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RockinHarry

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Everything posted by RockinHarry

  1. Yep, in coop many the things are doable in realistic ways. Also depends on what mods/modules are to be used generally. Similar for single play. Buddy aid system in CM is a really dumb one. Only consideration for getting it started is when an enemy bullet didn´t pass by in a given amount of time. The game engine does not consider that the shooting can start any second again. Also revealing the whole of a team´s/squads´s position when the medic starts popping up unasked for. Sometimes I want shooting that medic myself if he starts doing it. Say... you got your team/squad on "hide" while beeing in a position you don´t want change for the moment. But you´ve a wounded in same or adjacent AS. Now a heroic buddy aidee starts doing his own thing, also waving his hands for a "Here we still are! Shoot at us (again)". Not that this guy will mostly be the first who got a bullet in his head, everything that comes in then also might kill more of the same team/squad. Colateral buddy aid damage. Haha. That was the hide command then. So I keep sticking with my mod. Can´t change the hero´s attitude but at least he keeps his dumb head down below.
  2. Thanks for feedback Joe! Yep, I´m actually doing the same if there´s OT vehicles in any the forces. IIRC it´s unarmed idle kneel something and its ani gets shared among various pixeltrooper stances/crew positions unfortunately. If BFC seperates these, ani´s could be fine tuned better as well. Seems their animation specialist ain´t on board anymore. Yep, same for tracers. Can´t be that hard to code that in. Maybe more a matter of will and less of the aptitude.
  3. Yep, although one can surely enjoy total freedom of choices at times. Main weakness of QB is their rather generic and inflexible AIP setup and scripting. A scenario designer can do much better all the times. Re tweaked shelters and trenches I could imagine a QB map beeing better prepared for them. Means offering a good amount of ditch locked terrain tiles at reasonable places. Not all got to be used and the suspicious looking AS´s can add to FOW if many are just fake positions. Keep the opponent guessing. You can rarely buy enough Arty to hammer them all. Re Blender I just know enough to import, edit few selected things and then export for CM again. Beside that I´m still a noob. Anyone can catch up in little time. Key is sharing knowledge and not cooking its own fire in secret chambers. Yeah, let us know please. Would be cool if we could figure out a Blender procedure that enables us dealing with the mentioned material/texture issues in least of time. That would save us the time better spent for more in game testing of our lil edits.
  4. Thanks Rob. It was quite an interesting build up process, trying numerous things on a limited size map and force. Think most of them haven´t even been discovered yet. Btw... did you try a playtrough yet? cheers
  5. I know of some cool ARMA3 BT- and T-early war AFV mods. Would be cool if one could bring them in for some decent Barbarossa. Considering the BT- and T-26 were the most numerous in 1941.
  6. Think I also saw some related FX in ReShade, but haven´t tried these out yet. Lots of cool (or hot) looking stuff indeed.
  7. Yep, don´t get distracted (too much) ATM. I just keep doing my loud thinking sort of if I find or found something that might be for good, future use. Yes, levels is the next league for when figuring out all these inner workings, in case it´s doable at all. Poking in the fog can also be a big time waster if one is not quite so successful. So better focus on those things that at least seem doable ATM. Just place any the indi builds in 2D editor so you can see what height they are actually. I still lack an overview ATM. Didn´t even know until yesterday that we have this factory w chimneys in RT-FR. Exactly, yes. While I´m at the wooden shelter I also keep doing some experiments with FH/trenches and let you all know about any findings. I still see some potential to make these look and maybe also working "better". One caveat likely will be that it´s then almost all scenario/map maker assets and not usable in QB or missions/maps made earlier. But I just keep seeing benefits. And this is where I think I can bring something to the table. I'm happy to try and make them look better, whilst I hope your experiments will give us better playability, or to at least see the limits of what's possible. Yep, think all our combined efforts should give us anything playable, whether be mere eye candy or yielding functionality as well. Another thanks to @sbobovyc and @Aquila-SmartWargames (and those I miss mentioning) for making this