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Status Replies posted by benpark
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I bought a huge physical Stalingrad map from Vento Nuovo and started working a little. If you want photos of a particular section, let me know! You can view the map from their website. It's the "Collector" version.
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They are rarely very populated, but the game is fun in single-player as the AI is decent (and being worked on fairly consistently). I also turn off the icons most of the time. I keep asking the dev to just show the objectives, but I may be the only one interested in such strangenesses.
The fun thing when MP is populated is that you have a squad with you, as do the enemy players. Icons "off", you lose track of who is human. Chaos.
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I bought a huge physical Stalingrad map from Vento Nuovo and started working a little. If you want photos of a particular section, let me know! You can view the map from their website. It's the "Collector" version.
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Nice. It's another tiny crew of people making something vastly better than most. Plus, map maker.
I'm "Formaldehyde" over there. I have a few test maps up on the Workshop that are somewhat passable for learnin' times. I'll have a decent map of Ortona up in a week or so, now that Canadians are in. Looking forward to the Eastern Front DLC, mainly.
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I bought a huge physical Stalingrad map from Vento Nuovo and started working a little. If you want photos of a particular section, let me know! You can view the map from their website. It's the "Collector" version.
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I've seen that one. If there's a digital version, I'll get it.
There's a game called "Easy Red 2" (W2 FPS that's accurate enough with a decent AI game) that has a great map maker. They are doing a map of Stalingrad. I will probably make one in that at some point.
Busy with BFC stuff. Not Stalingrad, but I'll keep working 'em.
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Hi,
Okay, I have to ask, just what show is it you are all talking about?
Thanks
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Hello benpark,
I have been following Umlaut's "A Scenario Designers Guide to Umlaut's Factory Mods" with respect to your solution to the alpha channel issue transparency to resolve the damaged building LOS/LOF and entrance constraints. I think I understand your solution for making the alpha channel transparent and then it will apply to all the windows selected when designing a building. Unfortunately I can't get that alpha channel to work in a number of image editor programs. I make the alpha channel transparent, black, etc, nothing works in game.
Therefore I tried you .mdr model substitution technique and that works for replacing "8-space-space-space" with for example "8-window-space-window". The windows are transparent, but the window sills are not. Any suggestions for me to try in order to get the flat textures (transparent window sills) or to get the alpha channels to work properly? I really appreciate any help or guidance you can give me. I want to build the 3 big Stalingrad factories and create scenario for them and this issue is preventing my progress.
Thanks,
piner
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Hello benpark,
I have been following Umlaut's "A Scenario Designers Guide to Umlaut's Factory Mods" with respect to your solution to the alpha channel issue transparency to resolve the damaged building LOS/LOF and entrance constraints. I think I understand your solution for making the alpha channel transparent and then it will apply to all the windows selected when designing a building. Unfortunately I can't get that alpha channel to work in a number of image editor programs. I make the alpha channel transparent, black, etc, nothing works in game.
Therefore I tried you .mdr model substitution technique and that works for replacing "8-space-space-space" with for example "8-window-space-window". The windows are transparent, but the window sills are not. Any suggestions for me to try in order to get the flat textures (transparent window sills) or to get the alpha channels to work properly? I really appreciate any help or guidance you can give me. I want to build the 3 big Stalingrad factories and create scenario for them and this issue is preventing my progress.
Thanks,
piner
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Hello benpark,
I have been following Umlaut's "A Scenario Designers Guide to Umlaut's Factory Mods" with respect to your solution to the alpha channel issue transparency to resolve the damaged building LOS/LOF and entrance constraints. I think I understand your solution for making the alpha channel transparent and then it will apply to all the windows selected when designing a building. Unfortunately I can't get that alpha channel to work in a number of image editor programs. I make the alpha channel transparent, black, etc, nothing works in game.
Therefore I tried you .mdr model substitution technique and that works for replacing "8-space-space-space" with for example "8-window-space-window". The windows are transparent, but the window sills are not. Any suggestions for me to try in order to get the flat textures (transparent window sills) or to get the alpha channels to work properly? I really appreciate any help or guidance you can give me. I want to build the 3 big Stalingrad factories and create scenario for them and this issue is preventing my progress.
Thanks,
piner
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Ben
If you want more [germany] tagged facades for you-know-what I've dropped a new folder on the FTP site:
"Indi commercial Germany buildings batch 1.rar"
That Germanifies half the indi commercial buildings, I've still got to do the other half.
Mike (MikeyD)
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Mike,
I can now see the Artist folder. I have added a few copper roofs that I intend on using for Berlin. I also have added a pillar flavor object that can be useful for many buildings in Berlin. There is a .btt file that illustrates how I envision them being used for things like the Reichstag.
I also have a mock-up of the greatcoat/bedroll for the summer/spring/fall Soviets. The 3D models and textures would need to be redone, a it is just a "proof of concept".
I'll be adding things to be considered as I have time to add things.
I have an email correspondence ongoing with Steve and Cassio about potential model additions. I can forward it to you if you want to send me your email, and add you to the chain a it progresses.
Thanks,
Ben
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Ben
If you want more [germany] tagged facades for you-know-what I've dropped a new folder on the FTP site:
"Indi commercial Germany buildings batch 1.rar"
That Germanifies half the indi commercial buildings, I've still got to do the other half.
Mike (MikeyD)
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Ben
If you want more [germany] tagged facades for you-know-what I've dropped a new folder on the FTP site:
"Indi commercial Germany buildings batch 1.rar"
That Germanifies half the indi commercial buildings, I've still got to do the other half.
Mike (MikeyD)
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Mike-
Awesome. Thanks.
Otherwise, here is the basic lay of the texture work land:
I've been emailing with Steve about how to improve the look of the destroyed urban environments. I had suggested in the past that there be a separate class of "ruined urban" structures. Maybe burned out textures, with alpha-knock out on the doors and windows. I'll try to finalize the plan once he gets back from his week off. If the 3D models could be adapted slightly, that would be great, but I think it is a long shot.
I've also requested "dome roof" models be added in for Reichstag/Berliner Dom/Berlin museums. Those might need a texture if approved. I also have a texture for the roofs that I would like added or adapted (my texture work). It's a green copper roof that covers lots of the Berlin environs.
There's also the question of if we can add a few extra flavor objects that would cover things like the Brandenburg Gate. That's also up in the air for now.
Otherwise, I think we just need uniform and vehicle texture (and maybe some related 3D) stuff done.
Best,
Ben
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