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Lucky_Strike

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Posts posted by Lucky_Strike

  1. 45 minutes ago, RockinHarry said:

    Good work Mark! 😎 I figured for least mess up of material and texture names one should do a fresh Blender start first. So no working on things in a longer time running Blender session. And off course then having all required textures in same folder as MDR file. I got to have a look at damaged textures as well. There were still some remaining issues but I´m fairly safe we could solve these as well. (..famous last words lol)

    Thanks Harry. It's cool that it appears for all sides and can be seen right across big maps. I've actually been doing some research on an actual chimney that Nigel showed me a pic of earlier which was a block from the Reichstag - so I'm going to scale it to that one, currently it's over 50m 😆 but needs to be about 25-35m at my guess. I'll post more details below with some pics.

    I really don't know what was going on with the original model, it looks like they ran out of time. Anyway it would be helpful if both you and Nigel can look at this one once I get it rescaled and nearer finished, you both know far more about buildings than I do, I'm just the hired help 😝. It's actually quite straightforward adding the big chimney; biggest headache was getting all the original factory textures to load as we had that issue again of Blender ignoring textures with (00) appended to their names - the majority in this case!

    55 minutes ago, RockinHarry said:

    Was to be expected. META got to be adapted to any these geometry and position changes as well.  And the right type of ALT-A transforms I guess. Most things work relative to the main objects origin, which is at times hard to predict when doing rotational things. Just experienced this with the 251 half track crew positions recently. In the end I let it be. lol 🙄😅

    Think part of the problem with buildings, and so many of the models, is that the various objects have an origin relative to 0,0,0 and to a single model origin, or just to 0,0,0. This can be shown in Blender by displaying relationship lines. If one tries to use Apply > Location on objects like this they might have their origin reset to 0,0,0 which is very undesirable. I have come across the same problem with trees where each leaf branch has its own origin set relative to a single origin in the model at about 0,0,0. Applying location to the leaves will reset their origin to 0,0,0 and consequentially the leaves with sway relative to the wrong point, indeed in strong wind they actually detach en masse from the tree!  I don't fully understand what we can do with this in buildings, but I'll leave it alone for now, applying scale and rotation only which seems fine.

    1 hour ago, RockinHarry said:

    Looks great! 😎 Fits well in there and in any urban map as well. Yep certain indi build classes are fairly resilient compared to most the other indi types. Think size and maybe class (hard coded) does matter as maybe some META data. Still haven´t found out yet. Unkn1 and 2 triplets are likely hitboxes but still unsure if they´ve influence on a buildings sturdiness as well. If it´s in META at all.

    I suspect that some of the class stuff is in a database in the app itself, x type of building has y protection against HE etc. It probably takes the meta for the physical rendering of the model and does all the calculations based on the databases. Your hit boxes are likely to influence movement and LOS as you've said before being the physical aspects.

    1 hour ago, RockinHarry said:

    Looks like Nigel got to delay V2 release a little bit more. 😎🍻

    Nah, he'll just have to do V3!!!! 🥳🤘 

  2. On 11/12/2022 at 7:50 AM, NPye said:

    OMG u done it. How ****ing emmersive is that... I love it and can I have it?????? 

    Okay so I've now had a look at the factory model to see if I can use that as a stoke house to go with the chimney - what a hot mess that model is. Looks like it was made as an after thought, quite a lot of stuff not really finished properly and actually a few missing textures as well as some incomplete materials. I have done some repair work, it's still not 100% perfectly functioning, there are issues with the damaged stages since it's missing correct internal textures and I have no idea what needs to be done to make this right. Luckily I was able to repeat some of the external walls for the internal walls so that it at least has windows in roughly the right positions inside.

    Since it was aligned at 45 degrees I thought I'd have a go at making it sit square, not a good idea, all sorts of odd stuff starts to happen - walls popping in and out of view, shadows where they shouldn't be, access issues, and pixeltruppen floating in mid air outside the building when supposedly inside. So we won't go there.

    As of now we have a factory with a big f*ck-off chimney as a building that can be used (no access to the chimney) and which behaves pretty much as expected bar one or two glitches with destroyed walls and a missing ceiling at the top level - I've done a bit of a Fred Dibna and blown it up a few times, takes quite a bit of HE before it disappears with a mighty big crash ...