possible. Can only make my guess about that. Beeing in fortification category and purchasable it got to be be a playable unit type category and so it was an obvious choice not making it a neutral terrain object instead..I guess. But that´s a very limiting approach, entirely neglecting that forts in fact can change ownership repeatedly. Also terrain objects do not apply to FOW and there´s likely no data or programming concepts that could change that easily. But I´m not a programmer. So likely all easier said than done. Definitely doable in Blender, but not sure what would happen regarding pixeltruppen occupying it. Again can someone please explain why ... this and some of the other indi buildings are only peaceable at an angle!? Sure it must have been discussed / griped about many times ... I´ll try doing some testing. Now that I know how to get these exported successfully some new info should pop up soon. Guess to allow for some variety for when there´s lots of the 45 degree diagonal roads on a map. Some are just variations while some others seem unique. Though diagonal indi builds are somewhat tricky, game play wise (ptroopers path finding and placement/LOS/LOF). Also they got to fit into the 8x8m AS concept. We know one can place any builds at an offset (half slicing a neighboring AS) as well. All might play a role in here. Yep, all seems doable. But who´s the time for all this ATM? lol So would be cool if we could draw more wannabe Blender artist into all of this. Required info is on the table and keeps beeing maintained, here and at other forum places. Just noticed I used wrong terms. It´s actually 2 colors (plain black or white) or 256 grey scale tones needed. Yep, Blender scripts are imperfect. As said wanted to bring that to sbobovyc´s attention, just when he vanished and got busy elsewhere. But material name (not texture name) is key and that is what got stored in MDR files. One can work around this, but still got to dig some more into Blender 2.79 peculiarities for better understanding. That for more precise preparation so exports will always be successful.
  8. Most the time it´s not about finding something actually, yet it´s a bonus. I enjoy beeing out for some fresh air, moving my lazy *** and visit interesting history related locations. So whatever one finds and could connect to known historic actions is a great feel. Also one bits of walk in the shoes of those who were there like i.e at the battlefields of Op Veritable, hurtgen forest or my former home area, the Ruhrkessel.
  9. Great you got it working Rob! If you like do some related commenting on it feel free to post in thread below. There´s also bits of background info to be found. I´d a look and it does not. In case you haven´t yet, you can copy over your newly created dragon teeth CMBN mod folder over to CMFB (and the other WW2 titles) data/z as well. Have fun and thanks!
  10. I keep the better preserved stuff like those in my pics. Anything explosive will be reported to local EOD and anything illegal either reburied or given to someone who can make these "legal". So is german laws. I´d never sold any my finds. Among my rifle finds were K98k (80-90%), old Gewehr 98 (WW1), Lebel, some scandinavian stuff (Springfield or derivate), Mosin Nagant (!), Lee Enfield and then single parts of MP40, MG34/42, Stg44 and lots of odd foreign stuff. I´ve none of these anymore and gifted to a friend collector who can legalize these. Just kept single legal parts like bolts, empty magazines and such. Most our foreign weapon finds could fairly safely beeing associated to either Volkssturm or Luftwaffe. Mostly by accompanying finds. There was no W-SS in Ruhrkessel but a corps HQ commanding regular Wehrmacht troops. So finds associated to these are extremely rare, in this area at least.
  11. Yep, we just need 24Bit standard BMP and the exotic 32Bit alpha layer ones. The 32 Bit files alpha layer IIRC can be of the 2 or 256 bit types. Depends on what model needs them. If your model turns all black (or washy) in game, then it´s likely the wrong type (2 or 256Bit exclusively) or file is 24Bit, missing the layer entirely. That´s from my understanding ATM.
  12. it´s universal object. It´s the same for at least all the WW2 titles. Grab Lucky´s file, then unzip everything BUT the *.btt file into a seperate mod folder in your games data/z location. You then can place hedgehog/dragon teeth yourself when in unit editor select from "fortification" types. As said CMBN, CMFB, CMRT and likely CMFI (untested) . If you like playing the CMBN (requirement) battle as well you´ll find it here: https://www.thefewgoodmen.com/tsd3/combat-mission-battle-for-normandy/cm-battles-for-normandy/cmbn-v4-mg-vp-you-enter-germany-introduction/ It plays well with or without new hedgehog mod.
