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Lucky_Strike

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Posts posted by Lucky_Strike

  1. 14 minutes ago, NPye said:

    LOL Just a bittafun, playing with trains in Anhalter Bahnhof... Turn the sound up for full effect.

    LOLOLOLOL 🤣 Bonkers!

    Look at the YouTube recommendations this threw up:

    There's tons of this stuff on there. Fantastic! We need to merge games now!

  2. 9 minutes ago, NPye said:

    Ya i reckon we could dig a slight trench so it's not so tall... Maybe even turn into a current model so troops can enter and fire from???????? Prob not just an idea????

    Maybe ... I was thinking either on its side or just as is but chuck in a load of junk to reinforce it. I don't think the height is an issue. They seemed to use bricks and the like to reinforce them. Should be possible to punch holes in the model for busted out windows. I think adding it to something like an immobilised, invisible radio halftrack would give it just enough armour to simulate the bodywork of a tram. Add some rubble walls and bricks around it ... could it be converted into a building? I have no idea how buildings are constructed in game so this is probably a very random thought.

  3. 7 hours ago, NPye said:

    BTW updated the Box Car, much better now...

    That's turned out really well Nigel, great work, massive improvement.

    7 hours ago, NPye said:

    and made a sort of Tram, what you guys tink??????

    From the boxcar as well? Really looks good. Can we turn it into a barricade, turn on it on its side and stuff it with debris? We might also be able to use some alpha channels to give it some transparent windows. Though ... I can't tell on the green version, do you already have transparent windows? They both look really cool, nice going.

    6 hours ago, NPye said:

    So frustrating, I can't get the blur in-game to work, all I can do is use the field blur filter in PS....

    And there's more! An immobilised kitty. Great stuff. Your PS blur is nevertheless effective. ReShade is nice for that kind of stuff but the depth map in the game is very crude so getting it just right can be very hit and miss, least with PS you've got a lot more control.

  4. 9 hours ago, RockinHarry said:

    Extracted from my old notes file when investigating META data of concrete pillbox object. Maybe someone can figure out or confirm further details. I mainly compared META data with object (vertex) data in 3D space. Switching to Blender´s bounding box view mode is of help here.

    Concrete shelter bunker German

    Middle point shift to Action Spot (object turns/rotates around this node relative to its set object origin)
    y = +3
    x = -1

    "hull" Object   MDR

    meta1_0     Overall height ?
    meta1_1     X coordinate (Depth)?
    meta1_2     Y coordinate (middle/center point)?
    meta1_3     Z coordinate (high point/center of mass)?
    meta1_4     Overall width ?
    meta1_5     Center of Mass X coordinate?
    meta1_6     Center of Mass Y coordinate?
    meta1_7     Center of Mass Z coordinate?

    Bunker Hull

             Width    Depth    Height
             Y           X            Z    
    Meta Unkn1    [5.645, 5.560, 3.536]        (bounding box, unknown purpose)
    Meta Unkn2    [6.624, 6.568, 4.069]        (bounding box, unknown purpose)

    Y/2= 2.822, X/2= 2.780, z/2= 1.768
    Y/2= 3.312, X/2= 3.284, z/2= 2.034

     

    🥴 wahhh! I stick to pictures. This is where my brain goes to mush. I know what the figures are related to but it all starts to go fuzzy before I can make much sense of it. It's a bit like when I try to understand code, it's why I could never do programming, had the same trouble trying to write a centipede 🐛 game on my Commodore 64 back in the day - numeric dyslexic.

  5. 12 minutes ago, RockinHarry said:

    Just found some interesting mail and some my findings I forgot about again in 2020:

    This is interesting - how long after sbobovyc 39 had published his Blender addon was this. I wasn't really paying too much attention to this at the time.

  6. 32 minutes ago, RockinHarry said:

    hat´s what I thought as well. So either hard coded or object META. Usually the PAK´s Meta gets deleted with it´s geometry. So is some of that still buried in the pillbox META?

