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Mord

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Posts posted by Mord

  1. 1 hour ago, Bubba883XL said:

    does veins not upload all his work then? his uniforms really pop in game. might have to swap over in CMBN , CMRT

    You can find some of his stuff on CMMODs but a lot of it is in his own dropbox or some such.

    http://cmmodsiii.greenasjade.net/?p=1155

     

    Works with all titles

    http://cmmodsiii.greenasjade.net/?p=446

    @Vein dude needs a link to your files.

    1 hour ago, Bubba883XL said:

    altho i found the white winter greycoat odd lol...

    They are historical.

     

    Mord.

  2. 48 minutes ago, Hapless said:

    Just as an outlier in case no one has considered it:

    There are two uniform options for the Ukrainians in vanilla Black Sea: Standard and Digital Camo. It might be that the mod only changes the Digital Camo uniform and the pixeltruppen in the campaign are set to wear Standard.

    My guess was that it was a possible mod tag, but if it's a stock campaign the only way that would happen is what you suggested (which never occurred to me). I completely forgot that unis can be assigned in the editor! I was baffled how a tag would've got there. DUH! Good call!

    Mord.

  3. 8 minutes ago, Bubba883XL said:

    I am truly grateful for your knowledge and help. thank you. has been an eye opener compared to CMBN and CMRT

    No problem, any time. I've been modding the game for 12 years and adding mods for 20, so it's easy to forget that it can get confusing for people. Believe it or not though, it's way better than adding mods in CMx1. You had to make back ups of everything because when you add something it would over write the original files. And all the wav and bmp names were numbers. GIANT PIA trying to remember what number series went with what.

    If you had CMFB you would have run into this already, but I forgot that BN has no seasonal tags outside of maybe mud and RT hasn't got to that point yet.

     

    Mord.

  4. Seasonal mods should show a bracketed mod tag on the end of the file name. So if you wanted to use the same uniforms you just down loaded in the fall or winter you'd make copies of each bmp and add the mod tag to the file name. Mod tags may not have been in vogue when EZ made that mod or he didn't bother with them.

    Winter version is:

    smod_german_lw_para-tropical_soldier_uniform [snow]                  smod_german_lw_para-tropical_soldier_uniform 2 [snow] etc. Those only show when there is snow on the ground.

    I am not sure what autumn is.

    It might be     smod_german_lw_para-tropical_soldier_uniform [autumn]    or     smod_german_lw_para-tropical_soldier_uniform [fall]

    Vein did a winter set for all the German FI stuff up to the GL module.

    Somebody had a list of all the hardcoded mod tags but I don't know where it is off hand. I am on my older computer and don't have access to my brz folders so can't tell you much more about them.

    Mord.

     

  5. If there are say five variations of a uniform, each a different color, Black, Red, Pink, Green, Orange, and you wanted all uniforms to be Orange, you'd make four copies of the Orange uniform and give them the names of the Red, Black, Pink, Green files.

    EX: You really like tropical uniform 2

    smod_german_lw_para-tropical_soldier_uniform 2

    you make four copies and make one "smod_german_lw_para-tropical_soldier_uniform"  "smod_german_lw_para-tropical_soldier_uniform 3" 4, then 5.

     

    There are five variations in the mod you down loaded. Now lets say you found another mod and liked that one just as much. You could rename those files and add them to the one you are using. Ez's FJ unis end at #5 so you'd rename the new mod sequentially "smod_german_lw_para-tropical_soldier_uniform 6"  "smod_german_lw_para-tropical_soldier_uniform 7"   "smod_german_lw_para-tropical_soldier_uniform 8"  without the quotes of course. Then you can use all of them from both mods.

     

    One thing to always keep in mind is the numbering, some files don't use the number 1, like the para unis they start at "smod_german_lw_para-tropical_soldier_uniform" then jump to "smod_german_lw_para-tropical_soldier_uniform 2". There's no hard and fast rule so just pay attention to the files you dl and you'll start to catch on. If you are on Windows I highly recommend exploding the brz files and exploring them some time down the road. You'll learn a lot from them.

     

    Mord.

     

     

     

  6. Yep. My fault. Duh. Was in a hurry. Pretend I wrote "Aris Panther A"  and "Camo Panther A".

    I personally try to only use one z folder for testing because if you have multiples it ends up defeating the purpose. I have my base mods that I always use, as in won't be replaced until I find something I like better. I use the single z folder to test new mods and the mods I am working on. If I find a new mod I like I'll add it to the base folders. Just much simpler and you always know what you have and where (most of the time).

     

    Mord.

