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Lucky_Strike

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Everything posted by Lucky_Strike

  1. Ii did have a quick Google about to see whether tea is grown much in SE Asia and Pacific Rim. Java, Indonesia, Malaysia, Vietnam, Cambodia and Burma seemed to be the biggest producers outside of India China and Sri Lanka. I did wonder if grapes were grown much in any of the affected countries. I'd imagine the climate is not great for viniculture. Rubber plantations would be good. I'll have to keep looking for another use of the grapevines.
  2. These are really looking the part now. Nice job, we like a lot! I must admit I never really looked too closely at the textures in the UV editor. I could see a bit of stretching, but left well enough alone as I know this can be quite difficult to resolve. I may take a look to see how it's been mapped but doubt it'll be an easy fix. As you say no biggy.
  3. Yeah, if we are gonna find a solution to the mds and animations it would be in one of these older games. Some a still active. That guy that I mentioned to you previously is still doing stuff, so might be able to offer you some advice. Hehe. It's all good. Nigel's trying out Blender as well now, so there's one more of us. There are definitely some folks lurking around who know a bit about this stuff as well. I just wish BF would get on and release BN on Steam as that will attract a lot of new people who might also be willing to have a go.
  4. Cheers. It was just easier to make it that way, so players can add a few bits and use it. It was not too bad, remembering what to do in Blender was the biggest pain since I hadn't used it for about a year when I started. Good learning experience and I'm now ready for some more goodies. Gonna get back to making some defensive works, burnt ground and trees.
  5. Thanks Nigel. Do your magic with it. I reckon it would be a fun scenario to pair it with a Pantherturm on one of your wide open streets. They used them all over the place, have you got the Panzers in Berlin book by Panzerwrecks? There's a whole chapter devoted to the Bodenständig Kompanie. Gives locations for some of them. Thanks for the screen grabs as well, nice to see it picking up your local textures and using the modded ones. Your low rubble walls are much better than the stock ones.
  6. Thanks Harry That looks like it's the stock Pz IV G, which is strange. Try taking off the [berlin] tag from the scenario and the textures. The mod should then be used in preference to the stock textures. I've tried this in a basic scenario just to look at all the PzIVs side-by-side. Way to go! Iron Crosses all round. So long as it's got the element of surprise, a bit of luck and FoW it stands a fighting chance, I think the best I got was about seven minutes before a IS 2 punched a rather big hole in it. The commander will stay unbuttoned for a good amount of time if he's set to crack which really helps with spotting. Yes, but I did test it on my PC as well. I reckon your first hunch about tags and other mods is probably more likely. I'll go and check it on a fresh install on a second copy of RT see if I get any issues. Great. The ReShade how to is on my list now that this one is out. I had a similar sneak attack experience. I guess they're only using the gun sight and the commander's vision slits when buttoned. The hull crew are blind, so it's down to about 60% spotting already.
  7. Ahh, you's da king of flavor objects! We want chickens and geese and a dog, every farm has a dog that chases cyclists!
  8. Very nice, very rural and tranquil looking. Animal Farm ... That makes life very easy. A few different poses and we got a herd!
  9. Ah yes, that's a good solution. I wonder if this naming glitch explains why sometimes things don't export correctly. Most export errors I see are related to the two unknown metadata fields that always seem to be present in the list in Blender. Maybe they're references to an internal game database. Yeehaw!
  10. Hehe, take it for a spin! Edit the scenario and add a few squads of supporting grenadiers, then plop some Russian armour out of sight around the corner at the other end of the map. Let the AI do its worst! Get your stack of grundies ready!
  11. I think they should all be doable to an extent. We may have to forego having the large palm tree fronds waving in the wind, but otherwise I don't think there would be any major issues. SF2 has a couple of unique tree types in terms of models, very different from the rest of the games. I don't know why they are only implemented there. Anyway since we are essentially in Italy in the Far East that's irrelevant. Grapevines are something I haven't really looked at. They are very odd graphics/models but I suspect quite simple at heart, probably similar to bocage. They always associate with rocky ground I think, which probably adds to the hampering movement effect. I just had a thought about them, I wonder if they could be made to look like tea plantations ... is that a worthwhile use of time? Are there many tea plantations in the regions you're looking at? Either way we can surely come up with some creative uses for hedges, bocage and grapevines.
  12. Absolutely terrifying to the younger self, however, realised in later life, that all one has to do to get away from Daleks is to run up stairs!
  13. Yes it's a real PITA. I always forget it has a habit of doing this with some stuff, sometimes it's fine but with these layered, multi textured objects it seems to cause mayhem. I also noticed the glitchy ruined walls on the barn. Seeing the horse I suddenly had a thought, we could hitch a horse to one of the carts as a flavor object, someone might find it useful ...
