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Lucky_Strike

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Everything posted by Lucky_Strike

  1. I thought he was winding up the rubber band! I like that we can really see the variety of uniform shades here ... right from bleached out hats to khaki and field grey/green, man this lot would make for wonderful modding. @Battlefront.com my wallet is open ...
  2. fantastic, sometimes it's nice when someone's done all the work for you ... what a treasure!
  3. Hey! That's my ride you're dissing ... now this is a skip being emptied ... Can you imagine the conversations they had when they first lowered that thing onto the Pz I chassis, look at how tight the tracks are, I reckon it's definitely putting some stress on the suspension ... Seriously if we want early war these things are a must, though don't think many if any of these made it to NA I think they realised the profile was a bit on the high side ...
  4. Maybe these bad boys as well ... gotta be worth another $ or two How can anyone not love a bit of desert action with clunky old kit like this to play with?
  5. This all sounds like it could save others a mass of frustration ... 37mm's F&RT Mega Mod Pack ... I can hear the grateful thank yous already ...
  6. I haven't tried it for quite a while, but this might explain why the last couple of times I tried to use Wine For other stuff, I had no success, I guess I should RTFM. Then again I am running on a slightly older OS - sadly always have to for compatibility sake with older software. So we should have a caveat, if one's OS still supports 32-bit one might be able to run RezExplode for PC in a Wine bottle. YMMV.
  7. You're sure about this bit? Yes, my concerns are only fleeting, heck I still haven't taken the shrink wrap off all the games yet so I'm set for years, so long as I don't see anything too shiny to distract me. I don't think this is dumb at all, I only play these games 'cos all the rest become either dull over time or just never satisfy to begin with. That and there's no need for good eye to hand coordination playing WeGo which I can be a bit lacking in sometimes ...
  8. Ooh what a tough question Kohl, I hope you solicit a response from someone in the know, wink, wink, know what I mean, say no more ... But in lieu of that here's my tuppence ha'penny worth ... Having spent quite a bit of time over the last few month deep in the quagmire that is Blender and mdr files it's become pretty obvious that there are some real physical limitations in the current engine that will never be overcome as is. No matter what we do (us modders) there's a limit with only a lot of out-of-box-thinking by folks like yourself and @Sgt.Squarehead @37mm @JM Stuff and @Aquila-SmartWargames amongst others that produces anything new and surprising. So would a new engine include the current models - it probably could in that they could be ported but there's a question of expectations to manage, would anyone really want them to be ported? They're already decried as dated and ugly by some, plus the game will need to attract new players going forward whose expectations are different, likely having been reared on a diet of FPS and RPG games with shiny graphics and modern performance. A lot of the physical barriers within the models are about what the engine, that's essentially some ten year old/in the making, can handle AND which were probably put in place at it's conception. I came across what I think is a limit to the number of polygons (actually triangles) that a tree model can have for instance, which is much lower than what many modern 'low poly' models actually contain. So if we move to a modern engine the scope to improve models is likely to be so vast compared to what we have now, that, IMHO, it would be strange not to take advantage of it, but a result of this would be that even our best current mods will look quaint in comparison, as you say, similar to how looking at the old CMx1 games is to us today. As to what the new engine will be ... it must already have been thought about, and probably decided, if we are to have something within the next three to five years. It might be UnReal but I really don't know how well that supports what CM does so well, it's great for so many platforms and types of game but very few of those that currently exist are anything like CM, mostly just lots of running around shooting stuff. And there's the cost. Although it might be that for models BF could buy in most of the stuff off the shelf since there's so much out there now. Nevertheless it ain't cheap. Or will they stick to proprietary? Gives them full control and might be better from the point of view of certain, huhhum, special customers ... I guess we'll find out in the fullness of time. It do make me hesitate sometimes though when making new mods and stuff - will it all be redundant in a few years when everyone wants the shiny new stuff ...? I like your shopping list for the CMFI Ci Vediamo Dopo pack just a couple of little edits/suggestions: 12. Some cool desert vehicle for personnel transport or towing Pak38's... think this could include the SdKfz 10 and SdKfz 11 which we already have the chassis for, and we for sure need the SdKfz 7 for shunting those 88's around and perhaps even the Famo ... And maybe some Bren carriers with AT rifles? Anyway - yes we'd really like this pack and happy to pay the man for it
  9. There are tools, not at my Mac at the moment to send you a link but ... These are them, but the link is a bit borked should be https://modtools.roszkowski.org/ or click here Latest is 1.3.2 they are a bit command-liney but easy enough to use with the instructions. Otherwise as Redwolf says you can use the PC version under emulation, Parallels, VMWare, Oracle VM VirtualBox or Wine will to the trick, last two for free I believe. Had always meant to make an Applescripty type of app to make life a little better, but as Redwolf pointed out you only need to do this once so long as you keep the exploded files safely somewhere. In fact the game will run off of exploded folders quite happily.
