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PIATpunk reacted to umlaut in Weathered Archer
Here´s a weathered Archer mod.
The Dropbox link is temporary - until the mod is available on Cmmods IV.
https://www.dropbox.com/s/7edvjhja9coxdtx/Archer_Umlaut.zip?dl=0
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PIATpunk reacted to umlaut in R2V "Aris´ed" Shermans
Here´s a quick-fix mod set for the R2V Shermans.
@DougPhresh made a request for Sherman mods for R2V the other day. I replied that I dont really have the time to make mods from scratch. Luckily, I discovered that I had an old set of Sherman Photoshop files that Aris´ once sent me. This was only the files for his CMBN Sherman IC mod, so most of the mods in this set are based on these.
I have simply taken each bmp for the hulls and turrets of every Sherman in R2V - and placed the dirt, mud and grime from Aris´ Sherman IC on top of them. So most of the mods have the excact same layer of dirt on top of them. Luckily, it doesn' t really loook like that, because the base bmp´s are relatively different.
In some cases, the bmp´s were so different from the Sherman IC´s layout that I couldn´t use the method described above. In that case I have taken files from other CM games and renamed them to fit. Or done a bit of modding myself.
In short: This is not a set of mods made from scratch - but a quick-fix that will allow you to use "Aris´ed" R2V Shermans. Sherman grogs might find errors in camo schemes and such, but as far as I am concerned, they are as good as they get.
I am sharing the mods via this Dropbox link - until they are available on Cmmods IV.
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PIATpunk reacted to MOS:96B2P in New Mini-Campaign/Scenario: Alarmeinheiten
Probably a week or two after Fire & Rubble is released. There are currently place holders for the partisans and an SS unit. Also might want to add a few of the new vehicles that come with Fire & Rubble. Then run quick tests again on the four AI plans to make sure nothing was broke by the unit swap, vehicle addition.
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PIATpunk reacted to Satomas in Never too late
Here the link sdkfz 251-7-9-10
https://www.dropbox.com/s/bmwaospw8uh9mo5/sdkfz250-7-9-10_sat.zip?dl=0
Opel blitz (it's more funky)
https://www.dropbox.com/s/ciw5c0nw7ml7i48/Opel Blitz_sat.zip?dl=0
sdkfz 233 (now it s more badass)
https://www.dropbox.com/s/2kj0z41s5ssvdum/sdkfz233_sat.zip?dl=0
See your for the sdkfz 231soon and i ll see between 250 neu serie for finish the aufklarung or 251 serie
Have fun guys !
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PIATpunk reacted to Satomas in Never too late
Hello,
here is the rest as expected
There are a lot of things and a lot of options and random stuff.
- For the 250-7 no change for the .mdr. 1 camo (I don't think he needs it.)
The 250-10 has Italian material. I will make a CmBN compatible version very soon. (he has 2 camos, random stuff)
The 250-9 with 2 camo of your choice and random stuff
I add to the deck the opel blitz with lot of option also it is not compatible with CMBN (I will also do it very soon).
I removed the triangle on the roof (for aesthetics). He has two camos and random stuff with it have no cover
I also made the sdkfz233 with two camos and lots of options
I am never satisfied with my skins and I would always like to refine them but you have to do the work.
Maybe I'll come back to it one day. The vanilla skins are very good . A good weathering do the job i think
I come back in 2 hours to finish the post and put the dowload links.
i made a trick to fix a bug with soldier in truck
[![Image](https://i.goopics.net/RJ9Ew.png)](https://goopics.net/i/RJ9Ew)
A tt
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PIATpunk reacted to umlaut in Umlauts Commercial Buildings
Here´s my old Seizing Ciembienne scenario - updated for the commercial mods (again, this a temporary Dropbox link which I´ll remove, once the scenario has been published on The Scenario Depot):
https://www.dropbox.com/sh/brev6g2miy6v627/AABamAIjsM5c1J11Hg17cmTZa?dl=0
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PIATpunk reacted to RockinHarry in New "02" patches for Game Engine 4 are now available
like also to remind of the pillbox issues when mortars and artillery can easily penetrate and kill any occupants within single game turn. This holds up some my scenario creations from getting further since 2-3 years now.
