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Lucky_Strike

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Everything posted by Lucky_Strike

  1. Artkin, have you seen Bloody Streets by A. Stephan Hamilton - he has a very extensive OOB of both German and Soviet forces for the whole campaign. Also worth a look is Panzers in Berlin 1945 which features good info about all the panzer units - anything that featured a tank or assault gun and some. If you don't have access to either I can probably assist with some huhhum ropey screen shots of the parts that might interest you. Le Tissier is always a good read but doesn't tend to do the TOE appendix stuff you might be after. Couple of other much more detailed titles that would give you info on individual units are For Europe which is about the Charlemagne division, and Tragedy of the Faithful by Wilhelm Tieke which details the III Germanisches Panzer Korps.
  2. Damn you got sharp eyes. Never spotted those in the big, I'm gonna have to send my new peepers back
  3. Here's my $50 ... how many pledges do we need? 1000, 2000 ... 10,000
  4. Does the alt-e toggle help at all? If it doesn't it probably indicates some external factor - did you update your GPU drivers recently?
  5. Pat, I had the same issue (MacOS Big Sur) but was able to allow the package to open by approving it in the System Preferences Security & Privacy pane. Try running it again and immediately it's refused go to your System Preferences > Security & Privacy. On the first pane you should be able to allow the package to continue, you will probably need to unlock the pane and use your admin password for approval. I don't think that BF have an Apple certificate or something like that. This was possibly the reason for the delay in release, if so then it hasn't been fully resolved ... @BFCElvis
  6. Rob, do you have ReShade installed? This can cause screen spin, though it's usually always and not intermittent. You can try alt-e to disable screen edge navigation which might stop the spin. As an aside, if you want to search the forums don't use the forum search engine which is slow and crappy, try using Google instead, eg: site:community.battlefront.com spinning+screen enter your search on your local Google page to return useful results.
  7. Yeah, I don't know why we never got this, I'm pretty certain it even featured back in CMx1. It's a fairly simple change, maybe one day I'll give it a go. I couldn't agree more and I'd be happy to take your money Maybe when BN finally gets onto Steam we'll see a resurgence of mod activity with some new blood. Ah good, glad you found them I used one of them recently for the Berlin Bodenständig Pz IVG mod. They're quite strong colours but they can be toned down a bit without too much trouble.
  8. JM why are you wasting your time with the 16-bit bmps? Just stick to the 24-bit and 32-bit types. So I looked at the files. My first question - why do you need an alpha channel? There isn't anything on the model that needs to be transparent that I can see. So your files - first the images: 24bits bmps NEW German soldier N6 24b no alpha copie.bmp - nothing wrong with this file - see below for info on your .blend file NEW German soldier N6 24b with alpha copie.bmp - no alpha channel - same as above file but with black boarder not white - *note you cannot have an alpha channel in a 24-bit file, if you save a file as 24-bit that did have an alpha channel then the channel will NOT GET SAVED NEW German soldier N6 R8 24b no alpha.bmp - nothing wrong with this file NEW German soldier N6 R8 24b with alpha.bmp - no alpha channel - same as above file but with black boarder not white - see also * 32bits NEW German soldier N6 32 na copie.bmp - despite your intentions (na) this has an alpha channel see the image: ** If you have an alpha channel that is only black it will be a blank image - I can't say it any clearer than this guy talking about alpha channels from a few days ago: Also, if an image has no alpha (I presume na means no alpha) why save it as 32-bit? It only needs to be 24-bit. NEW German soldier N6 32 with a copie.bmp - this has an alpha channel, presume a is for alpha - but it is fully black - nothing will show ** see above NEW German soldier N6 X8 32b copie.bmp - also this has an alpha channel as above ** NEW German soldier N6 X8 32b wit a copie.bmp - and this ** I had no problem saving any of the images as correct bmp types for the game with or without alpha channels. I don't know what to suggest, you haven't understood the alpha channel saving - best I think you can do is to look at some of the games stock models, those that are installed with it. Try to understand them by reverse engineering them. See why they have alpha channels, or not, and how they are being used. Until you understand this you will stay stuck. Now with your model. I opened the blend file and can see straight away that you have not attached the texture/material correctly. If you use third party models - this is from ARMA I believe - then you are better off opening them in Blender first to try to understand what the original maker has done. Ask yourself some questions - is the model simple enough