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Posts
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Posts posted by Lucky_Strike
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1 hour ago, Warts 'n' all said:
notorious Maurice and Lulu drugs bust. But their record company turned it down for legal reasons, and they had to change both title, and lyrics.
Did this one involve a Mars bar, or was it a Marathon? (Snickers to you young folk out there).
Amazing what one can learn on here.
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3 hours ago, Erwin said:
Wow. Am always amazed at what you talented guys discover.
There are some very inquisitive minds at work in the community indeed. Imagine though what @Battlefront.com could tell us about what can be modded
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3 hours ago, Falaise said:
Great stuff. The foliage on my apple tree is from Ez’s which, I think, is a version of Ramblers. I may do a thinned out version of the foliage for trees, bushes and bocage along with some other potential experimental stuff, to make a later addendum to my mod, though for now I just want to get it out the door.
I keep learning new stuff which I’m keen to try but I can’t hold up my mod pack forever!
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3 hours ago, John1966 said:
I believe it was on display in Berlin but I think there's some controversy as to whether it actually fought in 1945. I suspect not.
If memory serves me right it was captured by the Germans from the Russians earlier in the war, then, as you point out, put on display in Berlin. I think it’s only roll during the battle for Berlin was as a road block.
I quite fancy the Borgward - bit like a tracked bathtub armed to the teeth with panzerfaust and schrecks!
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46 minutes ago, waffelmann said:
I' am afraid the turrets will have to be blown away from other things....maybe new things....things which can be shown in screenshots...yeees?
Not sure most of these will cut it - just the Panther IR and perhaps the Borgward ...
Please note - none of these are available as mods - yet ...
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3 hours ago, waffelmann said:
I don't think, that they are in...but something more eastfront-specific...and not this lend-lease-stuff....
But, but how can we assault the Reichstag without the Zoo flak tower 128mm guns blowing the turrets off our IS2's?
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11 hours ago, Warts 'n' all said:
And now Ladies and Gentlemen I'd just like to do a little song for @Lucky_Strike
His name was Lucky, he was very plucky.
And he called all the rozzers "ducky" etc etc
Enough of that rubbish, I'm off to tackle "Wittmann's Demise", which will be a great looking experience, even if not a winning one.
His name was Warty, he was quite naughty
With yellow feathers in his hat and a dress cut down to there
He would merengue and do the cha-cha ...
This is just a bit too silly - I shall now refrain from posting pictures of the plastic one.
@benpark @Falaise I did a quick experiment with trees and bushes leaves textures to see if each individual type could have several textures for leaves, and surprisingly they can! I'm not sure what I can do with this, maybe have one type of tree that has less leaves - might be more useful for autumn or spring to have trees with some leaves and some bare branches. There are caveats though: I noticed when I tried with a strong colour, the engine seems to display the trees and bushes with just one, or the other colour, until the camera moves quite close, then it can flick between the two colours or do other odd stuff. It may work differently on different GPUs or with different colours. I didn't notice it when I had natural leaf colours, so will have to take another look, perhaps with bare branches.
Oaky plane tree, notice the oak leaves top let and middle right
Oaky plane tree, quite well mixed
Oaky plane trees, but only the front two, the rest show just plane
Oaky plane trees, should all be mixed but very strange
A two tone bush
The numbering for the bmps was: tree-1-leaves 2.bmp and bush-2-leaves 2.bmp. I presume tree-1-leaves 3.bmp etc could also work, but I didn't try.
Anyway an intriguing discovery (at least to this foliage nerd ).
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4 hours ago, 3j2m7 said:
...hmmm, would like to see a bocage mixed pictures and effects from @Lucky_Strike and @Falaise must be very interresting, usefull, and bordering of the reality !
...could be the last that you could doing @Lucky_Strike but this will be your best of your best of , after, «nobody» will asking you to do something...unless...you are yourself not happy with the result !
and starting again from a to z !
JM
It hasn't killed me yet. The perfectionist in me learnt to let go years ago, but sometimes he comes back to remind me he's still lurking inside ...
When I'm done with this you'll be able to mix'n'match the bocage to your hearts content. Just a case of a bit of renumbering/renaming any modded textures following the numbering that we have come up with. Not sure how many bocage textures you can have, but I suggest keep going until it breaks the game
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7 minutes ago, benpark said:
I think you are probably right, but I mainly glean an understanding of Steve and Charles in disassembling their creation, as you do.