    Ep33G53.jpg

    I found a few more factories on your map ...

    JCE3LZL.jpg

    s9hfS3g.jpg

    Butted up to a large complex it's quite convincing. The facade and roof will change to match location so you might want to make some Berlin textures; in these images it's using the [germany] tagged set. The brickwork on the chimney itself is a bit over sized at the moment.

    9Tspgpc.jpg

    Battersea-am-Spree

    I'll see if I can fix the missing ceiling/floor and add a broken ladder to the chimney.

  3. 11 hours ago, Falaise said:

    What excitement on this forum
    I was a little busy ...
    I'm coming back and what fireworks

    I was already admiring @NPye's work on Stalingrad, but the Berlin modis insane.
    @Lucky_Strike is at full speed, I think his eyes are better
    @RockinHarry is back full of idea
    @JM Stuffon all fronts (your Japanese helmet is great)
    good job guys

    Bonne soirée mon ami, I hope your summer has been a good one. Yes my eyes are fixed.

    We have missed you here, so it's really great to see you back. There's lots for you to catch up with not to mention a whole new battlepack from GeorgeMC to play.

  4. 21 hours ago, RockinHarry said:

    Just like Putin, if once crossed a certain line they can never get back to something sane and rational. They pull it through until either 💀 or in Gulag. Sad but true.

    Well, Brexit and UK´s Trump which is Boris Johnson is another sad story IMO related to Putin´s year long activities. We´ll likely never know for sure. But as can be seen, (good) times for these kind of guys is coming to an end. Latest example... Brazil´s Bolsonaro. Just let´s hope that Erdogan, Orban and the mullahs follow very soon.

    It's the curse of humanity to keep producing a never ending stream of absolute tossers who somehow seem to persuade enough people that they have something good to offer when in reality they are just snake oil salesmen ... we never learn.

    Anyway let's hope this latest rash of the world's biggest wankers is nearly done so that we can all get some peace for a while.

    21 hours ago, RockinHarry said:

    Oh yes and it´s hundreds of them! 😱 Think I´ll never touch them and leave it to those with patience I don´t have usually. 😅 Yep, likely most is hardcoded and game engine uses Meta when and how to use its misterious content.

    Yes save your sanity for crunching that metadata!

  5. 2 hours ago, RockinHarry said:

    lol.... wasn´t it to be expected? 😅 Though I´d rather put my bets on him going into prison than into white house again. 😈😬 There´s still lots that can happen next 2 coming years.

    Was hoping after the US midterms that he might just think twice about it, but of course his ego got the better of him. Trouble is crazy things can happen even when everything says it's just wrong - look at us in the UK with Brexit, who introduces sanctions on their own economy and trade? The only country in the history of the world to do that!

    3 hours ago, RockinHarry said:

    Yep, there´s lots of META that can be easily related to an objects geometry and planes in 3D space. Re leaf objects some may indicate things like candidates valid for removal from tree bursts and such. Or if they can move with the wind if there´s any.

    There's a mass of meta for trees. Each leaf branch has its own set, independent from the overall tree metadata. However I don't think wind 🍃 is determined directly by metadata since all leaf branches move when it's windy. What seems to determine it is the leaf parent name and the geometry. Any deviance from the mesh shape can stop movement, though not scale nor material. No doubt that the meta will contain the geometry also, so changing that will likely influence the ability to move as well, but the determining factor is hard coded somewhere.

  6. 1 hour ago, RockinHarry said:

    oh...then I´m very much looking forward on starting this.....not so soon. 🤪

    LOL, cometh the day ...

    1 hour ago, RockinHarry said:

    thanks for all the detail info Mark! Most of it confirms on my own basic assumptions although I lack the experience to make my mind on it all. But I feel the pain... somehow. Also seems you selected one the most tricky and challenging game objects as well. 😱 Though I´ve deep respect for your tenacity tackling all this. 🤘

    Thought I had them cracked ... never mind, we'll learn something from it. I actually think vehicles are way tougher, getting them moving properly is a real black art.

    1 hour ago, RockinHarry said:

    They´re surely aware and I guess there´s a certain type of policy behind that. Maybe direct asking via PM? IDK...