    Or there's some hard-coded stuff that needs looking at ... I've added it to Artkin's giant bug thread lets hope someone notices it eventually 🙄

    33 minutes ago, RockinHarry said:

    It´s also not quite clear if @sbobovyc figured ALL META types and entries and thus made them accessible in the UI. 🤔 So basically needed data might be in the MDR, but we just can´t see nor edit it (in Blender).

    No I don't think he did. IIRC It was on his todo list along with moving the script to a newer version of Blender. There always seem to be two 'unknown' bits of metadata attached to the mdrs when imported, at least on the models I've looked at to date. I'm loath to get into changing metadata as I know how long it would take to test it all, and the margin for error just exporting is an added unknown. I still haven't even noticed if what I do changes any of the metadata, it's so hard to compare a before and after as is - maybe if there's some way to collate it all into a table it might be easier.

     

  7. 1 hour ago, RockinHarry said:

    Exactly. There´s always a handful that I never have use for. Or very rarely. But I like some their properties to be used for something else, like mentioned marsh to boggy grass (looks). HH is quite ready for CMFB injection as is. Add some tags (cold, autumn, spring) and here you go. 😎 Just dumped my own bits of customized all rubble related textures in there. CMRT should be no different in this regard. So looking forward to when you publish your winter version(s) some day. 🤩

    Yes FB has some very similar terrain to Normandy, much of the mod pack can be ported over with some renaming here and there. RT summer will be quite straightforward and I've experimented with autumn/spring stuff already so have some ideas. Winter is a real tough one. Specifically one of the biggest issues is how snow on tree leaf branches works. It's okay on very bare branches but with the pines the normal solution breaks down since the leaf branches have two faces using the same texture - we end up with snow on the bottom face of leaf branches. There may be a workaround with two textures but so far I haven't had a great deal of success.

    1 hour ago, RockinHarry said:

    Ah so you´re working on (more) CMRT stuff already. 😎

    Sort of, yes, been looking at some ground textures and have already made a few trees. Need to revisit a lot of the work I was doing previously with trees as so far the results are not quite what I want.

    1 hour ago, RockinHarry said:

    That´s the idea. Whether many players will like that, I don´t know. Will mainly use stuff like that for my own missions. But map play choices will increase and thus replayability IMO. Also adds requirement to make bits more of a terrain reconnaissance, both for attacking and defending players. The AIP won´t care since it´s always aware of actual terrain under the hood, but can be guided by proper scripting  in (different) AI plans.

    Well, first please yourself for sure, if players moan there are plenty of other choices for them. Terrain reconnaissance is an absolute must, peeping round corners, checking LOS and ground conditions are critical to success for the human player - as you say the AI has an absolute advantage, doesn't need visual clues nor tricks. We shouldn't necessarily be able to tell if ground is too soft to support a 50 ton tank just because it's a certain colour on the map and has this doodad or that.

    1 hour ago, RockinHarry said:

    Reminds me that there s/b couple of YT videos dealing with Reshade stuff already. Got to look and maybe find something I need knowing. ATM I´d like having DoF FX for some my hurtgen forest stuff I´d just revived.

    There's a mass of ReShade stuff on YouTube and elsewhere on the web. A lot is irrelevant to CM 'cos of the age of the engine but you'll be able to learn stuff for your other games. I'm actually going to take the plunge and install a newer version of ReShade in BN then do a video from that, it'll be more relevant. Also it's very easy to uninstall and reinstall, there's no harm me trying it, just a time issue really.

  8. 5 hours ago, RockinHarry said:

    Btw...just applied HH to CMFB and made my choices on the many sub options for a test map. Great stuff in there and one can adapt to anyone´s liking. 😍 Just got to bits of mod tagging where needed but that went fairly quick, considering it´s just ground textures.