There may be something worth trying in resizing things here and there for those stubborn billboards- maybe a trick combo of two+ graphics on one file (sized-up, to take the doubling of the graphics)? That would yield double the plant-graphics, but they would repeat.
Very true, I spent an age trying to figure out the strange distortions, stretching and scale of the doodads. Even now I don't see the rationale for some of it. Once I've gotten finished with this mod I will take a look at some further experiments. I think for sure there are other things I can do with the textures which might mean looking at the actual 3D models as well.
Also I can't wait to get my grubby hands on your new maps for Ire and Rubble - they look awesome! Modding Red Thunder could take me a few more years!
7 minutes ago, benpark said:The possibilities are endless to experiment, but time is always short.
You got that right!
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7 hours ago, quakerparrot67 said:
pictures ?
cheers,
rob
I aim to please. I meant to show a with and without ReShade (is without ReShade what you mean by 'natural'?), but I must have changed something 'cos ReShade didn't produce a with and without screenshot like I usually get. It's late so these are all with ReShade - mostly sunny plus a couple in the rain - latter are probably a bit closer to the normal colours in game. These all feature four textures except the last which is repeated for @Warts 'n' all's pleasure
Low bocage ...
Tall bocage ...
More Tall bocage ...
Close up ...
Wet bocage, trees hidden ...
More soggy bocage along a lane ...
Ohh, and Barry Bocage ...
7 hours ago, Vacilllator said:I'm guessing v2 is just around the corner @Lucky_Strike, including lovely new variable bocage?
Very close my friend!
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10 hours ago, benpark said:
I'd guess (having done the same tests)- the difference is that the doodads are billboards, and the other textures do not rotate on-the-fly to match the camera angle.
Why that category is limited is probably due to the large amount of doodads on-screen at once (there are lots of leafy-type textures as well, but they are static, with LoDs for camera pull-back)- some would be great with a dozen different doodad textures, but someone running on an older machine may not be.
This is one of the only cases where the numbers can't be amplified to produce more on-screen textures, so the hedges seem like a good way to progress. Tree leaves may be as well.
The mod looks great- I was able to fire up CMBN for a few minutes last night, and it holds up well, and well together.
Thank Ben, I appreciate your comments.
Yeah, I'm pretty certain that the number of doodads was limited for the sake of FPS and game playability back when CMBN first came out. Heck even now, with higher res doodads and foliage, I notice lags and jitters every now and then with a pretty modern GPU. I suspect that the game engine, or rather how the Open GL code is implemented, isn't, or can't be, optimised to match the sheer grunt of modern GPUs without some quite big tweaks.
I'm not so sure that I can add extra tree leaf textures, the texture numbering may preclude it as the trees are already numbered 1 through 5. I may have a quick experiment to see if there are any weird numbers I can use.
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12 hours ago, Falaise said:
I tried but no, otherwise I will have variegated nettles, brambles, ferns
That’s a shame. I did try extra marsh doodads last night whilst I was working on them, they didn’t appear in-game either. So odd that the bocage leaves work. I guess extra bocage textures were something that perhaps BF toyed with when they were first making CMBN.
I have started making extra bocage textures and the results are quite promising so far. Have now got four bocage textures which, combined, do start to make the bocage look more varied.
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2 hours ago, Falaise said:
pfffffff
lazy !!!
seriously we could use the contribution of other mod makers and by combining the result we could get the biodiversity that is dear to meHah, all contributions greatly appreciated - and we haven’t even started on the Italian landscape yet!
I wonder ... do any of the other doodads extra numbers work? Have you tried any of them? Anyone else tried them?
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2 hours ago, Falaise said:
imagine
doodad brush 2;doodad brush 3;doodad brush 4;doodad brush 5; doodad brush 6; etc....
doodad brush2; 2 doodad brush2 3; doodad brush2 4; doodad brush2 5; doodad brush2 6; etc...
and to doodad grass doodad grass tall etc
we have to ask for this option at battlefront
Nooooooo!!! I’d never be finished with this thing ... So close now, crops are all done, marsh to make, the extra bocage and we’re done
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1 hour ago, rocketman said:
@MOS:96B2PThe forum changed recently and now only accepts from Imgur if the link is https: , so add that if the generated link don't have that. At least that solved it for me.