    Yeah, so hard to gauge when there's just nothing. PM might at least elicit an official yay or nay.

    OMG just got a news flash, Trump is gonna run for President again. And I thought things were bad here ... gawd save us all.

    Normal service is resumed ...

    1 hour ago, RockinHarry said:

    that sounds promising, although ATM I´m just understanding half of what you say. 😅 So that´s the top league we´re (or part of us) aiming for then. For now I´remain with getting more simple things done in 2.79 and try figuring out more of MDR data. Guess that´s the best I could help with ATM. 🤔

    Yeah I'm fairly optimistic that we could come up with an useable workflow that might improve the reliability of our models especially with regards to materials and UV mapping. Only one way to know for sure ...

    Re Metadata: whilst I've been doing trees I noticed that there are certainly values that look like they represent heights and there are two quite close numbers for each leaf object which might be the two surfaces or two vertices on the mesh.

  7. 3 hours ago, RockinHarry said:

    There´s quite a leap between 2.79 and 3.2+ feature wise so it might be a possibility to do many things in better ways. Does it port back well to 2.79 then? Or use intermediate file formats? Worth a try before..... 🤯🤢 ...again.

    The difference is absolute. The whole working paradigm is nothing like what we currently use, BUT it's actually very easy to port backwards by exporting the model complete with textures to fbx format then reimporting that to a fresh original mdr. The model comes in complete with textures, nothing missing, intact UV maps and all the gubbins necessary to then finish the model and export to final mdr. The process of importing the fbx is what we would do anyway for many third party models, only we have more control over texture use (bmps not png nor JPEG's nor anything else exotic), naming and UV mapping. All that we need to do can be achieved in version 3 whilst it seems that the modern GUI with nodes approach is more logical and easier to understand once one gets over the shock of the new.

  8. 2 hours ago, RockinHarry said:

    Oh yes.... had my 🤮 moments with this as well. So for now I remain with the more simple stuff and approach in single small steps til we got a solution for these annoyances. Haven´t even dealt with the UV stuff yet. 😱🤪 ...

    UV mapping is the worst kind of madness, it's just nonsensical sometimes. Especially thanks to the disparity between the way Blender renders the texture (looks absolutely fine) with how the game engine renders the same (WTF!!!).

    2 hours ago, RockinHarry said:

    But how about renaming and assigning materials so that they´re all unique and not affecting multiple ones? Or is it that you can´t get to work, no matter what? Unless material names are hard coded to a certain property, their names could likely be changed as it´s just these that got stored in a MDR. Can´t recall that I´d seen an actual texture file name reference in there. Seems all material names. 🤔

    I really don't know what's going on with the materials sometimes. Everything looks fine when the model is ready to export, all objects and meshes are assigned their material with associated textures, then at export it just refuses to work. Close examination of the materials list reveals an unnamed material - the only way I've spotted these is when they appear in the list of materials as a blank slot ABOVE named materials. Where they come from - I have no idea.

    I've tried renaming but sadly the damage is already done by the time they appear. Big problem with trees is that there are hundreds of leaf and branch meshes, and it's somehow possible for these materials to latch onto some of those. At least with leaves it's easier to replace the material as they are very simple meshes and the UV map is a simple shape. The branches however are relatively complex structures with UV maps that beautifully display the disparity between Blender and game rendering, which is why when it goes wrong it's every destructive.

    I suspect that most, possibly all material names themselves are not that important to the game, I have used custom names often enough, along with custom texture names, to no ill effect. So long as everything is named correctly and the dots are joined correctly everything is fine. The mesh names, though, do seem much more important in certain cases. Top level and secondary level object/mesh naming seems critical, but once meshes are parented to these then naming seems less important - it's likely that the game has a database lookup going on that instructs the engine what to do with certain meshes and objects. For example with tree models if secondary level leaves aren't named correctly they won't sway with windy conditions, they still appear but are static.