    Yep, should have some useful bits footprints FB. Obviously some foliage will need fixing, but the pine trees will work and bare trees don't look too bad. Ground textures can definitely be switched around. There are almost too many in the game, or at least there are some that I find no use for and some I wish we had instead.

    5 hours ago, RockinHarry said:

    Beside that I´d tried the (old) idea changing some ground texture terrain to look like something else. In this case it´s the creek bed looking like normal grass terrain. In fact it´s marshy terrain with grassy doodad option selected. Just changed your marsh terrain texture for your grass one and renamed "ground marsh [cold].bmp". So we´ve a heavier version soggy grass terrain in creek bed now.

    Hah. Great minds and all that ... I was using the same for grass/marsh switch in RT for Spring Awakening muddy terrain, until I got completely sidetracked by tags. Now I will have to do a report on what I found regarding tags, it's quite mind boggling. 🤯

    5 hours ago, RockinHarry said:

    So we´ve a more difficult vehicle nogo type creek here for which I´ve a number of uses for mission design. It surely influences game play for both player and AIP. Yet the TacAi is always "aware" of this fake grass terrain type which is "marsh" and avoids these. At least vehicles do. It´s CMFB map, but it looks the same in CMRT + HH and particular doodads and other options selected. We´ve also lil bits of Reshade stuff applied in screen below btw.

    Nice! We need these darker terrains. It's also quite reasonable to manipulate the terrain so that players and AI have to make smarter choices about their movements.

    6 hours ago, RockinHarry said:

    That´ll be cool and I´d highly appreciate it! Thanks! 😎

    This might develop into a video ... just might be easier than tons of screen shots.

  9. 6 hours ago, RockinHarry said:

    There´s nothin to delete or add in Blender here unfortunately. So hard coded or META as usual I guess.

    Bit like the rock'n'roll effect on tanks then!

    6 hours ago, RockinHarry said:

    Apertures is not what would be indicated by an objects actual geometry but rather defined by some META instead. Figured that out some time ago I think. But what META exactly I´m still at a loss. Same principle as applied on buildings, where aperture sizes is far larger than the visible window geometry. No idea why BFC did this. But I heavily dislike the principle. It makes CM buildings a death trap with crappy cover values. 😛🙄

    It's very odd as I would have thought the muzzle flash would be linked to the barrel muzzle as it is in tanks etc, but it seems linked to the structure instead, and yet the PaKs by themselves have a normal muzzle action point ... huh 🤔

  10. 10 hours ago, Blazing 88's said:

    I am thinking this big bastage would have something you would find of interest. I have always wanted to get this book. Someday.
    Kursk: The Battle of Prokhorovka , by Christopher A. Lawrence.
    https://www.amazon.com/Kursk-Battle-Prokhorovka-Christopher-Lawrence/dp/0971385254/ref=pd_sim_14_5?ie=UTF8&psc=1&refRID=BXNH5MJ63GGVM2APA9WC

     

     

    🤑 Even more expensive than the one I mentioned!! I've had that on my wish list for a very long time, but never seen it at anything close to affordable. Don't understand why it's not been reprinted. There's a shorter version available, but I have no idea of the contents of either. The reviews of the short version are not so flattering regarding maps, the preview shows some quite large scale maps.

    @Gary R Lukas do you have a few specific places in mind, villages, towns or can you identify some map refs (google maps) I could at least see what is in the Objective Ponyri book for you, maybe even, huh hum, take a few snaps for you.

  11. 2 hours ago, Butschi said:

    More the pic I posted in the Christmas Challenge. That one really brings back memories. 🙂

    Ah yes, I remember. This is the kind of thing that makes scenarios much more playable IMHO, having a terrain that is natural and reminiscent of something remembered or something seen. Basing scenarios on real topographical information makes a massive difference to this, and having something like your script to do a lot of the heavy lifting is a great advantage.

