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Battlefront is now Slitherine ×

benpark

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Posts posted by benpark

  1. 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.

  2. 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.

  3. 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!).

  4. 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).

  5. 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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