    My latest problem occurred when I remade a tall pine, the same model you recently tested. I took the working model and appended it to an original game tall pine tree type E mdr. I then edited the meshes and joined/parented them with the original mdr objects, as I've done previously. Everything looked good but export failed. My suspicion is down to how I appended my working model. I appended the Scene and in doing this I most likely included the unnamed material. But what is so annoying is that it worked in the appended model, and there's no way of seeing the blo*dy thing until it's too late. Rebuilt the whole thing a second time and it happened again, so I need to look at this process to find a better solution. Couple this with the destruction of the UV maps thanks to the necessity of having to replace the unnamed, unused material, and one can understand the frustration. Ultimately this may not even be a game engine issue but rather an issue with the export script which we know is incomplete.

    It again beggars the question though, why don't BF want to help us with some of this?There's nothing secret about these models; we're not trying to hack the app/exe, in fact we know we can't; we're not trying to put them out of business, nor steal anything. We gain pleasure from the games and our modding, and just want to make the games better which can only, ultimately, benefit BF. My suspicion is that this is just not on their radar at all, one is apparently in a jar whilst the other is far too busy to read more than one thread on their forum. Sour grapes, me, YES!

  9. 4 hours ago, RockinHarry said:

    and not cooking its own fire in secret chambers.

    LOL dude sounds like Harry Potter! 🪄 🧙‍♂️

    But yes we gotta get some of this stuff nailed down ...

    4 hours ago, RockinHarry said:

    Yeah, let us know please. 😎 Would be cool if we could figure out a Blender procedure that enables us dealing with the mentioned material/texture issues in least of time. That would save us the time better spent for more in game testing of our lil edits.

    Just today working on one of my trees and nearly threw a chair at my monitor 🤬 damn UV maps and weird material behaviour. No export cos of a none type error, blo*dy talk sensibly you boll*cking stupid app, who writes this sh*t, what the hell. I hate, hate, hate cryptic error messages.

    So it turned out that there was an unnamed material slot which must have come in with the model appended to the mdr - a model that previously worked I might add. The material wasn't assigned to anything, how could it be it was unnamed, it was just a blank space in a list, looking like all the other blank spaces, orphaned, not attached to anything except a UV map apparently. And enough to throw an error.

    Deleted the blank material and half the UV map disappears with it. Can't replace the material cos doing that makes half the UV map stuff go blank ... great, thanks. Bite the bullet, replace the material and redo half the UV map. Thankfully only some minor branches are messed up, mostly doesn't matter too much. But damned if I know why I can't replace materials without some major c*ckup happening. There seems to be no way to preserve a UV map independent of the material. Easy enough to swap textures around, but not the material. Don't try this at home kids!

    I'm actually wondering if doing all the work in a later Blender version might be a better approach. Having tried working with nodes a few time now I found it quite straightforward, we don't have very complex models, most are pretty similar, so the process is always mostly the same. With nodes one sets them up then, once finished, the model can be exported with textures baked in and then imported into the host mdr where it's joined with the host objects. The few times I've used it seemed quite painless. Will have to investigate further when time allows.

     

  10. 5 hours ago, RockinHarry said:

    Yep, don´t get distracted (too much) ATM. 😎 I just keep doing my loud thinking sort of if I find or found something that might be for good, future use.

    12 hours ago, Lucky_Strike said:

    Always distracted - but it's all good.

    5 hours ago, RockinHarry said:

    Just place any the indi builds in 2D editor so you can see what height they are actually.

    Yes will have to make a showroom scenario for all buildings (or should that be show home estate?)

    5 hours ago, RockinHarry said:

    Didn´t even know until yesterday that we have this factory w chimneys in RT-FR. 🤪

    And I knew precisely when you posted it on here!

    5 hours ago, RockinHarry said:

    One caveat likely will be that it´s then almost all scenario/map maker assets and not usable in QB or missions/maps made earlier. But I just keep seeing benefits.

    I don't mind this. QBs are great for a bit of fun, but IMHO prepared scenarios offer much better experience.

    5 hours ago, RockinHarry said:

    Another thanks to @sbobovyc and @Aquila-SmartWargames (and those I miss mentioning) for making this possible. 😎

    Second that 👍

    6 hours ago, RockinHarry said:

    Can only make my guess about that. Beeing in fortification category and purchasable it got to be be a playable unit type category and so it was an obvious choice not making it a neutral terrain object instead..I guess. But that´s a very limiting approach, entirely neglecting that forts in fact can change ownership repeatedly. Also terrain objects do not apply to FOW and there´s likely no data or programming concepts that could change that easily. But I´m not a programmer. So likely all easier said than done.