  12. 7 hours ago, RockinHarry said:

    I found this channel beeing a good start. There´s number of other channels as well. I downloaded couple of files there, then looped (2 minute slices in Audacity) and saved for CM use. No need using the stock games very generic types anymore. 😎

    https://www.youtube.com/c/AMBIENCECHANNEL/videos

    Cool, thanks will have to look into this.

    7 hours ago, RockinHarry said:

    Yes, "muddy" tag yet basically just adds mud/dirt to vehicle tracks (and bits to suspension). Hm... haven´t tried muddy texture tag yet, but believe these should work. Infantry uniforms should work as well if one likes pixeltroopers beeing particularly dirty. 😁 Once tried with one version of wet looking german uniform, but used "wet" tag instead. Worked. 🙃

    Well of course I had to go and try. 😡 Didn't work, or at least I couldn't make it work how I expected in RT. I thought it was working at first. I made a [muddy] tagged grass which I thought showed up when I did muddy conditions, I'm certain it worked. But this may have been in summer. I then thought well if that works I'll get the muddy conditions all set up for operation Spring Awakening in March 45. Cold, muddy, raining. I made a quick muddy ground dirt, ground yellow grass, ground dirt road etc. Nada. I think what was happening was all the cold tagged stuff kicked in instead. Made the weather warm, still no dice, which suggests cold is also season/date related. I then added a cold tag [cold muddy] which does work. It might just be 'cos it was late, but I think it sort of works depending on theatre, year and season. I think the automatic tags that are used by BF are kind of half-baked, [muddy] should employ muddy textures for everything at anytime, with alternatives for seasons if needed, cold, spring etc. When I got it to work it looks good, but it means tagging the scenario and doesn't just happen like I'd hoped for. I think this also means QBs can't benefit from it as they do with say snow. Also means muddy vehicles driving around in non-muddy-looking conditions, which is harder for the player to comprehend esp. re bogging risk - if something looks muddy chances are one ain't gonna risk taking one's trucks across it. Need to experiment some more cos I really liked how it looked.

    7 hours ago, RockinHarry said:

    Yes, results in Reshade are very nice. I´m still tinkering with settings for Rain/Fog. Though I still can´t get that Depth FX in SweetFx package working. Don´t even know if it´s the one creating depth of field FX. It´s the only one in SweetFX package. Maybe should try another package. Yep, CM shadows system simply does s..k. 😝 And there´s still the oddly lighted slopes in early morning hours. Just like BFC forgot switching off moonlight of a full moon beeing below the horizon. 🙄

    I'll have to take a look at my setup for you, I don't think I'm using SweetFX DoF. I'll find out what it's called and post you some screens to show what I needed to set up to get it working. It's very cool when it works, focus shifts as the viewpoint moves from near objects to far objects.

    7 hours ago, RockinHarry said:

    I´d given it up long time ago reporting bugs or pointing to issues in the game.

    I know, I should just focus on what I can do, not what BF missed and likely won't fix or improve in CMx2.

    7 hours ago, RockinHarry said:

    Yeah that would all be nice. Likely requires a new graphics engine I guess. No idea if basing it all on OGL is a good idea. But I know little about all that coding and engine related stuff. So maybe all easier said than done. Thus far I´m fairly satisfied with Reshade and I´d just started exploring it. Wished I´d tried it earlier. No time wasted on CM shader file investigations and all that. 

    Yes, OGL is very old now and I'm not even sure if much of what we'd desire is possible.

    The new Enfusion engine that ARMA 4 is going to use looks astonishing. I hope that BF takes notice of it for CMx3.

  13. On 10/26/2022 at 5:21 AM, NPye said:

    No dice on these I'm afraid (at least not by me). Both use nodes in the models which I'm completely ignorant about. We don't employ them on CM models so I haven't learnt about them at all. They are used in newer versions of Blender by default. The single fence uses a painted texture with a complex mesh, that is it's not got a texture image but rather is coloured in Blender. The other multi fence model looked more promising with simpler meshes, but the image textures are applied via nodes and there are also painted textures which we don't use.