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PIATpunk reacted to Bootie in TSD III, TPG II & The CM Mod Warehouse Update area.
New vegetation mod for CMBN has been made available by @Falaise
https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-battle-for-normandy/cmbn-scenery/cmbn-terrain-vegetation/
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PIATpunk reacted to Falaise in A plea for the Biodiversity
you are absolutely right Warts 'n' all,
I should have already put it online 🙄
i will put them online this week
I have to make the text and translate it
when we are not english speaking it's more work despite google translation !!!!
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PIATpunk reacted to Oleksandr in Oleksandr's Modding Space for CMFI.
In a meanwhile - working on my first Sherman tank mod:
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PIATpunk reacted to Satomas in Never too late
Hello, I'm an old CM player(Saturnin). By nostalgia I make a little comeback with CMFI (i lost my old accunt, dead mail adress). To celebrate this I offer a small Mod.
I hope it will please you.
Here is the sdkfz250-1. I wanted it with more battle dress looking
It comes with: 2 camos, random material and options (hatch open or not, ...) a multitude of possibilities to test.
For that it is simple.
If you want the two camouflages leave as such.
If you want one in particular discard the one you don't want and rename the BMP file to: sdkfz250-1-hull.bmp
If you dont want the stuff 3D it simple discard the ALL .dmr file
Many thanks to Aquila-SmartWargames and
sbobovyc for the lesson of 3d and all their work.
That's great
As a small supplement I also made Protze. Because without Protze life is not the same
I will finish the series of 250 / ... I think and may be the 251 / ...
See you soon
Have fun
Satomas aka Saturnin
For the moment I have not found a solution with Cmmods. I go through dropbox until the solution
https://www.dropbox.com/s/vxwhi4ss3y8834t/sdkfz%20250%201.zip?dl=0 for the 250/1
https://www.dropbox.com/s/yq0oi125gxoy3oa/ProtzV1.2.zip?dl=0 for the Protze
A bientôt
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PIATpunk reacted to LiveNoMore in Campobasso, It
@Blazing 88's, Thanks for the scenario! @weapon2010 I will be remaking the entire scenario soon. Just finishing up on a 2 others which I'll post in the next couple of weeks. Then on to the new and improved Campobasso!
Thanks All!
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PIATpunk reacted to Blazing 88's in Campobasso, It
I have it. I will keep the link active for a week or so.
Campobasso
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PIATpunk reacted to Falaise in mods zur Normandie Front
Here is a mod for the 1st Polish Armored Division.
The 1st Polish Armored Division was engaged in Normandy from August 1944.
She fought in the plain of Caen Falaise before becoming famous during the battle of the Falaise pocket, then she continued her journey through the north of France, Belgium, Holland and finished her race at Wilhelmshaven in May 45.
Each regiment is distinguished by its collar badge.
The basic game offers us the 10th dragon which is the motorized infantry regiment of the division.
However there is a small problem… the 10th Dragon to show that its was a motorized unit wears in combat the cotton outfit without any badge other than that of rank.
In addition to the 10th dragon in cotton uniform, I added the 3 infantry battalions and the reconnaissance unit
The 3 infantry battalions: Podhale, 8th, 9th Chasseur and the 10th PSK( reconnaissance unit), wear the wool battledress with distinctive collar badge.
These units also carry a black epaulet on the left shoulder
This epaulette specific to the 1st Polish DB is a historical reminder.
The 1st DB was born in Scotland during the war of the 10th armored brigade which is the 1st Polish mechanized formation. During the Polish campaign this unit wore a black leather jacket. Commanded by General Maczek, it inflicted heavy losses on the Germans, despite its weakness, which soon nicknamed it the schwarze brigade. It is to preserve this memory that the wearing of the black epaulette will become generalized throughout the division.
I also removed the MK3 helmet which was not worn by the division during the conflict
(Aragorn will not like it… 😁)
10th Dragoon
10th PSK
8th bataillon
Podhale
9th batallion
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PIATpunk reacted to Oleksandr in Oleksandr's Modding Space for CMFI.