    I guess the ideal would be to have both types, let the scenario designer or players decide how fortifications should appear and be used. As you say, easier said ...

    6 hours ago, RockinHarry said:

    I´ll try doing some testing. Now that I know how to get these exported successfully some new info should pop up soon.

    Guess to allow for some variety for when there´s lots of the 45 degree diagonal roads on a map. Some are just variations while some others seem unique. Though diagonal indi builds are somewhat tricky, game play wise (ptroopers path finding and placement/LOS/LOF). Also they got to fit into the 8x8m AS concept. We know one can place any builds at an offset (half slicing a neighboring AS) as well. All might play a role in here.

    Similarly, extra editor choices ...

    6 hours ago, RockinHarry said:

    But who´s the time for all this ATM? lol 😅🤪

    So would be cool if we could draw more wannabe Blender artist into all of this. 😎 Required info is on the table and keeps beeing maintained, here and at other forum places.

    Hah, we just plough on ...

    Yeah, getting over the initial shock of Blender is part of the battle if one has never used 3D apps before. None of us is expert so sharing knowledge and ideas on here is essential.

    6 hours ago, RockinHarry said:

    Just noticed I used wrong terms. It´s actually 2 colors (plain black or white) or 256 grey scale tones needed. 🙄

    Yep, Blender scripts are imperfect. As said wanted to bring that to sbobovyc´s attention, just when he vanished and got busy elsewhere. But material name (not texture name) is key and that is what got stored in MDR files. One can work around this, but still got to dig some more into Blender 2.79 peculiarities for better understanding. That for more precise preparation so exports will always be successful.

    Yes there does at least seem to be a pattern with what needs to be done with most models to get them out of Blender and into the game. I'm going to look at the models I already have working to I can check that the metadata copy/paste thing is applied. I know there were some where metadata export just refused to work.

  11. 1 hour ago, Warts 'n' all said:

    By coincidence I'm reading Pepys at the moment. He began his famous diary a couple of years after Noddlehead died and would sometimes beat his servants if they failed in their duties. That was when he wasn't chasing skirt around London and Westminster.

    And he was enlightened ...!

  12. 11 hours ago, NPye said:

    Midnight Blues...lol I love messin with PS LUT files. It's great to get cinema type look...

    Fantastic moonlight atmosphere, I can almost here Ole Blue Eyes himself crooning in the ... oops that's something else altogether.

    LUTs are great things - I know you don't have ReShade (sorry to rub salt in the wound and repeating what Harry said) but I have to mention that there are lots of FX available for that which also use LUTs, great for atmosphere, tiny file size and little to no discernible hit on framerates.

  13. 59 minutes ago, quakerparrot67 said:

    thank you, l.s., i have it working in the y.e.g. scenario, really cool.

    does the 'trouble with siegfried' scenario if cmfb use hedgehogs?  seems like these would be a natural for this mod.  can't wait to see the final set!

    You're welcome.

    Not sure about the Trouble with Siegfried but you can always modify it in the editor, just don't peek at the force selection or opposition set up zones etc 😉 Or see if someone will kindly edit for you.

  14. 2 hours ago, RockinHarry said:

    Gorgeous model! 🤩 Don´t forget we can use normal maps for smaller detail things so don´t need actual geometry for everything.

    If exported in parts or a whole, one could try flavor objects and then see further. See Aquila´s ruin model for enveloping with visible or invisible working in game objects.

    Yeah odd there is no normal maps for a potential game asset. Middle section friezes would definitely benefit from normal maps, just well made textures at present.

    The wings should be reasonably straightforward, but the middle section may need to be treated as a skinned flavour object, though a bridge would be better I really don't want to get into that whole other world of pain. We'll see ...

    2 hours ago, RockinHarry said:

    If your model turns all black (or washy) in game, then it´s likely the wrong type (2 or 256Bit exclusively) or file is 24Bit, missing the layer entirely. That´s from my understanding ATM.