for CM? Does it use textures in the same way as CM or will you have to find/make new textures? If it has no textures are you able to add textures and UV map them? There are so many considerations before you get to import the model into your base mdr (the cart FO in this case). Get the model right before proceeding. If you import the model into your base mdr BEFORE getting the model correct you are in for a world of pain. In the case of the soldier the model is okay, it's a bit clunky but you can work on that. But before you start make sure that, once imported into Blender, the texture you have is going to work and connect it correctly. The material panel shows the texture you are using and how it should behave - it's green for some reason? It's the same in your cart13.mdr. If the model came into Blender like this then you need to fix this BEFORE importing/appending it to your mdr. Compare it to some existing models - you'll see how the material is set up; make some notes; always follow your notes for how the materials are set up. Because your material is incorrect then when you attach a texture it will still display as green ... Doesn't matter if your texture is correct or not, it's coloured green and that's it. So you need to GET THE MATERIAL RIGHT THEN ATTACH THE TEXTURE. Once the material is correct the texture can be applied and hopefully fits - oh, what's this, it does ... I just used the first bmp without any changes - works as it should. You can then proceed to save this file and append it to your base mdr model, or export it as fbx and import the fbx into your base mdr model. Then you can export your .mdr and try it in game - if you can export it that is - it'll probably fail to export the first few times so you'll need to resolve the export issues. But eventually it'll work and ... His fingers are a bit sausage-like and he's about 8ft tall but otherwise it'll work.
  9. JM put the files somewhere so I can take a look, include the .blend file as well. Blender WILL happily accept 32-bit bmps. 16-bit will not work in game - DO NOT USE When saving from PS your save options will look like this: In this case the bmp has a alpha channel so we select 32-bit. Make sure that Windows is selected as well, it should be by default. If you select Advanced Modes in the save dialogue you will see lots of options: Notice that 32-bit A8 R8 G8 B8 is selected - the A8 refers to the Alpha Channel the R8 G8 B8 refer to RGB colour. By default PS will save your bmp with alpha channel in this mode so you generally don't need to look at Advanced Modes. We are only ever concerned with 24-bit for images without Alpha Channels and 32-bit A8 R8 G8 B8 for images with Alpha Channels - the rest WILL NOT WORK in game.
  10. No, so far as I saw the PzIVJ only seems to have ambush camo skirts, the rest - hull, turret etc - is a tricolour scheme. There are actually very few mods of any of the AFV models beyond those mostly done by Aris and some by Umlaut. They concentrated either on dirty versions or whitewash/snow. So you're a bit stuck for choice. There's a set of mods by WOKI which does have an ambush version but they are a bit Marmite ... Maybe if you ask him nicely, or use subliminal suggestion, mr NPye would add one - just don't say I said to do it. Sadly there is a shortage of modders making good, original, AFV mods - if I could clone myself I'd definitely have one who just did new vehicle mods. Yeah the winter faces look good. You're more than welcome my friend.
  11. From my archives I can see: final blitzkrieg v100e vehicles - german 1 brummbar flakpz 38t grille gschwgn39 hetzer hummel jagdpanther jagdtiger jpz iv king tiger kubelwagen marder i marder ii marder iiim mobelwagen nashorn opel blitz panther protze psw 231 psw 233 pz ii lynx pz iiig pz iv final blitzkrieg v100f vehicles - german 2 sd kfz 222-223 sd kfz 234 sdkfz 7 sdkfz 10 sdkfz 135-1 spw 250 spw 251 stug stuh sturmtiger tiger wespe wirbelwind final blitzkrieg v100g vehicles - other ammo dumps bunker gmc cckw jeep m2-m3 halftrack m4 sherman m5a1 stuart m7 priest m8 ac m8 hmc m10 m12 gmc m18 m20 ac m24 chaffee m36 shared textures So your Panzer IVJ is in brz 100e. The others show all the German vehicles, plus the shared textures form brz 100g. There are not many updates for FB and didn't seem to be any new textures for the Pz IVJ, just some updated models which will already be in RT. I don't think anyone has done a full set. Frenchy56 did some for Panzer and Assault Gun crews in camo and white: Whilst JorgeMC (any relation to GeorgeMC I wonder?) did some snoods for German winter faces: ... bit dark, here's a bmp: This is better but I don't know if it'll cover the neck area. On uniform textures the neck area is divided into two parts: the collar/lower neck/chest top area is in the uniform whist a bit of neck is on the face. So it's quite hard to get a fully up collar look. The snood is a good compromise. Yep I'm suffering a nasty head cold - seems that snotty people on trains have learnt nothing about coughs and sneezes spread diseases since the start of the pandemic - back to same old same old (and lots of spelling mistakes) Then you'll be ready to find them quickly ...
