now seriously, in the last version I did misplace the last Red reinforcement. That's probably what you are talking about.

    Since they would be placed in the AI setup I left them in their default positions BUT forgot to change the facing!!!!!!

    So they face west.

    When they get into the mission as reinforcements for Red they are placed on the far north of the map. They should be facing south then, not west.

    That's probably what you saw.

    By the way I only saw it now that you mentioned it!!!

    Doing missions and campaigns takes a lot of testing and polishing and some mistakes do happen. Still I do apologize for this one!

    There are some issues in the editor but most of the time I have found myself to blame for things that go wrong! :rolleyes:

    [ May 26, 2008, 05:58 PM: Message edited by: Webwing ]

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