    You're right this is one possibility. As I found to my cost a black object can have several reasons. Alpha channel madness, is it 8-bit or 1-bit? (Who uses 1-bit? even back in 2010 this was old). Missing links in Blender - but I thought the script didn't let us export without textures he says to himself, not quite, it doesn't always know if a texture is there really. Blender can sometimes trick us that the texture is still connected to the material even when it's not and a different material might actually be in use. Blender is not always WYSIWYG! It can trick us. The script also doesn't care if a texture is a bmp or a jpeg or whatever, there's no check. It'll keep catching me out I'm sure 🤬

  15. 2 hours ago, Warts 'n' all said:

    Elizabeth looks up from her Whitehall Gazette. "Is a blender some kind of mechanical wooden spoon?"

    Isn't this what small children were employed to do back in your time? Turn the spit, go up chimneys ... that sort of thing.

  16. 2 hours ago, RockinHarry said:

    All good ideas! 😎 Yeah windmill footprint is too large at given size, yet I´s more thinking of a prototype and derive usefull stuff from it. I.e base shape, level construction (maybe "easier" to be figured out for indi builds first) and any META that might possibly help.

    I did buildings are about as much as I can get my head around at the moment. Even then there's so much to know about them/their models that I could easily get very distracted.

    2 hours ago, RockinHarry said:

    I wouldn´t exclude working levels yet. One could possibly use max supported level structure and make the "roof" part extraordinarily "tall" maybe. It would still be a great vantage point at level 7 or 8 ( level x 2.5m = y). One could also place it on raised (ditch locked) terrain tile thus squeezing out couple more meters maybe. One could at least test if a confined space supports any ptrooper occupations at all. An inner space diameter of say 2-3m should be minimum, but who knows. Think FOW issues only apply to "vehicle" type classes, like pillboxes is. For building types it might be "just" some required META adaptions to be made (I hope).

    I'm actually thinking it's just easier to forget the levels in this than try to make them work since I don't really know much about the workings of the buildings. There are quite a few models that I came across that perhaps could make better OP platforms than a tall industrial chimney. I'd be interested to know if there are any other tall structures (7 or 8 levels) that could be modelled to fully exploit this better. With the Brandenburg Gate there is also the potential to create a pretty tall OP.

    3 hours ago, RockinHarry said:

    From my experience every model mesh changes need beeing adapted in META as well (bounding/hit boxes etc). So not quite so trivial as long as META keeps its secrets I guess.

    Yes if we are concerned about absolute playability, less so if it's just for eye candy. The bunkers, trenches and foxholes are already so extrapolated from reality that I feel trying out experiments with them to improve how they can look and maybe function is all we can hope for. Their mechanics are just not good. I'm personally prepared to suffer some oddness with their outer structure if they can just look a bit better in a scenario. Sort of like your wormhole bunker sitting more comfortably in the ground, it just improves how I feel about them when I see them in game. Ultimately I know they still don't do what I really want, but they probably never will. 

    3 hours ago, RockinHarry said:

    Outside "extras" (like terrain blending envelope and flavors/doodads) should be less of an issue, maybe depending who´s the parent and what to put in META (or leave it all at zero). 

    And this is where I think I can bring something to the table. I'm happy to try and make them look better, whilst I hope your experiments will give us better playability, or to at least see the limits of what's possible.

    3 hours ago, RockinHarry said:

    Can´t tell yet if there´s a solution for wormhole effect. Maybe I/we´ll find something, but could also be it remains an "either or". I personally can live with my "or" since it´s what I´s looking for and now know how to deal with the worms (shielding 0,0,0). Hopefully we get it all done before BFC strikes with a new game engine. lol 😅

    Well LOL, I think we got a few more years yet, I think you'll have built a fully fledged time machine before we see a new engine!

    3 hours ago, RockinHarry said:

    CM trench and FH object types are really strange ones. They´re not "vehicle" like pillboxes but neither pure terrain object types. Odd mix of both but IMO largely non working bad compromise. Ah and yes.... these sandbagged wooden frame structures and mole hills look like crap as well. 🙄 Whoever invented these doesn´t get a beer from me. 😛😅

    Yeah, equivalent of CM Sinclair C5 - seemed like a good idea at the time ...

    Until I made that chimney I had no idea that the bunkers were static vehicles ... why!!!?