  12. Cool Your texture looks sooo much better. Great images - bit of the old dark satanic mills going on there. Could you send me a copy of the bmp so that I can integrate it with the models for the FO chimneys.
  13. Yes for sure the game uses shaders for more than just movie mode and shaders on/off. Normal maps seem to be used for some objects but not other. We know they don't influence ground tiles, I'm also doubtful they have much influence on buildings. Some of the third party model parts for the chimney had ready made normal maps but I can't really see them working, though sometimes the effects of normal maps can be very subtle. Haha, I have no idea if the engine sees the chimney or not. All the metadata is intact for the factory and all elements of the chimney have it as well. When the chimney is destroyed by HE it is animated along with the rest of the factory, it's quite interesting to see it go down. I'm sure with a little bit more knowledge we could get objects like this to actually be in the game rather than them being imaginary. The way the game handles destruction of buildings is quite simple, but introducing extra parts to buildings with all the mechanics to allow for destruction of those parts adds a lot to the modelling process. I can see why BF have limited the types of buildings we have to mostly just empty boxes. Yeah, it's a lot of extra work. Just testing and making the detsroyed parts required more than simply taking off chunks of the building. I did consider adding extra fallen masonry and metalwork but firstly wondered about how the engine would handle stuff outside of the bounds of the building - BF didn't do this'd be so there may be a reason. There are certainly problems with visibility of building parts, the disappearing walls we already see is likely down to where the origin for a flat part can be placed since it seems that it must be in frame for the part to be visible, which means a damaged wall needs both front and back faces. Thus models of piles of rubble would perhaps need to be duplicated within the models several times to be visible. It gets very complicated and adds a lot to the memory footprint for each model. This all starts to feed into why certain elements like doodads are treated how they are - it's less of a burden on the game engine to have grass, for example, rotate to always face the viewpoint rather than have three or four of the same model present so that we can move around it and see it. Perhaps this is why trees are such a heavy load, imagine what it would be like if everything was 3D, we'd be lucky to get 1 or 2 FPS!! The second consideration with regard to adding extra rubble was that the last stage of destruction uses textures common to all the buildings so would affect all our ruins. There is probably some way we could add something to improve the visual appearance of buildings as they are destroyed, but the effort involved starts to outweigh the net result. It's again why BF went for a generic approach to rubble and ruined buildings. Yeah they kinda slide out of the map to the Underverse, rather thank break apart. Good tip about having tests by the map edges
  14. Yes, there's always a lot of enthusiasm for these projects so long as it's someone else making them ...
  15. Yeah it could probably be done with a flavour object next to the building. The way that buildings collapse in game is not very smart, they just gradually disappear with a few rubble piles inside the building, nothing scattered around outside. The last stage is pretty much the same for all buildings - low rubble walls and a rubble floor. It's fun to see the tall chimney go as it does look like a demolition but we're still left with the same small rubble. I actually have a model that looks quite similar to that Grudinin Mill chimney, so maybe alter after we finished with Berlin there could be new model goodness added to the Stalingrad mod, we'll see, maybe not just a dream ... Maybe, maybe ...
  16. No I'll PM you a DropBox link in a bit, just writing some notes now.
  17. Yes there was very little in the brz. If you want you can just install the patch and leave the brz alone. there's no models in there at all just an icon for the splash screen and updated text file. All the other changes are in the app bundle/exe Unpacking the brz and integrating the files into out tidied folder system is hardly worth the effort.
  18. Obviously needed a rest Okay I figure out a package for ya to get stuck into. 3D ladder came ready made as a kit - great stuff just needed to put it together and add multiple extensions like virtual Meccano (is that still a thing even?). Mod tags should work as it's a texture, [dusk_til_dawn] Set it on a per scenario basis, should do it. Give it a go. Would be cool, but think the bottom half would have to be changed and we can't do that yet. Never know, Harry might come up with some hex mod for it.