Working on those Airborne forces:
The base of my work is 82nd Airborne Division.
adding up some details
Will be doing American gear separately due to different branches represented in the game
Adding small eyecandies as usual:
Do far the biggest problem was to put American flag on them troops. The problem was that making them big and added to a white bondage would look horrific within the game.
So the flag will be kind of small yet the very same that've been used in real life:
Obviously work on uniform never stops:
Reading and listening a lot about US Airborne forces. It became more than a mod but a small interest of mine. I think it would be fair to say that Airborne forces got some charming operations in their backpack.
Might be working on this mod longer than usual due to the busy life and the fact that I might include few variants of uniforms.
So we'll see what happens when the mod is ready. Enjoy your week gentlemen.
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PIATpunk reacted to MOS:96B2P in Bug and stuff thread
The four action spot slide. It works for HMGs. Not sure about other crew served weapons. For HMGs: If you have a deployed team, and give them a short movement order (4AS or less) without un-toggling "Deploy Weapon", the weapon becomes "instantly" packed up and only takes 2-3 seconds to redeploy once at the new location. This is simulating the crew shifting their piece without dismounting it from the tripod etc.
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PIATpunk reacted to Falaise in Umlauts Commercial Buildings
umlaut c'est formidable !!
by the biggest coincidence, I finished last night less than 24 hours ago a modification of the building 103 to dress your "Cembienne" masterpiece
and this morning I discovered that you posted a whole series of wonders !!!
thank it's beautifful
I started to take a photos of the commercial Buildings that we has still to meet in the northwest of France in order to have material (data base) to modify
Even if you do not have time, I will send you and to whomever them want all the photos that I can take as a basis.
some of the best examples found in Paimpol in Bretagne
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PIATpunk reacted to umlaut in Umlauts Commercial Buildings
Howdy folks
The other day I realized that I had an almost complete mod set of commercial buildings that I´d never finished and released. So now I have brushed up the files and made it sort of ready for release. Mind you: The mod set is not as finished as I would like it to be - that is the reason why I didnt release it, when I made it three or four years ago. But I dont think I will ever get the time to fully complete it - so I have decided to release it as it is, rather than just letting it sit idle on my hard drive.
I am going to make it temporarily available from Dropbox - but hopefully it will be on CMMODS IV soon and then I´ll remove them again.
https://www.dropbox.com/sh/f2tl7i0ntkw5r3u/AADyULTXZ40Ms5CDuaQ7B6b7a?dl=0
Here´s a bit of info on it:
Umlauts Commercial Buildings
This set of mods contains modded commercial buildings for CM Normandy.
I have added murals to the gables of some of the buildings and some extra storefronts.
According to my research they should all be typical of Normandy in 1944 – but I could be
wrong.
The mod set contains quite a few extra commercial buildings, compared to the base game:
Buildings 100: Base game = 2 sets – this mod = 3 sets
Buildings 101: Base game = 2 sets – this mod = 15 sets
Buildings 102: Base game = 2 sets – this mod = 2 sets
Buildings 103: Base game = 2 sets – this mod = 13 sets
Mirrored gables
Unfortunately, the game reuses the gable BMP´s for both gables of a house, so if a
commercial building isn´t accached to another buildong, then one of the murals will always
be inverted.
I have tried to fix this by adding two different versions of each gable – with the inverted
part on both sides. This means that you can place two commercial buildings next to each
other and cycle through the building layout (shift-left click), until the inverted gables are
hidden where the buildings meet.
Choosing the preferred layout
I highy recommend that you cycle through the building layout (shift-left click) of each
building to choose the one with the preferred layout. If you leave it to the game, the
building layouts are assigned ramdomly – and you will probably see a lot of inverted
gables and indentical buildings next to each other.
When you cycle through the layouts, remember that there are up to 15 different layouts for
some types. And if you click and nothing seems to change – then it is probably only the
layout of the gable that has changed, while the rest of the building stays the same.
Damage:
I have altered the damage files of the game to suit my tastes. The buildings with damage
showing the brick work through the plaster are modded to fit these damage files. To apply
damage, press shift-alt-leftclick.
Please remember that I do not consider this mod set completely finished. But I dont think I
will find the time to finish it anytime soon – if ever – so I´ve decided to release it as it is.
