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Maximus

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Everything posted by Maximus

  1. <BLOCKQUOTE>quote:</font><HR>Originally posted by lcm1947: I think it would be great but I couldn't help out or anything since I'm barely able to download and install mods but I sure could play the game. But yeah it would be really neat. Hope you guys do it. Would there be any VC tunnels and American gun ships in it do you suppose? How about river patrol boats? Don't forget booby traps on the trails. There would be jungle trails, wouldn't there? Man, the more I think about it the neater it sounds. Good luck if you do it and keep us posted - daily. Please.<HR></BLOCKQUOTE> lcm1947, You playing the same game the rest of us are? Why can you barely download and install mods? Slow modem or lack of know-how? VC tunnels, American Gunships, River Patrol Boats? Umm, we're still playig CMBO here. I don't think the Assualt Boat will be scary enough for a Gunboat. Jungle trails with booby traps could be represented with scattered trees and Anti-Personel mines.
  2. Yep you're right about the arty. Probably need to convert the walls and wooden bunkers to sandbags.
  3. I was just wondering as I loaded up the "'Nam Mission" scenario while using the Normandy terrain, why can't we do a 'NAM conversion? I was thinking that we could do VC uniforms for either the GJ or Volksturm. NVA uniforms for either the SS or FJ. SEAL/Marine uniforms for the US Airborne and US Army for US Army. And then maybe ARVN uniforms for the Brit and then Green Berets for UK Airborne. Then for terrain, we would need some high tropical jungle canapy trees for "tall pines" and then smaller pine tree types for the fall trees, but make the fall tree bases for summer. And then rice patties for the marsh tile. Brush could be mud areas or something else. And then for small arms mods, M1919 goes to M60s, M1 Garands go to M16s, Thompsons got to M79 "Bloop Guns" or Shotguns, Kar 98K's to AK47s and so forth. Houses go to thatched huts. Anybody think that would be cool?
  4. <BLOCKQUOTE>quote:</font><HR>Originally posted by Clubfoot: They are part of the texture tile for open ground level 0. (aka_tom_w, Thanks. I'll ship the whole package to Manx when I've had a chance to test the scenario a couple of times. I hope to see it up before the end of the week.) [ 06-19-2001: Message edited by: Clubfoot ]<HR></BLOCKQUOTE> OK, so pure Sand is Level 1 and then the Sand with Foliage has to be Level 2 right?
  5. OK, I haven't been following up on this utility and I have no idea what it does. I assume it randomizes the turn at which the game ends right? Preventing "gamey" flag rushes, right?
  6. <BLOCKQUOTE>quote:</font><HR>Originally posted by Clubfoot: The beach, sand leading into foliage and frothy white foam are open ground terrain levels 0 and 1. The leading edge of water (graduated area of white to blue) is a straight line of marsh (slows movement and gives very minimal cover). The obstacles were achieved with the 'reed and thicket' bmp's that accompany the marsh terrain. The obstacles on the beach are a single tile of marsh with a transparent base (prevents vehicle movement).<HR></BLOCKQUOTE> OK, I'm still a little confused as what makes the waves there on the sand.
  7. <BLOCKQUOTE>quote:</font><HR>Originally posted by Colonel_Deadmarsh: I wish someone would make a grass that uses the same tones as the stock grass but with the brightness toned down a notch. Gunslinger's is toned down about 10 notches too far for my taste.<HR></BLOCKQUOTE> Probably not gonna happen as everybody pretty much hates the stock grass. Try Gunnergoz's Real Grass set. I was using that until the Normandy stuff came out.
  8. A few technical questions Clubfoot... What terrain levels and/or features did you change to show the sand, waves, etc? What did you use for the beach obstacles? The roadblock/rubble?
  9. Or more precisely here: COMBAT MISSIONS Bmp List
  10. OK, a couple things. The tree bases are too squarish around the corners. Also your water/swamp are in the wrong file size. You must use standard sizes (32, 64, 96, 128, 256, 512) or CM will disply that blank white. Rocks look too bright. Other than that the textures look pretty good.
  11. Hopefully after CM4. Hopefully BTS will update the whole span of ETO games to CM4 standards and allow them to be integrated and then we'll have the ability to fight the whole ETO with the CM4 executable.
  12. I don't have this pink problem with that tree file. In fact, Madmatt told me a year ago that the pink had values of R=254, R=0, B=254.