    I did notice we have two wooden fences in RT, the picket fence and a kind of split hazel hurdle style fence. So there's easily a model we could replace and still retain a wooden fence of some type for gardens if desired.

    If we can find a reworkable model then this is definitely something we could mod.

  14. 6 hours ago, RockinHarry said:

    On 8x8 type mod buildings, balconies can house up to 8 pixeltroopes and just on forward grid nodes. There´s more nodes behind the forward ones (see in Blender), but anbody with crew size > 8 will be left in da house instead. Example case a full strength infantry squad of 10. So one can´t make balconies smaller/less deep (tried in Blender). Infantry still uses the forward nodes, even if actual geometry makes them beeing offside.

    You could try deleting some of the nodes to reduce crowding, but I suspect there's both the nodes and metadata involved. On the Panzer IV bunker I thought it best to delete the action points from the decking where grenadiers sit when riding on a tank. Not good. They're easy to delete and the model exported with meta and without error, but there's still something that allows the pixeltruppen to mount the tank. Only they actually appeared to get inside or something, they just disappear into the vehicle, not via the hatches but rather by morphing into it. 🤔

    6 hours ago, RockinHarry said:

    That from the useless info department. (again) 🤪

    Same 😆

    6 hours ago, RockinHarry said:

    But good to know if that would be the case, so to avoid a whole squad running on a particular balcony and get mowed down. If it´s "fixed" scheme one can also bits of teach the AIP by use of "face" added to one its scripted move orders.

    Yes, ideal would be to have them stop in the building then crawl out to a balcony if a command is given, AIP would use stop and crawl out, real player would have a choice with AI assisting if threatened.

    6 hours ago, RockinHarry said:

    Until proven otherwise I think one can stay with this assumption (no flavor object "cover").

    My thinking.

    6 hours ago, RockinHarry said:

    lol 😁 Looking forward to what you´ll possibly come up with. 😎

    Apart from a lot of smoke inhalation there's no discernible kick on a PaK in a bunker. Did discover a bug though, probably not the first to notice, but the muzzle flash for all the PaKs comes out of the wall above the Bunker aperture, not from the end of the barrel:

    54HppT6.jpg

    Happens whether emplaced in an embankment as here or on level ground. This in RT don't know about other games.

     

  15. 23 hours ago, Ultradave said:

    I took the plunge and updated to OS X 13.0 (Ventura).

    Somebody has to be first! Well done for taking the plunge.

    Off the top of my head, so excuse complete ignorance here, is the slow start perhaps related to iCloud? Do you use iCloud? Maybe disable it temporarily if it's enabled.

    I doubt I'll go there yet as my Mac has to stay pretty stable for work as well as play, but will watch your findings with interest.

  16. 4 hours ago, JM Stuff said:

    Je te remercie infiniment mon brave Lucky.. 

    I am sure I am not the only interrested about mds files, I know already one guy and this is...

    tic tac tic tac...

    This begin by @  frenchy and ended by 56, bingo @Frenchy56I am sure when he will read the post or another guys they will try, hope only that whatever guys that find the solution will be kind and share it.

    Couple of days and I am home...I will try the link...I will try the link...

    JM

    Not that I'm egging you on, and I hope you're not wishing away your holiday, but I feel your excitement!

    We wait with bated breath ...

  17. 2 hours ago, RockinHarry said:

    Balconies have some fun uses at times. Beside the sunken buildings usage one can also bits of spice up ruins of a crushed city block like here. And it all remains playable for both player and AIP.

    Yes I noticed some in Nigel's Berlin maps which provided good vantage points for snipers and observers. But as you say ...