  13. Gorgeous model! Don´t forget we can use normal maps for smaller detail things so don´t need actual geometry for everything. If exported in parts or a whole, one could try flavor objects and then see further. See Aquila´s ruin model for enveloping with visible or invisible working in game objects.
  14. @Lucky_Strike ? IIRC last published and working version was here otherwise:
  15. Feel free to tell of your own ideas and lil inspirations. Who knows... maybe they turn to something usable enhancing your and our personal game play. Or join the fun (and somewhat painful) Blender learning experience as we do now. The more brains that got involved with this, the better.
  16. do a google search on free (and legit) Photoshop CS2 (as of 2005). It works fine on Win10 and does the purpose on BMP 32Bit file type well! I grabbed mine here (german language text only, but PS version is any language) https://www.chip.de/downloads/Photoshop-CS2-kostenlos-Vollversion_59762951.html
  17. maybe one could offset the 45 degree rotation but preserve overall size in Blender?
  18. CM trench and FH object types are really strange ones. They´re not "vehicle" like pillboxes but neither pure terrain object types. Odd mix of both but IMO largely non working bad compromise. Ah and yes.... these sandbagged wooden frame structures and mole hills look like crap as well. Whoever invented these doesn´t get a beer from me.
  19. All good ideas! Yeah windmill footprint is too large at given size, yet I´s more thinking of a prototype and derive usefull stuff from it. I.e base shape, level construction (maybe "easier" to be figured out for indi builds first) and any META that might possibly help. I wouldn´t exclude working levels yet. One could possibly use max supported level structure and make the "roof" part extraordinarily "tall" maybe. It would still be a great vantage point at level 7 or 8 ( level x 2.5m = y). One could also place it on raised (ditch locked) terrain tile thus squeezing out couple more meters maybe. One could at least test if a confined space supports any ptrooper occupations at all. An inner space diameter of say 2-3m should be minimum, but who knows. Think FOW issues only apply to "vehicle" type classes, like pillboxes is. For building types it might be "just" some required META adaptions to be made (I hope). Could try but I believe it´s rather hard coded data and thus non available to our modding attempts. So pillbox vehicle class data to building terrain object class.... From my experience every model mesh changes need beeing adapted in META as well (bounding/hit boxes etc). So not quite so trivial as long as META keeps its secrets I guess. Outside "extras" (like terrain blending envelope and flavors/doodads) should be less of an issue, maybe depending who´s the parent and what to put in META (or leave it all at zero). Can´t tell yet if there´s a solution for wormhole effect. Maybe I/we´ll find something, but could also be it remains an "either or". I personally can live with my "or" since it´s what I´s looking for and now know how to deal with the worms (shielding 0,0,0). Hopefully we get it all done before BFC strikes with a new game engine. lol
  20. Nice, but out of place for Berlin I´m afraid. I´d preserve some goodies once you´re finished with Berlin and hopefully you turn to something new again then maybe? Btw... I´d use these for maybe camoflaging combat positions or making a curtain for pillbox doors and such.
  21. It´s part of a full Luftwaffe squad (Flak crew maybe) who deposited everything they carried but firearms, mess tins and canteen into a combat trench in "Ruhrkessel" sometime mid april 1945. Huge and rare find. Ammo pouches still had 8mm Lebel ammo in them and there were few seperated parts of a french FM24/29 lMG as well. So Luftwaffe were beeing equipped with french Beute weaponry there.
  22. Although I´m not overly interested in PT... but this I´d like trying out when it´s ready and when I´d ....CMFI (which I don´t ). And I see many interesting little concepts put to practice here! Inspiring.
  23. Wasn´t the VSync option = Off made to fight these issues? Not that it´ll help much on huge maps with lots of trees and buildings though.
  24. Yep agree. I´d recommend playing ARMA3 (and Iron Front AIO Mod for WW2 1944 eastern and western front) to see something like that happen. Can´t recall if even GT Mius has any such implementations, but it´s long time since I launched this game so IDK. It´s still beeing updated and improved til today and devs likely keep doing so.
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