Enjoy
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PIATpunk reacted to Falaise in New Campaing "6th Troop"
first image of our Polish commandos taken by a war correspondent ....
I finalize the mod and send it to you if you want to join it to your campaign
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PIATpunk reacted to Badger73 in The Year Ahead Bone Post
I suppose that's true when you count all CM games and maps. Within CMBN though, this specific bug regularly ruins play. It is not trivial within that title.
However, I do understand that debugging it will be a major effort diverting resources from other more profitable work. I hope someone might wake up in the middle of the night, say "Eureka!", and find a fix for it soon though.
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PIATpunk reacted to AlexUK in The Year Ahead Bone Post
Thanks for the response Steve. I'm not playing on any maps with bocage at the moment because of this issue, so from my point of view it is quite a big one.
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PIATpunk reacted to Peter Panzer in The Year Ahead Bone Post
@Battlefront.com
Hey Steve:
Good to see you on the forums - can I take advantage of your inquisitive bug hunting mood from earlier in the thread?
Here's an unintended consequence of the 4.01/4.02 patch that puts a real kink in the bocage terrain and presumably related infantry TacAI behavior (i.e. displacing into enemy fire) in CMBN. Some players like @PIATPunk called attention to this a few months ago and @BFCElvis has been helpful in logging it with a viable test scenario.
You can view page six of the most recent conversation about this, which contains two files uploaded by PIATPunk reproducing the issue.
In a game where the bocage is often as much a role player as the combatants, perhaps you'll agree this one constitutes more than a nag by a few Normandy buffs. Maybe a ready fix can be pushed now that the Rome to Victory dust has settled?
As always, thanks for the countless hours of great wargaming over the last 20 years - you guys really are appreciated! I'm definitely looking forward to the Black Sea module and a fix for the CMBN bocage/infantry bug!
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PIATpunk reacted to mirekm61 in New Campaing "6th Troop"
Hi
I apologize for my English, but I can only do this, I help google translator.
The campaign presents the fights of this company in the Ancona area on July 17-18, 1944. Module Gustav Line is required, all scenario are not historical. All maps are obtained from the collections of QB maps or scenario, maps about the size of 1x1 km.
I hope this campaign will be different from the others, where the AI often has 1 plan and its defense units are very static. It is hard to play it again after some time, where it is known in advance what and where it is. In all scenarios, AI has 3 plans, each plan may even differ in the composition of the units. Do not be surprised that "Tiger" appeared, and when you play this scenario again, it is not there, or the opposite. The size of the scenario is small / medium, but at this size it is good to determine the AI behavior, each vehicle has its own plans. I tried to use all the possibilities of the 4.0 engine like shelling a particular area, planned AI withdrawal, etc.
As a player we will not receive any additions max 10% (the campaign lasts 2 days) this only applies to the composition of units, so every soldier is particularly valuable. Ammo replenished every battle. Similarly, the main armored forces of the enemy are not resurrected. If we can hunt something, it will not appear again. A good example is the first mission in which we must detect and kill the enemy observer. If we succeed, the enemy will be deprived of heavy artillery support in the next mission. Of course, the fire will not appear in the first round, but later when we start attacking. I hope AI will be able to operate artillery well. I find the scenarios difficult, but don't worry that the campaign will end after the first failure. There are 4 to 7 missions to complete, it all depends on your actions. Remember that we play against a very well trained enemy unit, veteran / crack / elite.
All comments are appreciated,
https://mega.nz/#!Tm4jFIiD!m27gCNkkY3NVpxMGtS799uOMxhA2-2qXrebIfqksPuM
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PIATpunk reacted to Falaise in A plea for the Biodiversity
merci
Yes, I'm going to put a series of landscape mods online
Between June, July and August the aspect of nature changes
I designed a mix of mods that I created, others picked up as is, finally other than I adapted
The idea is to stick as closely as possible to the colors and ambiance of the Normandy countryside
I have the advantage of living there and watching the changes for 50 years now (time flies)
here the same place during three months:
June
grass and bright green tree presence of poppy ...
July
the green is less intense the tall grasses turn yellow
August
yellowed grass, trees turn brown, poppies are gone
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