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mchlstrt

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Everything posted by mchlstrt

  1. Lowering the size & therefore the resolution of the Graphics. It shows up as 'blurrierness'. The pics refered to above illustrate this effect. strt [ March 09, 2003, 12:40 AM: Message edited by: mchlstrt ]
  2. I'll add my Thanks. COG stepped in & filled a sreious gap that was developing in the Community. Elegantly & in a big way. strt
  3. I'll add my Thanks. COG stepped in & filled a sreious gap that was developing in the Community. Elegantly & in a big way. strt
  4. zimorodok, Good Work, keep it up. BTW, is that a Face Mod? strt
  5. gautrek, Good on you (omg, I'm picking up foreign slang on the Internet) with the mod tutorial stuff. The more info that's out there the better for all of us. And I do like your Work, if I haven't said that before. strt
  6. It always will at some point if you cram enough different Units & such into one Game. A lot of us Mac types were whining about the fact that it seems to do so much too quickly on a lot of our machines. For a fair amount of my personal whining, (including pictures!) do a search for "Mac Downsampling Pics". Sometimes the effect is more or less clear than on this Unit (Romanian R-35), depending on how intricate the Graphics are. strt
  7. I've already DL'd it so if you fix this please post a notice. Thanks again. strt
  8. FWIW my take is that it's an inconsistancy that comes up because this is an abstraction & at some point someone (Charles, ultimately?) has to make a call one way or the other. To simplify the situation using Hunt & Move: the Player can give precedence to Engaging or to Manuvering, depending on which Order they use. Rotating as part of a Manuver-First Order falls a little bit in the cracks. It does seem unrealitic that a Gunner would even try to hit anything while this jostling was going on, & the 'Manuver-Firstness' of the Order precludes stopping for anything. I can imagine telling my TinCan to reverse behind those Woods quick, before that SuperUberDooperLeviathan gets it's Turret swung around, & then pulling my hair out as it stops to throw spitballs 'til it gets holed. Now that I understand what's going on, & know the 'workarounds', I think this is the Right Call. How many pages the Manual would have to contain to clarify all these little points, & the effect that Page count would have on your average Noob, is another discussion. strt
  9. Thanks, this is interesting. Are you on a Mac, & if so how much does it seem to help. Can't get at my Desktop right now to check for myself. Speaking of Macs, I was wondering if upsampling everthing would 'fool' BB into downsampling one step to StandardRes. This would be a lot of work to try, or peferably one could use some batch-file processing thingie. Anybody know (or have) a Program that would be appropriate for this? strt
  10. Now we're talking. Thanks KV-2, I had missed this site completely. strt [ March 06, 2003, 05:01 AM: Message edited by: mchlstrt ]
  11. Just uploaded the second T-26 Mod, Finnish T-26S. This is also the Finnish OT-130. Used the blue Swastikas because I'd seen them before & it was a change. No modifications are modeled on this Unit in the Game so I didn't draw any. The Camo seemed to wash out the details so I sharpened up the contrast a bit except at the Running Gear, where I actually rolled off the top end a little.Feedback desired as per 1st Mod below. Files included to view Finn alone, or compare Finn & Romanian. Romanian T-26S from scratch. Tried to make it fit in with the excellent Axis Minor/ light Soviet Armor graphics that come with BB. Dirty/Winter/No Markings/etc. versions are in the works. They're at Yes, that place I plan to do the entire T-26 line & this Mod is the base I will work from, so this is a sort of Public Beta. Different systems may show up a problem that I didn't see on mine, & I welcome 'artsy' feedback, especially from other Modders. If something seems out of whack please let me know. I would also welcome feedback regarding configurations, colors, markings, etc. My sources are incomplete & sometimes even contradictory. Post to thread or e-mail mchlstrt@hotmail.com. The folder 'Rom T-26 viewing' contains a BB turn that will let you easily look at this vehicle. Put it in the 'Saved Games' folder on your HD & it will show up as '00 Rom T-26S 01'. Otherwise it can be deleted. thanks strt [ March 12, 2003, 01:34 PM: Message edited by: mchlstrt ]
  12. I'm interested in any Camo/ Markings for any of the T-26 series, as I'm Modding them. Trying to upload the first one now, as a mattrofak. I have one b&w pic (titled 'occupying Tabriz' or somesuch) that seems to show camo & air rec markings on top of turret. Thanks strt
