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Darknight (DC)

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Posts posted by Darknight (DC)

  1. On 3/24/2022 at 8:34 PM, Lt Bull said:

    Hello Darknight,

    The link given contains all the mod tagged files/documentation for the two campaigns (First to Antwerp and Operation Undergo) but is missing the actual campaign files (*.cam).

    Any chance you can make them available?

    Regards

    Bull

    I can't believe I did that...oops.

    I have fixed it and the .CAM file is now included in both.

    Wow, I must have been half asleep that day.  😛

     

  2. On 1/30/2022 at 3:09 PM, alnigor said:

    So where it is possible to download? And any chance to get your version of new one campaign - https://www.thefewgoodmen.com/tsd3/combat-mission-battle-for-normandy/cm-battle-for-normandy-campaigns/cm-cw-first-into-antwerp/?

    Can't play without your mods now)

    I tried putting the Operation Undergo mod up in a dropbox for Bootie but never heard whether he posted it.

    If you have a dropbox, I can send it to you.

    I will take a look at the new campaign over the next couple of days and see about modding it.

  3. On 6/8/2021 at 3:26 PM, alnigor said:

    @Kaverin У меня давно работает все ок. Конечно не все сценарии проверял - но те что играл все без проблем. Я просто копировал с заменой все файлы сценариев в папку \Game Files\Scenarios. Ну и понятно, что если нет какого-то модуля необходимого для сценария - его и не запустишь.

    Google Translate version: alnigor said "Everything has been working for me for a long time. Of course, I did not check all the scripts - but those that I played all without problems. I just copied and replaced all the script files to the \ Game Files \ Scenarios folder. Well, it is clear that if there is no module necessary for the script, you will not run it."

    Dropping the scenarios into the folders as alnigor mentioned above should replace any original scenarios with the ones modified to use the appropriate graphical mods.

    Then re-start the program.

  4. On 8/3/2020 at 6:02 PM, alnigor said:

     

    Darknight thanx a lot. It is fantastic mod and compilation!

    But can't find two good campaign here. Could you make also your versions for Assault On Lucherberg and  The Outlaws

     

    The Outlaws was included among the campaigns.

    Assault on Lucherberg wasn't included because it is outside the CMBN timeframe (Dec 1944) and would be better modelled in CMFB (which I might actually pick up one day if the Commownwealth ever makes an appearance 😑).

  5. Lol, I took a small break to play some games....

    I have the research completed (mostly), and lots of examples but CMFI is a more complex beast than CMBN.

    I could work on tagging all the scenarios fairly quickly but I don't have the as many of the mods completed for a comprehensive mod...

    Maybe I'll work on smaller chunks (for my own sanity).  🙃

  6. 30 minutes ago, quakerparrot67 said:

    wow-  this is nice!  my favorite part is seeing paras with maroon berets,  it  actually gave me a bit of a lift in morale, having them.  i do wonder, though, would it be possible to have a mix of 'cherry berrys' and airborne helmets on the paras?   it looks as though some of the other 'rifle' units have a mix of berets and helmets, and one beret for every 3 or five paras, the rest wearing helmets, would look more realistic, i.m.h.o.. 

    also very happy to see commandos actually dressed as commandos (battledress and green berets) rather thn wearing airborne uniforms, although later in the war denisson smocks were frequently worn by -commandos in holland and germany.

    once again, incredible work.  thank you for the time and effort that you and all the other modders put into this game-  it makes a big difference!

     

    cheers,

    rob 

    I would have liked the hybrid option myself and would have done that if I could have.

    Unfortunately, the work-around to get berets to show is an all-or-nothing proposition.  If the Airborne units had 2 different helmets (like the infantry with the mkII and mkIII helmets, I could have done it).

  7. 3 hours ago, 3j2m7 said:

    Colossal work @Darknight (DC) thank you to take the time to let us in details enjoy !

    But do I missed something on the forum, ?  I see news Portraits from CMBN, ? are they already from Mords ? cos I dont find any news about it on the CMMODs, are they on the way to come on the CMMODS IV  ? 

    I found  the 21 sth Army group, already helpfull, with this one is  a gain of time when you want make your own mods. 

    Mord has a new CMBN portrait mod coming in the not-so-distant future; he is a perfectionist and was not happy with some of his German portraits yet.

    These are a portion of Mord's new work and this mod incorporates some of his newer stuff (but not anywhere close to all of the options) plus I played around with a few of his German ones to get the necessary divisions...consider it a teaser...and I'll update when he puts out his full new version.

  8. Okay, I've finally finished this mod project...it's been going on in some form or another for years but the present vision was started last July or August, then I took a winter hiatus and being stuck at home has given me time to finally finish.

    This mod started, as most of my mod work has, with my beloved CW troops.  I have nearly driven myself to madness in the past with my completionist obsession for modding the entire 21st Army Group but I deliberately avoided that problem this time by only focusing on the CW units actually represented in CMBN scenarios and campaigns.  I have modded the uniforms and vehicles for each CW unit that appears in CMBN (no small feat but better than my original obsession 😉), which led me to an exhaustive examination of all of the scenarios and campaigns I could find (reading notes, briefings and digging through the OOBs).  At this point, I decided that I wanted to make it easy to use the mod, so that meant looking into ModTags.  All of the unit graphics have had ModTags applied to them.