  14. Great stuff Harry, proof of concept. But I should point out there's another bug - there's a horse in the church, strictly against local bylaws! All horses should be tethered outside of the churchyard.
  15. This looks like the game cannot find a lot of textures, so you've probably either lost some of the game Data files or they have been moved so the game doesn't know where to find them. Easiest solution would be a reinstall of the affected games either fresh or from a backup. Alternatively, if you have a recent backup, you could try copying the contents of the original Data folder into each of the affected game's Data folders to replace JUST their contents. Make sure you backup your saved games/campaigns etc and any mods you might have installed BEFORE doing any of the above. Otherwise you should raise a help desk ticket. Good luck.
  16. That's great N! Now you have the Blender file you can try new things with this one. I did wonder about options like an open topped one, filled with rubble as part of a barricade, not sure what the interior of the tram would do, it might need work so that it's texturised. Also thought about having one flipped on its side, but the underside is not that good. You should be able to make extra versions, just remember to have unique textures to get them predictably appearing in game.
  17. Yes, being unfair to the free stuff. It's all down to what one is trained on. Adobe is also renowned for obfuscating the simple as well. And where would we be without Blender? Yeah, I have four Blenders and two pythons installed all coexist happily. The reason I Thought we needed to install Python was for Sbobovyc's import addon. For sure his earlier mdr cracking stuff used Python, but I never used those. But it's all clouded in the past now. So long as Blender does what I want it to I'm happy. I do think having the right aptitude really helps. And it does get easier once some of the odd terminology and methodology starts to make sense. I think it's very easy to get over enthusiastic at the start with this stuff, willing everything to just work without any understanding of what's happening. I know for my part I just expected things that work in Blender to subsequently work in game, but, as we've all experienced, that's not the case. We then have to try to understand why, as well as understand that the tools we have are incomplete, and therefore limited. It can be sneaky that way. It also has some sort of memory regarding textures, sometimes linking them even though they are not necessarily in the same directory as a model, nor even linked to the model originally. Useful occasionally, other times not. I guess one day it would be worth collating all this learnt knowledge into a guide ... or BF could help us and go official on all this ...
  18. Yes, it was late ... ... is what Erwin says. Hiding behind the sofa on a Saturday night! Cybermen! Though I could have gone for a Salvador Dali melted clock to add to surrealism of Rhino.
  19. LOL Yep, that's the one, GiMP on steroids.
  20. Open source ... God, I hope they have a better system that what we have. I think they use Max or something pro level, could be talking out my proverbial though ... I think the reason for slow updates is bottlenecks in their organisation and ... There is that. OpenGL is pretty ancient in game terms and having to constantly futz with stuff to just try and keep it all running must be an utter pig. There'll come a time when new OS's, GPU drivers and the like just stop supporting this stuff THEN they'll hear a lot more moaning. As it is I think it's teetering on the edge so let's hope they have a new engine ready to fill the void when it happens. Yep, it's a mighty steep learning curve for sure. Well we don't know for sure, but there are some very similar file types mentioned which were used in Castle Wolfenstein (I think that's what it's called). I was looking at something to do with the MDS files (the pixeltruppen skeletons) recently. It does seem that it's some sort of proprietary container system, but the stuff inside is basically obj files I believe (another 3D file format which is easier to open in lots of apps). Quite why they still use it for the models is anybodies guess, but they were/are not alone in using strange file formats for game graphics and models. Yeah, this is often the case. Sometimes the textures and materials are wrapped up in the file and need to be extracted. Other times they are just not there as the maker was only interested in distributing a blank canvas model. You can occasionally guess and try your own texture depending on the subject, but then UV unwrapping rears it's very ugly head.
  21. Mostly we're importing stuff or appending so hopefully you won't see it too often, it's just downright confusing the first few times it happens, then just annoying. Presets are the way to go for sure. But, but ... you must have a Python installed already to run Blender, or am I thinking of something else altogether unconnected? Good thing with Python is you can have different versions live happily together so long as they're installed correctly. I think Butschi uses Anaconda, not that I know much at all about this stuff. This is the one aspect of the Blender GUI I do appreciate, it's very flexible for customising the colours and all that stuff. Frightened the life out of me first time. It was on my Mac as well which just never does that, well ... hardly ever. No crash dialogue or nothing, who'd have thought a bench could do that.
  22. Hehe, I did try to get a Daley in there as well, but couldn't find one that would work, people making them just make them too nice to chop up for CM! Yep, I think I've had enough messing with buildings for now, I going back to mud and dragon's teeth ...
  23. Thanks, that's what I ended up messing with but I think all the extra stuff in the model must have created a glitch somewhere even though I was very careful not to move any of the original stuff til I got it working as desired. Ho hum.
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