    2 hours ago, RockinHarry said:

    Otherwise I find them fairly problematic since one can hardly prevent pixeltroopers from going out there when it´s very bad idea for then coming into LOF of some enemies i.e. 😱 Also hopping out onto level terrain (thus leaving the building in parts or entirely) ain´t always desired as well. 🤪

    one has to keep an eye on where the pixeltruppen decide to stand. I've gotten into the habit of making them hide on balconies, they still peep over but are less vulnerable.

    2 hours ago, RockinHarry said:

    Providing "cover" i.e

    Yeah, I think we've had official feedback on that, and your experiments and recent test map have pretty much shown that they are just glorified traffic cones on the whole 

    2 hours ago, RockinHarry said:

    Not that I know or recall having seen that with any gun. Normal recoil only.

    Of course you know what this means, I now have to go and spend time inside a PaK bunker to find out ... after watching several YT videos of surviving PaKs being gratuitously fired 💥 say hello to my PaK!

  18. 1 hour ago, RockinHarry said:

    Might be cool if BFC opens up the games for other data formats like GIF or MP3. I could image some graphic FX could likely be made with GIF animations. Maybe for the horizon files and skybox. MP3 would be cool if one could use them for playing certain stuff like "reinforcement arrived" messages, or somes cripted stuff for immersion. Background ambience sounds could also be kept considerably smaller, while increasing the loop length to couple of minutes. Briefing screens could also benefit from stuff like that.

    I haven't really looked at sounds in a very long time, there's so many, it can take a long time trying to sort out a good soundscape. I must have another go at them.

    1 hour ago, RockinHarry said:

    I also don´t hestitate to (mis-)use textures for some their inherent capabilities. I.e make "mud" textures to look like simple "grass" (without the doodads unfortunately). This to "simulate" boggy terrain that´s not marsh nor swamp yet.

    Yes like when there's been heavy rain, this is why we need different mod packs for different weather conditions. I don't know what happens to the game mechanics when we set the ground conditions to muddy but I think it triggers a tag to invoke [muddy] vehicles. So can the same tag be used to automagically trigger [muddy] ground textures? Would be cool if it can. You Hürtgen battles could really benefit from that ability.

    1 hour ago, RockinHarry said:

    Yup. Anyway I mostly prefer missions having overcast or rainy skies. Here one can switch off shadows easily, as they look fairly unrealistic and provide various issues with shading.

    I really like to use rain with mist, adding in a good dose of ReShade to produce some fantastic atmospheric effects. My biggest gripe with the shadows is that it's either all or nothing, whereas in RL shadows are always on they are just more subtle in overcast dull condition, they act as an important visual anchor. I really hate how objects float because they don't have some form of visual anchor when shadows are off, gets me every time. 😡

    1 hour ago, RockinHarry said:

    Guess one can do something about that by tweaking shader files, but I don´t have time (nor interest) learning OGL scripting. 😛

    Yes, maybe. If it were possible to soften the shadows for overcast conditions and add some sort of light fall-off to them then we would have something that looked way better. But as you say OpenGL is a whole other massive learning curve.

    1 hour ago, RockinHarry said:

    Doesn´t give your Mac AA issues like this shader file does on (my) PC? For me it adds aliasing ugliness that isn´t present when Movie mode is switched off. Even Reshade can´t fight it sufficiently when having some the AA FX activated. So movie mode now off all the time.

    Oh I meant on my PC, on the Mac we don't have access to the drivers for the GPU in the same way as say an nVidia control panel, it's basically all done automatically, so the only control over AA is in game; I can't remember wether I have it turned on or not. Most of my mod development is done in my Mac where I tend to test pretty much exclusively in normal colour. It's odd, I know lots of people hate the saturation of the original game graphics but actually they are more true to life than the movie mode especially in BN. What is really needed is a way to render different lighting and atmospheric conditions as it's that which affects out perception of colours not a general overal filter to desaturate or shift the hue of everything. That's where ReShade really excels since it can do both light and atmospherics, as well as apply colour filters in a far more targeted way. And much of this with little or no perceptible overhead. Imagine if BF were to license ReShade for ingame use, having it optimised and built-in to control the look of the game to our desire ...