Yes, the link to my image was https fo’shizzle. The link generated by Imgur was that by default. YMMV
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Here's a test from Imgur:
shameless plug for my Hedgerow Hell mod.
I'm always running out of space in my attachments allocation. @Warts 'n' all is correct in that you can delete older attached images to free up space, and the images will stay embedded in the forum BUT this only seems to happen after a certain amount of time. Delete the images attachments too soon and they seem to disappear for good. I think the images embed after perhaps a month or two, maybe when they are archived or some such. I've deleted some after a few weeks and they disappeared never to be seen again, and because we can't edit posts after a given time the post will forever be without images - very annoying if you try to read older posts to follow a thread or some useful advice.
I appreciate that BF provide the forums for free to us, but storage is very cheap now and it's a shame that such a useful resource can get scrambled over time - I guess the Internet Archive may have older versions of the site saved WITH images. I digress and this doesn't help you now.
Is there a limit in Imgur? I just joined so have only got a few images on there.
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I used Imgur on Tuesday this week without issue, the images are still there, just checked. Know this doesn’t help, but I don’t think the forum update is to blame.
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1 hour ago, Erwin said:
And they have to be spelled "boccage" as opposed to "bocage"??? (We have seen strange spellings in the game b4.)
Yes. When I was first making my mod I accidentally corrected the spelling Took me ages before I realised why my mods wouldn’t work.
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10 minutes ago, dontpanic! said:
Where can I find this gridded terrain mod for CMFI ? Are terrain mods cross compatible across the CM games ? I have Bill's gridded grass mod for CMBN but I suspect it will not work for CMFI.
Secondly are there grid terrain mod for all the CM games and where would I find them ?
Thank you for any advice.
You could look on the CMMODs warehouses, version III here and the newest version IV here.
As to whether they work across titles, maybe but you would need to look at the tile naming and, of course the colour may not look right, grass in Normandy looks different than grass in Italy but may look good enough for grass in Russia/Poland ... YMMV
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19 hours ago, Erwin said:
So one should not have a "boccage1.bmp" with textures as it won't show up? Or does "boccage1.bmp" sabotage the rest so that nothing else other than "boccage.bmp" shows up?
Presumably "boccage 2.bmp" was an error(?)
So, neither boccage1.bmp nor boccage 1.bmp appear, nor does boccage .bmp. Having them in your mod folder has no impact on the game nor what is displayed, ie all the other bocage textures show if for example boccage1.bmp is present. No idea why both boccage 2.bmp and boccage2.bmp work, something hardcoded for boccage2.bmp I guess. This all means I'm good to go on more bocage textures
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Looks like the icons and buttons have returned, thanks to the forum gods.
Now can you please fix the colour scheme. TA
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2 hours ago, Falaise said:
I'm not sure that this masterpiece of French-speaking culture is known by our Anglo-Saxon friends
1 hour ago, 3j2m7 said:Yes Steph exactly perhaps a sentance like "french cancan for men" or gay hedgerow will be more appropriated, but yes only somebody with "Heavy" french knowledges, can understand it,... well our culture have also to be discover...
Anyways... this was a joke that I couldn't let it pass !
Being a bit of a Francophile your joke was perfect, thank you.
Lucky Strike's Mods: Hedgerow Hell
in CM Normandy Maps and Mods
Posted
Yes there are uses for sure. I need to try with a few variations to see if the strange colour flicking, reappearing and disappearing affects the natural colours as well.
I fully understand your frustration with the lack of thickets. Woods/forest edges are a very underrepresented area (at least visually) in the game. In the real world they are an especially challenging area for LOS largely because of the change from light to dark, both looking out from as well as into. Using trees precludes the placing of bushes in the same spot, but not hedges, so maybe something could be done with the hedge texture and 3D model. I really like your idea of using hedges, but if we mod them it will obviously only work if the hedges aren’t used elsewhere in the map as normal hedges. I do have some new brush doodad textures which add a bit more visual fullness when used with trees in woods, but I’m not certain about things like LOS through them.
I suppose another possibility would be flavour objects, but am I right in thinking these don’t affect LOS or movement?