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Posts posted by benpark
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Thanks, Bud.
Cassio and Mike did the bulk of the artwork- masses of it. They are top-drawer of the top-drawer professionals.
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Rebar, indeed. Added that so the walls could look acceptable where they don't align due to ground height issues, as well as look convincing enough at the ends.
There's a few other new flavor object stuff in there as well.
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The ground-support units in 1945 were less likely to get on-call air support due to a lack of trained pilots and available aircraft.
Operations like Bodenplatte had to use mass, and in a sense adhered to the aviation version of a "human wave" technique. That's generally the hallmark of an under-trained, desperate force that has to make do with an unsteady force with a lack of equipment. A human wave attack with some early jets- bonkers, desperate stuff. Like using an iPad to chop wood.
That's part of why 1945 is interesting to me, personally- the advancements in technology were either paying dividends (generally for the Soviets), or a technological near-dead end that had been doubled down on regardless of utility or sense (generally the Germans). The pool of trained, battle-ready manpower had evaporated, so there are both highly trained and capable forces intermixed with untrained and possibly under-equipped ones.
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3 hours ago, DerKommissar said:
Aww... I want Hungarians in CM:RT so bad, they have a lot of funky toys.
Agreed. There are a few combat-effective Hungarian units to make a campaign around as well.
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No Facebook pics. I think only retired aunts are allowed there, nowadays. The young folks have moved on. You have to hit them in their Tik-Toks to get a peep.
Russians in warm clothes. Lemme check the kitchen.
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Are you randomizing them as "stowage", or alternate versions of the base model? A random assortment seems a good idea. One could also use a full-alpha'd set for one non-camo'd version (if using the base model method to do it).
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Definite "simulation wants out of it's misery" feel to that cover. Collector's item.
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I'll reinforce how great Synchronization is. A built-in failsafe for when we invariably change something part-way through the process through renaming, etc.
I've thanked Charles and Steve mentally at least twice when this function saved me redoing things that would have taken potentially weeks to fix. Redos are all too common given the complexity of these things, so I greatly appreciated the foresight to fit the Editor with something that acknowledges that complexity with the ability to fix one's errors in a well considered way.
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Nice parking spots ya got there, Mike.
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3 hours ago, Warts 'n' all said:
Thanks for that @IanL. Although I suspect that would beyond my ken at the moment with my health not too good. Also, wouldn't making changes to certain missions need some kind rewriting of the campaign script?
Straight to the Society of Chymical Physitians with you, man!
Better health to you.
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Tidying up mods happens once a year. A holiday is in order.
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Frustration is the field of the tinkerer.
Since the rail car is the only thing strangely illuminated (that I can see), the model should be checked. Get rid rid of any custom shaders, certainly. Process of elimination to find fault from there.
The game engine looks to be not recognizing the settings for overall bright/dark, as they could be set for either something general for another game engine, or incorrectly (by the originator of the model, as they probably had no inkling of this particular game engine, esteemed though it is). I'm sure Aquila has checked these settings, but some more experimentation may be needed, as both instances appear to not entirely match the surrounding illumination to my eye.
There are a number of texture illumination settings in Blender- "Brightness" in the texture settings being the first I'd re-check and adjust. How light interacts with a given model (or how Normals face, etc) is rarely going to work out of "the box" with third party models, and will require fixing all manner of weird stuff. That is a crash course in Blender, certainly- but changing the illumination is fairly straightforward (in roundabout way!).
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Check your mount points for the soldiers sitting positions within the vehicle. It sounds like they were reset, or deleted.
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Progress! Happy to help good endeavors.
I hope the authors of those lowercase scripts didn’t lose their minds over time due to the little b.
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I'd try changing the "b" in "bLUE" to read "BLUE".
Everything else looks good to my admittedly weary eyes.
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UV mapping is fairly easy, but time consuming. I think I suggested Substance Painter to a few of you- that takes a good deal of the pain out, as you can do it in 3D space.
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The model's faces look like they need to be re-oriented.
The textures also obviously need to be re-assigned, but that you know. I'd do that after any fixes on the model. Unless you like swearing.
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That is quite well done. Additional stowage chaos is always good and seems appropriate to human behaviors and mess.
Is the stowage a different model, I can't recall?- which would be great, as variation would be built in. If not-
I'm not sure where the texture for the helmet came from, but you could add additional elements and alpha channel them out for stowage variation. In other words, you have three helmets lined up. The texture for one halftrack shows all three helmets. The next variation would alpha out the middle helmet (for example). The last texture removes one of the outside helmets (for example).
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I've learned since to put some "Heavy Rocks" (impassable to vehicles) around the entrance of those odd, landed bridges. Keeps the scamps off.
Sorry for any lost tankers.
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I'm deep into it, but PM me and I can take a look.
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Oh, I know- I've been monkeying with this stuff for a long time- the tool is great. After the RT module is out, I'll jump into that particular modding conversation- but you guys are doing great stuff (I have half an eye on that thread when able).
One bit I saw groggily this morning- Getting the helicopter thing to work should be fairly straightforward (never "easy!)- model goes at the height desired above the game "table", rotors get animated- and if it is a vehicle, it can move. The trick is to see how the ground guys react, and how outgoing/incoming fire is handled due to various heights. I think it will be OK, as we have multi-story buildings. And I don't see any way of getting it to land or change altitude, but haven't spent time on the problem. Maybe possible, but that's the one main issue I can see.
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I generally avoid Vietnam stuff- though it looks amazing.
I think I found my conical hats, though. I'll PM you if they are the right ones.
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It also has Vietnam era documents. My dad was there in 1970 (maybe into 1971- I was 1 and 2 at that time), 1/501/101 AB. Different formation, but I'll be looking at these with interest.
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Sometimes waiting a little bit brings extra good things. Those scenarios are aces.
Fire and Rubble Update
in Combat Mission Red Thunder
Posted
They do! That picture was one of the headgear references, to give you an idea.