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AstroCat

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Posts posted by AstroCat

  1. The file I think is chat squawk.wav and it's used for notifications in-game. It could be changed to whatever you'd like. Although I think it's also used before your troops do radio calls.

    It actually not used for radio VO calls, that SFX is part of the VO sound file. So you could change the chat squawk.wav to anything you want. I think there is at least one mod out there already that changed it to a small fanfare.

  2. I've found on my calibrated LCD the vanilla color palette a little too vibrant for my tastes. I've used a lot of Aris', Rambler's, Flesh's and Veins' mods along with my own including my own grass (normal and yellow) which is somewhat closer to vanilla than theirs as I found the other mod's grasses too dark. I'm very happy with the results, it's in the "spirit" of vanilla but just toned down a bit.

  3. Ok I think I see what has happened with the alt vs. neu sdkfz in MG (v2.10).

    The previous sdkfz250 vehicles were all labeled in-game as the "neu" version and didn't have the "neu" in the file name. Your mod was named like: "sdkfz250-10-hull.bmp" and this corresponded to the in-game "neu" version, the only version in the game.

    But now they have separated them out into 2 versions. In-game "alt" and "neu" sdkfz250 vehicles. Your textures do match up though, so BF is now calling their old "neu" vehicles "alt" which texture wise is now correct according to the images I looked up of the two different versions

    Your original naming convention: "sdkfz250-10-hull.bmp" now corresponds in-game to the (newly added in 2.10) "alt" corrected versions of the vehicles.

    And the (2.10 added) "neu" sdkfz250 vehicles are now using a new different texture that is now unmodded. The new file name for the "neu" version is: "sdkfz250neu-10-hull.bmp". As well the silhouettes are now split and show the same "issue".

    So, unfortunately the sdkfz250 vehicles would need to be modded for the new corrected 2.10 "neu" versions.

    Hope that makes sense. whewh!

  4. Does this seem correct? I want to make sure I have the different numbering schemes correct:

    Vehicles:

    xx.bmp

    xx 2.bmp

    xx 3.bmp

    Uniforms:

    xx.bmp

    xx 1.bmp

    xx 2.bmp

    Weapons, Gear and Helmets :

    xx.bmp

    xx 2.bmp

    xx 3.bmp

    Sounds:

    xx 0.wav

    xx 1.wav

    xx 2.wav

    Skins:

    xx 1.bmp

    xx 2.bmp

    xx 3.bmp

  5. Astrocat would be cool if you could upload your mod..I use Aris terrain mods.
    I'm not sure I can really upload it because it's mishmash of a ton of other's mods including Aris' with my own tweaks thrown in. I maybe could upload it like they did over here: http://www.thefewgoodmen.com/thefgmforum/threads/mods-aris-and-other-popular-mods-combined-into-easy-to-download-packs.17477/

    Kind of like a compilation more than a mod. AstroCat's Comp or something like that.

  6. AA and AA Transparency do not work with WMM post processing. The difference in "shimmering" and "jaggies" is huge in my opinion when using Antialiasing - Setting: 8X CSAA

    and Antialiasing - Transparency: 8X (supersample) vs none.

    I currently have a great mod combo mix of my own edits plus others than tone down the vanilla palette just enough in my opinion to make it look really nice, so I'll be sticking with that setup. If WMM is ever "fixed" I might give it a go, but I'm not sure I would use it full time or not.

  7. CM without hotykeys sounds like a nightmare of frustration. I think the Steam OS/Box has some potential but for any game that needs hotkeys I'll never use their controller. You can add non-Steam games to your games list for launching so it could work, "technically" but you can already do that now. And for the record I really do like Steam and use it for almost all of my PC game purchases.

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