  10. Great job JM, very atmospheric! Thanks!
  11. You're welcome Rake, happy to help. Anyone else looking for them can PM me and I'll up them again.
  12. Fantastic! Don't know what it is about these but they somehow remind me of an old push-along lawnmower I have out in the shed, maybe the big rubber band tracks. No machine guns on the mower of course.
  13. I just had a look and found that I have the mod backed up. I have it all in one folder - A+B - the trees are separate for some reason, might be some organising I did ... they're by BenPark apparently, and are different than those in the Worghern mod. You can temporarily grab the whole thing here in lieu of Bootie getting around to uploading it. Let me know when you have it so I can remove the files.
  14. Thanks Slippy. Yes the bocage was also the thing that I disliked the most as well (and grapevines). I understood why it was designed that way from the point of view of the original game release. But it's a shame that BF have not updated what is an essential part of the game, at least for Normandy. Bocage is an oddity in some respects. The textures it's made of use a 1 bit mask, which is why it appears so jaggy compared to all the other foliage which uses an 8 bit mask. It also doesn't sway in the wind, again unlike all other foliage. Yet it can easily be outnumbered by other foliage textures on a map, grass, crops, trees etc, so it's low quality masking is not likely connected with how numerous it, or it's constituent parts are. There must have been a good reason to not make it as smooth looking as the other foliage, but we can only guess. Thus far I haven't been able to discover how to alter the masking or movement, so I suspect these things are hard-coded into the game somewhere unreachable to us mortals. What these bushes help to do, as you rightly noticed, is to cover some of the bocage when placed on the same tiles, hence less jaggies.
  15. The Tremeloes not The Poplars (various) nor The Aspens (various), always an education. They, The Tremeloes, also recorded an Italian version, E in silenzio ... interesting pub quiz/seven degrees type of nonsense - Silence is Golden was originally written and recorded by The Four Seasons, who got a mention a few posts ago ...
  16. Thanks Alex. Just to be clear, the bushes are integrated when the map is made in the editor. I am adding some different pieces of foliage to the bocage to give it a bit more variation in height and depth, but the bushes remain as independent models, thus affected by wind. The effect, nevertheless, is that the bocage has more variety. Yes, thanks Erwin, these have no effect on LOS in the game, they only effect the players own ability to spot and see stuff with their own eyes, if one plays down at ground level, with visual aids switched off, one will soon loose track of both their own and the opponent's pixeltruppen
  17. I was pondering about what @AlexUK said regarding hawthorns and got to thinking that our bushes are a bit uniform and neglected so I decided to see if I could first make a large, shaggy bush ... OK at this stage I will say it so that nobody else has to ... titter ye not! Right, now moving on ... just for a quick experiment I took one of the tree models into Blender, scaled it and replaced the textures, bush one; repeated and rotated a few bits - two much bigger bushes, a hazel and a hawthorn. What's nice is that if a single or double bush is integrated onto a bocage tiles they will add real depth to that run of bocage AND, because they're bushes NOT bocage, they sway with the wind, something that bocage doesn't do - so it gives a bit of life to the very static bocage. So here's a few pics to give you a flavour, they're by no means done, and need more work, but you'll get the idea ... A 250/3 parked between a couple of hawthorn bushes for scale ... yes he's sporting a bit of foliage camo, something else I played around with ... ... that PaK 40 again, nestled behind a great wall of bocage, hawthorn bushes on the same tiles appear embedded in the bocage ... ... three of the original bushes in the foreground with a couple of hazel bushes, left and hawthorn, right, on the edge of a copse. They can be used as small trees as well, could even do a version with some form of fruit for a young orchard. Anyway, there you have it - big bushes. Next maybe several bushes on the same base with a variety of sizes, or perhaps a very large bramble patch ... all sorts of possibilities.
  18. LOL! < best I can do, sadly the time period for MG is outside of tulip season. More likely to get fields of &
  19. Thanks Lethaface. Here's one of the trees I'm cooking up for the MG mod, Populus Tremula ... Still in early development, needs a bit of a tidy up.
  20. What's really exciting about what I've managed so far with the trees is that I can now more easily apply it to all the games, at least all the WW2 games, so I have more hope that I will be able to make mods for them. Before it seemed like an almost impossible task. I just wish the same were true of the doodads - grass, crops etc - these are still a lot of work.
  21. It's probably just a minor issue with the models. I'll examine a fix more out of concern that it's concealing some other underlying problem. Last thing I want is to break the game in some way, though I've only ever managed to crash it once with any of my mods.
  22. Thank you kind sir. Still haven't gotten them to sway yet Made another discovery, albeit probably obvious, if the leaves are not modelled in the same fashion as the original CM trees, then HE impacts will blow them all off in one go rather than partially strip them with the first explosion. But I do have an idea for how we can get a convincing weeping willow with swaying leaves, which succumbs to HE in the proper manner ...
  23. +1 have to agree with you Codreanu, the boys did a great job on all the mods for the Warsaw pack(t). But must say that the Home Army fighters driving that thing around with the big target painted on the front must have been crazy!
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