    I identified 175 scenarios and 22 campaigns that would lend themselves to specific units being represented (CW, US & German); then, I extensively ModTagged all 175 of these scenarios.  For the 22 campaigns, since I couldn't add ModTags to the individual missions, I created campaign-specific mod .BRZ files, which will accomplish the same goal.  Along the way I have made a few changes to the CW armour models in a few of the scenarios and campaigns for greater unit historical accuracy but they are mostly unchanged by me.

    Not being an SME on American or German vehicles/uniforms, I have personally ModTagged many of the community mods that I use and I have also included them in a couple of separate .BRZ files that can be used or not, depending on your preference (the beauty of this system is that if you prefer other mods, just tag them yourself using the ModTags I've added to the scenarios and you can get whatever mix you like).

    Anyway, its all ready to go, I just need to put it up somewhere if people are interested.

     

    Darknight

    PS - If any scenario or campaign authors would like a particular CW formation that I haven't included (because they don't appear in CMBN yet), then drop me a line and I should be able to easily provide it, and I can advise on the ModTag structure and layering too, if needed.

  9. Speaking of insane...

    I have been playing around with the uniform mods and figuring out which textures apply where within formations, to which end I have created 'battles' that just load up certain formations so I can check them for inconsistencies.

    So...I was applying uniform mods to the CW airborne formations and noticed that the Canadian para mortar platoon does not have a denison smock texture...so, I began to create something to make them consistent with the rest of their regiment, and at the same time figured I'd do the same for the British...so, I spend all afternoon getting it right and then, when I check, it turns out that the other airborne formations don't have this issue...it seems it's an oversight on the texture call and only occurs with the Canadian paras....argh...wasted time.

  10. Okay, I set all graphics setting to max and I seem to have all the variants showing up now.

    But there is a new issue that maybe I just have the syntax wrong for...  Nope, syntax was correct, I just had to flush the game memory by completely exiting and re-starting.

    In the example of the Canadian uniforms, the base texture has the Tag [canadian] applied by default; therefore whenever you use Canadian troops, the uniform texture called is:

    smod_british_m37-uniform [canadian]

    It's the same for the Polish troops.

     

    So, say I want to model the RHLI Regt and I have all of the relevant uniform textures tagged with [cdn_2id_rhli], which I can then add to the related scenario in the editor.

    I have multiple uniforms (the regular, both officers, vehicle) set to go, with 8 variants of the regular uniform.

    First I tried just with just my Tag because I wanted to see what would happen...and it applied uniform 2-8 but none of the 'first' textures were replaced, all of which have the hard-coded [canadian] Tag.

    Then I crafted the Tag as follows [canadian cdn_2id_rhli], and at first it didn't seem to work (but that was when I figured out I had to exit and re-start).

    I tried again and it worked!  And the order of the tag doesn't seem to matter either (I could put my tag name in front of 'canadian').

    Thanks for the insights guys.

  11. Amazing...thanks guys.  After reading the above, I took a look at the game options and they were still set on default.

    So, I changed the 3D Texture Quality to 'Best' and uniform versions 5 & 6 showed up.

    Nothing I did could make version 7 appear, so I guess 6 is the limit?

    I'm pretty sure I can work with that.

    More testing tomorrow.

  12. Thanks...I forgot about that thread (I've even posted in it 😉).

    There was a post from MikeyD, "I notice your non-working mod tags contain word spaces. Whenever you see a multi-word tag on art its a string of separate one word tags, like [snow germany city]. I expect [shotupbuilding] would work as a tag when [shot up building] doesn't." which I think answers my question about multiple tags...

    IIUC, then I would expect the Tag from my example above to be [canadian cdn_2id_esr], right?  (with the space instead of a comma).

    Also, the post from Benpark is helpful, if still a little confusing for me:

    - Remove the mod tags from EVERYTHING after the stock textures (building "8"). That means, 9, 10 have no [ramadi]. They are named exactly as is, but delete the Mod Tag, as these are outside the scope of the standard stock set. Mod Tags are for swapping in something that already exists. For all else, just add the numbers, and keep going.

    -Add windows with the "u" suffix (copy "window 8u", rename as 9, 10)- they are missing. These are in the stock graphics, so you need them.

    You now will see the 9,10 buildings in the stock game if they aren't already set by the map-maker. If that bugs you, copy over two of your full favorite stock modular texture sets. Then add the [ramadi] mod tag to your buildings 9, 10. That way these only show for this scenario.

    I left the initial uniform textures with the [canadian] tag, so these replaced the stock ones in my test, which makes sense now.

    Whether I have the [canadian] tag on textures 2 thru 4, doesn't seem to matter; it works both ways apparently.

    But I still cannot get textures 5-7 to appear for some reason.

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