  19. 18 hours ago, Artkin said:

    Ah, it's important to hear that from you LS. So now I know presets don't really work as intended.

    Yep, they're fine if your setup matches mine exactly - otherwise ... nah.

    18 hours ago, Artkin said:

    I never knew having a dedicated QRF could be so useful

    Especially when dishing out some .50cal goodness from their M3's

  20. 13 hours ago, RockinHarry said:

    Was always hesitating installing that, maybe destabilizing my system but now I know it´s a local, game related thing only.(?)

    Yes, I honestly haven't seen any crashes that I could link to ReShade; all it's doing is taking the game output and manipulating the image more or less.

    13 hours ago, RockinHarry said:

    Beeing an ARMA3 player there I see lots of things I´d like seeing in CM as well. Light FX do really add much to a sceneries mood, during night times quite in particular. Night FX in CM are more geared toward playability which is okay since it´s not a FPS. But it´s my least prefered CM battle type for the non immersive graphics and FX generally. Imagine distant horizon muzzle flashes of enemy or friendly Arty, occasional tracers and flares added to a CM battles skybox system. Just for eye candy FX.

    I've never played ARMA, nor many other games at all for that matter, but I've seen plenty of YouTube content about them and I certainly agree that some lighting FX would be great to have. ReShade can only go so far with things like bloom and other glow FX. It's interesting that we have ambient sound FX but not really much in the way of ambient lighting FX, other than the pretty crude shaders - guess it's just much easier to have sounds loop in the background.

    13 hours ago, RockinHarry said:

    Yep, there´s tons of them. Might try my own photo shooted ones first though. What´s also needed is properly textured pine forest floors. I´d added a rather simplistic one to YEG mod set which does the purpose, but off course would prefer something more convincing and higher res. So in case you´ve any in your bag, I´d love trying them out. 😎 Same for fallen leaves on various type grasses and default forest floor terrain tiles.

    I'm certain I've seen some pine forest floor textures. The biggest issue is one of scale. Finding a texture that is the right scale for how much area the texture occupies. Someone did some experiments with how much the ground textures are stretched in game and I also did some to see how big all the textures would need to be to all have the same resolution. Grass is by far the worst, it would need to be something silly like 500MB to resolve the same as, for example, ground dirt. Just not practical. The forest floor textures are much better as they occupy a much smaller area. I actually use them instead of other textures quite often because of this. They make an excellent base for bocage for instance, especially because of their added brush. I'll see what I have.

    13 hours ago, RockinHarry said:

    Thus far I don´t see a noticeable loss of game performance

    No, I get more of a hit just turning on shadows in game!

    13 hours ago, RockinHarry said:

    Anyway... my old CM movie shader I don´t need anymore now. Reshade does it all better without messing with AA. 😎

    Yes, I don't rely on in game AA anymore, it's just not that good and again adds to the overhead. I stil use your shader i=on my Mac though - it rocks🤘

    13 hours ago, RockinHarry said:

    Yersel! 😎 Now also getting back to my old hurtgen forest related projects seems possible. Learned so much here just during past few weeks. Also got to try @Butschi´s terrain generator very soon. Just the right tool to recreate the high complexity nature of hurtgen forest terrain it seems. 🤩 But first got to try some CMRT urban battle, the way I envison it. Breslau or any other... I´ll see. That should keep me busy the coming months for sure. Will be fun making the AIP using an urban map properly. 🤪 But worked out couple things on my CMBN urban prototype map already. With new and better knowledge on flavor object usage, even more neat things seem possible now. 😎

    Hah!

    Yes Butschi's script look fantastic. I love to make small maps for experimenting with mods so I will certainly be looking at it once it's finished.

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