Tanks a Lot
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Posts posted by Tanks a Lot
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The wear on the building walls looks good. Anyone thought of graphically inserting vines growing on the walls, things leaning against em, bric a brac etc?
Unfortunately, at least for the independent buildings, the walls don't go all the way to the ground. They go into the base part that juts out, so any plants added to the bottom of the walls, will not look they are growing out of the ground.
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Tanks a Lot, no news about your own Normandy building mod?
It's going very, very slowly, with so many game issues to deal with, and unfortunate compromises to make. Plus, I'm really rusty at doing it.
Here's a very early preview, since I'm still on the first building:
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Another must-have mod. Can't wait for the next one.
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Look at those rust stains leaking down from the rivets, now that's detail. Great work again, Juju.
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The difference is stunning, but that's usual for Juju's mods, love the moss growing between the stones.
I'm becoming well aware of all the issues and limitations, and the frustrations involved, so he did a great job of overcoming them.
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Go out and grab it! Juju put a lot of work into this beauty.
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At this point, as far as I'm concerned you can blame any further delays on my testers.
My guess? Tomorrow.
We just like to make people suffer, while we get to play around with your great looking mod.
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We of the unwashed masses desire strongly that you do! You're CMx1 mods were the best.
Thanks for the kind words, your comments always helped keep me going during the CMx1 days.
Unfortunately, the same window/door problem showed up with building 001 and 002. I assume it will be the same with the rest. That really limits what I can do, aside from the wall texture itself. One of the unique things about Normandy buildings, from the pictures I've seen, is the somewhat haphazard placement and size of windows. Some entire sides of buildings have nothing but a blank wall.
I might have have to resort to just playing the game. ;-)
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Hey Tanks! looks good.
You might also screw around with the numbering conventions at the end of the file names...not sure if it will work on the independent buildings, but in CMSF we were able to create EXTRA textures to go along with the stock textures for the modular buildings...LLF made an 8th texture.
Nice to see you back.
Mord.
Thanks Mord, good seeing you back too.
Looks like I have a lot to learn, thanks for the tip.
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Oh oh oh! A word to the wise from the original texture artist.
You might want to try reskinning any other indi building besides that first building 000. Every other building will cooperate with you on the project, that particular building will fight you. Especially around the windows. That first building 000 will cooperate with you 88% of the way but the last 12% will give you fits.
I'll look into it, that sounds promising.
Does the game need to be restarted for new textures to show up? Whenever I tried adding new BMPs to my Data/z folder, then going back to an already opened CMBN, the stock textures were still there.
I used to alt-tab out to the desktop and back so many times testing my mods in the old days, I hope that can still be done.
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I'll be damned, it's Ed! Boy, it's good to see you back! You know, I really missed you around here lately. Hope you're doing well?
And you've even have the courage to take up building modding! Mister, you're a better man than I. I took one long look at them and felt so daunted by the task I wasn't even about to try. Looking forward to your work. And if you need me for testing your work, just holler, okay.
Hey Juju,
It's great seeing that you and other mod gods are back.
Yeah, modding buildings is very daunting, and that's why I was just fiddling around right now. I thought it might be a little less so, since there are no winter or damaged, or winter damaged sets to feel compelled to make.
If that window/door issue is confined to building 000, (of course it had to be the first one I tried) I might keep playing around with the idea. You helped me so much before, I'd gladly send you my work for testing, if I decide to commit to doing it again.
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Independent buildings have their windows built-in, unlike moodular buildings. Though you've covered over the window art the windows - and sun glare from the windows - will still be there
Thanks for clearing that up, Mike.
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I was just fiddling around with modding a building or two when I noticed this strange sight:
I used a solid wall texture, but there are outlines of the original windows showing through. Is this a bug or am I limited to using the exact placement and size of the original windows and doors?
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Interesting experimentOriginally posted by eichenbaum:</font><blockquote>quote:</font><hr />Originally posted by Tanks a Lot:
As an experiment, I converted all the buildings to 2-colors (1-bit). Then created a map with dozens of buildings. I then measured the frames per second with a tool called fraps. There was basically no significant difference in frames per second between the full colored buildings and the 1-bit buildings.
OSF had a lot of 8 bit terrain textures, filled 2x2 km maps and battalions running in the field. Hope I find the time to test it with fraps to, to see whether there's a difference. But I can read from your results that it won't be that dramatic
What about physical memory use?
It would have been awful to see your magnificent buildings in black & white :S
Thanks Tanks a Lot! </font>
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As an experiment, I converted all the buildings to 2-colors (1-bit). Then created a map with dozens of buildings. I then measured the frames per second with a tool called fraps. There was basically no significant difference in frames per second between the full colored buildings and the 1-bit buildings.
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That's some nice work eichenbaum.
About converting to indexed color, Philippe is right about "no free lunch". The file size will shrink to one third, but unfortunately the game converts them back to full color. A lot of people claim it will run smoother at 8-bit, but technically it shouldn't.
Hopefully Kwazydog can confirm this for us.
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Unfortunately, you can't see rocky terrain doodads from that height, no matter what you do to them.
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I copied this post from an older thread that might help your problem.Originally posted by Macphail:as mentioned in the other thread, i wonder if there is some numbering conflict with different versions of cmak. i too would like to enjoy your brilliant mod.
Do you have a CDV version? If yes, than you're probably putting them in the wrong folder, you have to put them in X\RUN\BMP
with X the path to your CMAK folder.
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Thanks Mord.Originally posted by Mord:Ed you have rifled yourself into Mod God status! You are the king of CM buildings. Man, you've come a hell of a long way since that marsh mod, (which BTW you perfected in CMBB)! Congrats, these buildings look fantastic.
Mord.
I still remember you helping me out on that marsh mod, good times.
When I look at the quality of Juju's buildings, I feel more like a jester than a king.
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Thanks for the nice comments.
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My attempt to make Normandy-style buildings. All eight small buildings, for all seasons, and damaged versions too. I tried to make the lighter ones mostly plaster/stucco, and the heavy ones stone for easier recognition. Four new roof textures are included.
I hope your modems are ready, because this is a big download. Two packs weighing in at around 26MB each.
You can see some previews here and here
A big thanks to Juju for all his testing and great suggestions. You can download them from Santa's Mod Village
Merry Christmas!
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Thanks. I've been fiddling around with it the last few days. I kept making so many changes to the buildings that it was a pain to keep updating the site.Originally posted by junk2drive:I see that you have redone the website.
Nice previews.
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All four versions of the eight small buildings (summer, damaged, winter and winter damaged) are pretty much done. They should be available in a few days. I haven't really started on the tall buildings or shacks yet.Originally posted by Bogdan:** shameless bump **
As those brilliant "Sealion" building mods are now available, any hope to see some nice modders getting interested about Normandy ?
Pretty please ?
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Wish I could make 'em like that. They look more realistic than the photographs, or are these the photographs? Stunning work again Juju.
[ December 08, 2004, 01:01 PM: Message edited by: Tanks a Lot ]
[WIP-PREVIEW] Tanks a Lot's Normandy buildings
in CM Normandy Maps and Mods
Posted
I want to thank Juju for all the hard work he put into this preview, and all the great comments and suggestions he makes to help me improve the look of these buildings.
I know I can't make everybody happy. Removing the potted plants and watering can will probably cause others to say the base of the walls need something, because they are too empty.
Because of game limitations, I am very limited in what I can do, not to mention all the limitations in my skill. Since the wall doesn't go down to the ground, a layer of plants/weeds, that might otherwise help the building blend in with the ground better, is really out of the question.