    2 hours ago, RockinHarry said:

    maybe one could offset the 45 degree rotation but preserve overall size in Blender? 🤔

    Definitely doable in Blender, but not sure what would happen regarding pixeltruppen occupying it. Again can someone please explain why ... this and some of the other indi buildings are only peaceable at an angle!? Sure it must have been discussed / griped about many times ...

  17. 3 hours ago, quakerparrot67 said:

    can't remember if it was in this thread, but were the dragon's teeth mod ever released for rh's yeg scenario?  i realize it's a cmbn scenario, but i seem to recall it being discussed along with all the blenderizing and mod wizardry here...

    cheers,

    rob

     

    Harry has already answered this for you Rob, but just to add. The mod, as it exists, is just a beta. I'm going to release a full, proper version that will be an all singing, all dancing affair with added textures. It will be part of an ongoing series of defensive works mods in expectation of getting the FB module one day. So far it can be used wherever there are hedgehogs, so any WW2 theatre.

    Enjoy!

  18. 3 hours ago, JM Stuff said:

    Ok Lucky I will follow your advices and only for 2.79 is true that the new version are totally different. 

    So I will delete this little text that have nothing to do with the thread.

    thanks again to your help 

    JM

     

    It's a tough road my friend ... I know it's made doubly hard for you when so much of the tuition is in English. Keep plugging away at it I'm sure you'll get there in the end.

  19. 39 minutes ago, RockinHarry said:

    I keep the better preserved stuff like those in my pics. Anything explosive will be reported to local EOD and anything illegal either reburied or given to someone who can make these "legal". So is german laws. I´d never sold any my finds.

    Among my rifle finds were K98k (80-90%), old Gewehr 98 (WW1), Lebel, some scandinavian stuff (Springfield or derivate), Mosin Nagant (!), Lee Enfield and then single parts of MP40, MG34/42, Stg44 and lots of odd foreign stuff. I´ve none of these anymore and gifted to a friend collector who can legalize these. Just kept single legal parts like bolts, empty magazines and such.

    Most our foreign weapon finds could fairly safely beeing associated to either Volkssturm or Luftwaffe.  Mostly by accompanying finds. There was no W-SS in Ruhrkessel but a corps HQ commanding regular Wehrmacht troops. So finds associated to these are extremely rare, in this area at least.

    Well would say I'm envious. Most I've ever dug up is a bit of clay pipe, some bottles and old coins, plastic toys and occasional flint napped flakes. I do occasionally follow a couple of the metal detectorists on YT, always amazed at what they turn up.

  20. 10 hours ago, kohlenklau said:

    I really appreciate these videos by @Aquila-SmartWargames which helps me TRY to keep pace with @37mm who has his own youtube video production capability. 

    IF ANYBODY WANTS TO MAKE A SCENARIO USING THESE MODS AND HAS QUESTIONS, PLEASE SEND ME A PM. THANKS

    EDIT: In the below, I do not see a video on the CMRT Romanian Mod. It does exist. I better get on that!

    CMRT FINN MOD

    Man, look at all that GREAT content! We are spoilt by you Kohl! Thank you so much for all your hard work and excellent fun stuff.

  21. 2 minutes ago, RockinHarry said:

    It´s part of a full Luftwaffe squad (Flak crew maybe) who deposited everything they carried but firearms, mess tins and canteen into a combat trench in "Ruhrkessel" sometime mid april 1945. Huge and rare find. Ammo pouches still had 8mm Lebel ammo in them and there were few seperated parts of a french FM24/29 lMG as well. So Luftwaffe were beeing equipped with french Beute weaponry there.

    Great stuff. Do you keep it, sell it or what?

    No doubt the Beaute weapons were nearly all they could find in the warehouses at this stage. I've even seen SS units with similar, and plenty of WW1 stuff got issued as well. So long as it had ammo and could shoot straight-ish it was good to go. 

  22. 23 minutes ago, NPye said:

    It will be a privilege old boy... that new script is a real game changer i feel, I had a closer look at the model and it looks great will texture up very well....Cheers :) 

    The gate is a really good model for games, most were Photogrammetry and just bonkers complex. This one seems designed for games (modern games, LOL) so has good geometry for us to start with.

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