  7. 4 minutes ago, Bubba883XL said:

    Mord, you don't have Z before any of your folders? and one that is just ZZZ, whats that all about

    You don't need a Z before any of your folders. I explained what the Z Z Z folder was for in my post above.

    5 hours ago, Mord said:

    As you can see in the first pic I have one Z folder where I'll put anything new that I want to check. That Z folder assures me that the new mod will overwrite/display if I already happen to have another mod using the same files. That way I can test it, see if I like it, and either add it or delete it without getting lost or confused.

     

    When Combat Mission is started the game will load ANY graphics/sounds etc. that are in your mod folder to temporarily overwrite the original game files. It will always do this as long as there are files in the mods folder to use. The highest letter of the alphabet always takes precedence in the loading order. So, if you have TWO mods and they are in folders named "Panther A" and "Camo Panther A" the one titled " Camo Panther A" will always be chosen over the other because C comes after A in the alphabet.

     

    10 minutes ago, Bubba883XL said:

    odd, my mods are in the install folder, not the game file foler within my documents etc. 

    What? Install folder? As in the folder you extracted the game installer to?

    I set my installs to all go into a Battlefront folder in My Documents to keep them all the same (may be different for other people). Anyway your mods need to be in the MODS FOLDER regardless of where your game is installed under USER DATA. Something to this effect, CMFI/USER DATA/MODS.

     

    Mord.

  8. It's not even close to being as complicated as it may sound. There's no programs involved.

     

    If you want a clean mod folder create something like this. It's simple.

    I have a main folder for each Nation and style of effect in game.

    1HXs5L2.jpg

     

     

    Then under each I have a sub folder.

    qJQSrt2.jpg

     

     

    In those sub folders are the actual files extracted from the zips. (Except for vehicles, I create one more sub folder named after the vehicle)

    23D8nit.jpg

     

    As you can see in the first pic I have one Z folder where I'll put anything new that I want to check. That Z folder assures me that the new mod will overwrite/display if I already happen to have another mod using the same files. That way I can test it, see if I like it, and either add it or delete it without getting lost or confused.

     

    As for your problem, what it sounds like is that you have two different mods for the same vehicle in your mod folder. The game will randomize the texture placement on the vehicle.

    EX: Say, you have a mod and the files are listed as Sherman Hull 1, Sherman Turret 1, Sherman Hull 2, Sherman Turret 2, Sherman Hull 3, Sherman Turret 3, and each of them has a different paint scheme, well  Sherman Hull 2 might be assigned to Sherman Turret 1 giving you a mismatch.

    Check the files you installed and see if there are multiple camo and plain textures for the Pz IV or whatever you are having problems with.

     

    Mord.

     

  9. 14 hours ago, coachjohn said:

    From the lack of stuff on this board - a lot of people did

     

    There's 194,621 posts on this forum, 342 pages of threads, hell, there's over 24,000 posts in the Mods forum. It's safe to say there's been a ton of discussion here. Just because things aren't hopping at the moment doesn't mean BN is dead. The main problem is that discussions are divided between six different games and two areas of interest (WWII and Modern) so some forums are more active at times. The really cool thing is playing is divided between six different games covering two areas of interest (WWII and Modern).

     

    Mord.

  10. 6 hours ago, mjkerner said:

    I thought with the introduction of CMSF2 (or was it v4.0?) models/skeletons couldn’t be swapped like we used to with and between Normandy and FI/GL, etc. I haven’t even tried!

    Models work out ok, it's the hex edits that can't be done. The side effect of this mod is that I had to use the Syrian Reserves which means all the helmets for Mech/Militia/Republican Guard/Airborne (Special Forces are stay normal) will get warped into the shape of the head wrap; so no civil war or Muj vs Afghan Nationals scenarios (unless they are coalition mods). I personally don't care as all I wanted was decent looking Muj vs US/Brits etc. but it might be a problem for others. Reserves (Muj) mixed with Zveroboy1's modded Combatants will be a decent enough representation I'd imagine. It's better than we had, anyway. I provided the files now it's up to whomever to see what can be done with 'em.

     

    Mord.

  11. Yeah, I mentioned the chinstrap in the notes of the first post. I figured out the mask was using the wrong color (worked in RT and older mods). Fixed it with all black bmp.

     

    Here's a quick, dirty look at changing the colors of the beard and head wrap to give you an idea of where it could go with a more talented modder than me.

     

    HS2i710.jpg

     

    NOTE: There appears to be a spot on the left shoulder where the textures don't line up due to the Indian skeletons being different than the Syrians.

     

    All the files you need are here, basically a template to get some Muj modding started.

    http://www.mediafire.com/file/emgkclcrs6euxa3/Muj_Template_Files.zip/file

     

     

    Mord.

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