  13. Hub, Changing the bit depth doesn't seem to have an effect. However, downsizing the .BMPs does. A lot. If you want to downsize 'odd' .BMPs just cut both dimensions in half. For example a 128 x 64 .BMP is reduced to 64 x 32. This is 1/2 the resolution, but it only calls on 1/4 of the VRAM. You could also go to 32 x16, if you can stand how it looks. This can be OK with Grass/Snow graphics, which are the single biggest VRAM hog. Good eye on the 'sharpening' bit. I'm aware of this from Modding. It lets you 'get back' a good bit of your resolution if you find the sweet spot. I have BO loaded on my little PowerBook with just this sort of treatment. strt
  14. I'm still not clear on which sets of orders produce which behavior, but it does seem clear to me that the 'jig & shoot' behavior makes the most sense. Unless the AI is actually calculating that at times it's better to turn 'survivable' Armor to the target before the target can fire. Experience Levels could affect this calculation, I suppose, otherwise I can see no reason for the different behavior in the two cases cited above. I think one of you guys ought to do some tests. strt
  15. I'm researching a T-26 mod & I noticed one or two of a different style Wheel on a Vehicle in some pics. Usually all-steel. Rubber shortage, I guess. What are Inspection Plates? strt
  16. I just read the entire Thread to this point, & I'm a bit confused. Is this right? Move- Tank will continue movement, will not fire at Target. Fast- Tank will continue movement, will fire at Target. Reverse- Tank will continue movement, will fire at Target. Hunt- Tank will interrupt movement to fire at Target. Rotate- Tank will interrupt movement to fire at Target. Rotation to execute any above Order- Tank will continue movement, will not fire at Target. If this is right, it seems wrong. Or is it that only Rotation as part of Hunt or Fast allows TacI to interrupt movement to fire at Target. The problem with this is that it leaves out any backward movement in a firefight, & the big problem with that is how it affects Shoot&Scoot, which it seems might be the case from raeding other Threads & my experience. Or is it some other combination? strt
  17. You can get DropZip here, I believe. http://www.stuffit.com/stuffit/lite/index.html DropStuff I think it's free. I got it a while back & I know I didn't pay for it. This is what I use. strt [ February 27, 2003, 01:32 AM: Message edited by: mchlstrt ]
  18. Got it, Nice job. I would suggest toning down the 'whiteness' of the symbol, fwiw. I've found a little white goes a long way in Mods. If your're thinking about doing any of the other symbols from that site I vote yes. Thanks strt
  19. The lores Grass was definately the difference for me. The size of the Map doesn't seem to matter. However, after all the fiddling I noted in a Thread on the subject, I realized that with several AFV's on the field some of the textures were still downsampled. I haven't gone at it methodically since then but I can get two tanks, Grass, Flag & one russian Uni to show up correctly. strt
  20. MikeyD, I lput a lores Grass Mod into my BB & I'm able to get a couple of units on a featureless Map to load in Standardres. It doesn't make for interesting screenies but at least I can work knowing what it will look like to the poor benighted non-Mac hordes. strt
  21. The 'inside out' thing could be caused by zooming past the front edge of the other Tank. The Graphics are displayed on both sides of the 'panels' that make up the Models, & when you go partway into a Model you see these, as well as some other effects that sound like what you're describing. strt
  22. I'm working on the T-26 series from scratch. Should have the first one out in a week or so. strt
  23. Now you have. Interesting question & I have no clue as to the answer. strt
  24. If you are in an earlier period of the War you will see the grey textures. Later ('43 ish?) they go to yellow. There are two sets of Textures for many German units. Most Infantry Unis also change over time. strt
  25. I've often wished there was at least one or two unique .BMPs for each vehicle. If a flamethrower varient had a Gun Barrel we could chop off & a Turret side or Hull top we could put some distinguishing marking on, for instance. They would be much easier to keep track of InGame, as the technology allows ever larger Battles. I assumed it was because they were pushing the limits of the CD format, & felt they had to cut as many corners as possible, size-wise. strt
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