  19. This can indicate several things: incorrect alpha channels, missing files, wrong file type, textures not linked correctly to materials in Blender, missing materials. Have yourself a big tick list and methodically work through them. Start with is the texture bmp in you Z folder with the model? Then work back from there to the more complex issues like missing materials which may be due to naming issues in Blender.
  20. Hi Victvs, welcome to the forums. The current wisdom is that if you download the full installers; have the appropriate activation keys for each game, battle pack, expansion, etc; and that those keys are for the most recent version ie version 4 not version 3; then you can install from the full installer whilst activating the parts you have keys for. In your case it sounds like you have activation keys for all the most recent versions of the games plus battle packs etc. We have been told that the most recent full installation installers contain ALL the necessary files for the games, so downloading them allows us to install just the parts we have activation keys for, whether that be base game or base game plus battle pack, or base game and updates. If a full installer was released after a patch then the full installer will include the patch, this usually happened pretty quickly, so for example CM Red Thunder has just been patched to version 2.12 on engine 4, the full installer will contain this patch now or very soon. To ensure that you have the full installer you should go to your Battlefront.com store account page (you'll need to log in). There you can find the activation keys you have purchased plus links to the full installers. These are different from the patches, available on the patches page on Battlefont.com, which are just patches for those who have already installed games from the full installer. I hope this is all correct, you can always ping @BFCElvis for assistance if you get stuck or if my info turns out to be wholly bollox. BTW your avatar is scary.
  21. 1. Opened files in PhotoShop 2. Checked files , no alpha channels 3. Saved files as 24bit .bmp 4. Go drink beer and feel smug Both the online services that I linked to can convert direct from tga to bmp. Don't know about dds, PS doesn't open them so I have to use a Mac app called Graphic Converter which will open pretty much any image format and a lot besides. It can save to any format as well, so long as the files are compatible. Yes you can go from tga/dds to png if you prefer. The biggest issue, as Harry noted, is do the files use an alpha channel? If so is it a 1- or 8-bit channel? What does the target texture/model require, is it 1- or 8-bit alpha, or no alpha? If it's 1- or 8-bit alpha then you save the file as a 32-bit bmp. If there is no alpha then save the file as a 24-bit bmp. Understand that the bit depth accommodates the channels, so 24-bit files can contain three 8-bit channels (RGB) OR 3 channels of less than 8-bits, BUT NOT for example 4 or 6 or 8 channels. A 32-bit file will contain at maximum four 8-bit channels usually defined as RGBA where A is for Alpha, the masking channel. The alpha channel can be 1- or 8-bit. A 1-bit alpha channel is a black and white only mask - NO SHADES OF GREY. An 8-bit alpha channel is greyscale with a possible 256 shades of grey in the mask inclusive of black and white. Black is fully masked so nothing shows where black is. White is transparent so everything shows where white is. Any shade of grey is a percentage of black so is a percentage of the colour RGB image being masked. CM uses two types of masks 1- and 8-bit. This is determined in the game engine. The model will use whatever has been programmed in the engine. There is no way to change this so far as we know (though it may be contained in metadata). When making a mod of a specific model always, ALWAYS, check the textures (bmps) for alpha channels so that you know what has to be done. You can see what type of alpha channel (mask) you have by zooming right in on just the alpha channel. 1-bit alpha channels have just black and white pixels, NO grey pixels, they also have very sharp, jagged edges delimiting the black and white. 8-bit alpha channels have softer edges between black and white with some grey pixels. BOTH require the texture to be saved as 32-bit bmp. As a rule of thumb foliage on trees, bushes and doodads use 8-bit greyscale alpha channels as masks, also some ground textures use 8-bit alphas. Most other textures are 1-bit. BUT ALWYAS CHECK BEFORE STARTING YOUR MOD. I have no idea if the online file converters will handle alpha channels properly, you can simply upload any file with an alpha channel to convert it to bmp - see what comes out. 5. Go drink more beer ...
  22. Yes, like that. We also have partisans and regular uniforms, so potentially four different uniform branches? I bow to your knowledge on this stuff but it does look like there's some possibility to have T34s shoot at Shermans and vice versa.
  23. I must say that I've never seen a Gebirgsjäger mod from EZ and I'm pretty sure I have all his uniforms, even the ones that don't work ... try PM'ing him, last time I PM'd him he responded, he just doesn't mod on here anymore.
  24. Where is or Where's since we're also discussing grammar
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