  13. OK, if you really want to easily and drastically change the look of CM, download and install Magua's Normandy Terrain set. It is located on both CM Outpost and Manx's Combat Missions. Then also grab Juju's woods tree bases also found at CM Outpost in the Early Bird section. Then grab either Panzertruppen's Buildings from CMHQ or use Magua's buildings in the Normandy pack. To use graphic mods, unzip the files into their own folder first. Then take a look at them, cause most mods have some errata in them. You only need install the .bmps. You copy and paste them into the CMBO/BMP folder. This is where the game looks for the graphics. For sounds, do the same: unzip into their own folder, then listen to them, cause you may not want to use some. Then copy the ones you want to use into the CMBO/WAV folder. [ 06-19-2001: Message edited by: Maximus ]
  14. <BLOCKQUOTE>quote:</font><HR>Originally posted by Capt Canuck: Max...Could you just list all of the wonderful mods you have in those screens... <HR></BLOCKQUOTE> <UL TYPE=SQUARE><LI>Grass: Magua's NON-subdued Normandy Grass. <LI>Trees: Magua's NON-subdued Normandy Trees. <LI>Scattered Trees Bases: Magua's NON-subdued Magua's Scattered Tree Bases. <LI>Woods Bases: Juju's Woods Bases. <LI>Hedges, Walls, Swamp, Water, Brush, Wheat: Magua's Normandy Terrain <LI>Buildings: Panzertruppens (only because low-res buildings, ie Magua's buildings, show up grainy on my Geforce 2) <LI>Roads: Pud's Roads from here. <LI>Smoke: Nathan Shinn's Real Smoke from CMHQ [ 06-19-2001: Message edited by: Maximus ]
  15. Holy crap! I just loaded up the scenario I was working on based on my neighborhood community and with the Normandy mod and Juju's Treebases, it looks the most realistic yet. Check it out. Now just don't call down some 290mm Rockets on my little ol' house there.
  16. What I like about Juju's is that are are "busy enough" to look like undergrowth. And even though they are a little darker than most tree bases we've seen so far, I believes that it gives them a shadowing look like a thick forest should have. Here's a shot just hovering above an "orchard" showing some small clumps of woods with a large one in the background. (Smoke mod is that new "realsmoke" from CMHQ) Now here's a shot from a large hill over looking the lower flat area. Notice how it looks like a lot of undergrowth. Also notice how it blends well with the dark band in the sky/horizon hillside. And another note about the darkenss of the mod, to me, woods never really looked like woods because the tree density was never enough to create that forest look. The darkeness gives the illusion that the forest or woods tile is thicker than it really is. [ 06-19-2001: Message edited by: Maximus ]
  17. They're in the "Early Bird" section. I guess I missed the original release of them as well and saw the mention of them on another thread, but didn't know where they were either until yesterday when someone provided a direct link to them. They are Hi-Res, 765K a tile, but that's not as bad as Hi-Res grass.
  18. Well for one, you're gonna be hard-pressed to find someone even using the stock grass let alone someone to mod to it. Especially anyone on here. I have found that Magua's new Normandy grass is very good looking. I just downloaded Juju's Woods Treebases on CM Outpost and it goes extremely well with it. I loaded up the scenario "49th Recce" and it looked like the most realistic landscape I've seen so far in CM.
  19. <BLOCKQUOTE>quote:</font><HR>Originally posted by Mace: But you also have to have the......<HR></BLOCKQUOTE> ...guys from Rush with their greatest hits compilation of Chronicles. Gotta have a little Tom Sawyer in his Subdivisions. You also can't forget Bastille Day. However, the FAQ'ers were wondering why russelmz restarted the mutha'beautiful FAQ thread. russelmz replied, "...
  20. That's pretty easy to do. Just open up the sleave file and make a selection the same size as the helmet file. Copy it into the clipboard. Make a new image with the helmet dimensions and paste the clipboard image into the new blank image. Merge the object to the image and then save as 5015. Well exactly what uniform are you referring to? Scipio hasn't made an SS uniform.
  21. <BLOCKQUOTE>quote:</font><HR>Originally posted by Panzerman: Don't enter the Pang thread you could die in there <HR></BLOCKQUOTE> What's the Pang thread? Is that Peng on a synthetic orange drink?
  22. Did you realize that a gamey Jeep rush actually turned the tide of the Battle of El Alemein which in turn turned the tide of the War in the Desert? One night during the Battle of El Alemein, a group of about a dozen Jeep MGs went on a raid behind enemy lines and attacked a German AFV supply convoy and totally destroyed it. They rode in a flying wedge formation with guns a blazin' and wiped out the entire convoy thus turning the tide of the battle. So now all you crying bastiches that complain about such, don't come a crying no more. Comments?
  23. I'll give ya a hint. He was in WWII. Now what did he do? The person that correctly guesses or knows get a fabulous partying gift.
  24. Scipio, Oh now I see why you say my revision is too shiny. On your monitor it appears in fact, that they are. On mine, in-game, they are still pretty dark. Because I'm sure that if I had left them as is, that it would look almost black on my monitor. As for the chicken-wire Felmutze, that the whole problem with CM as it now is. Every German head gear except for the Volksturm uses the same bitmap. So granted your included 5015 probably does look better for the Gebirgsjager, it doesn't look that great on the Heer. And we all know that there are VERY few scenarios with the G'troops. Besides, Magua has a low-res Heer unform based on the stock, but more greyer and has a photo-realistic helmet texture that looks good on both Heer and GJ. I just thought that the Barb helmet from Dorosh's page looked best with this camo smock. Anyway... Michael, Yeah, once I reread about that helmet with leaves, I knew that that wouldn't make sense to do a tunic based on it. D'OH! (BTW, did you know "D'OH" has now been entered into the English Language Dictionary based on the whole Homer Simpson usage?)
  25. Well it's not so much as the low Dollar amount, but the extremely low value of the Rubbel (sp?) isn't it? I mean what's the Prime Minisiter make in a month or year. It's something like $18,000/year isn't it? Not to be offensive or anything, but this is exactly what 80 years of Communisism will do for an economy. Which is funny because Star Trek is basically a communist society in that they don't use money and work to just "better themselves" emotionally.
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