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Lucky_Strike

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  1. Like
    Lucky_Strike got a reaction from Vergeltungswaffe in CM:BN Screenshot Thread #2   
    👍 Soon my friend, soon ...

  2. Upvote
    Lucky_Strike reacted to Vergeltungswaffe in CM:BN Screenshot Thread #2   
  3. Like
    Lucky_Strike got a reaction from Lethaface in CM:BN Screenshot Thread #2   
    😎 Merci mon ami. Great, atmospheric screen shot, as always.
    As one US officer noted at the time “the enemy can be ten feet away and be undetected. He can fight up to spitting range” ...
    Our beloved and feared bocage is almost ready, one tree to finish and then I can release the new version.
  4. Upvote
    Lucky_Strike reacted to Falaise in CM:BN Screenshot Thread #2   
    redoubtable efficiency of the 2 inch mortar
    special dedication @lucky_Strike
    hedgerow hell !!
    in some meters the Germans will open fire point blank and turn these men into heroes

  5. Upvote
    Lucky_Strike got a reaction from Falaise in Lucky Strike's Mods: Hedgerow Hell   
    Haha, it will be quite close to 'bung it in your Z folder', though you may have to choose what to bung in there - Sycamore or Oak, or both but not a Plane tree - choices, choices ...
    Oh yes, there'll be plenty that you're not already using. In fact, I will recommend that players remove everything from the earlier versions then do a new install of the mod. It's all seen some updating with many textures getting quite a radical overhaul in the last few months.
    Some of it will work, maybe, some may not. I don't have RT yet, but judging by what is in the demo that won't be too complex to mod. Waiting for FR to get the big bundle (Christmas is coming 🎄). I do have all of FI so can test it in there. It'll definitely change how they look, but much of it won't suite the environments. FI in particular is a massive beast. There are so many different terrains, textures and climates used. Still I guess I've learnt quite a bit over this year that I should be able to apply some of those lessons to making any future mods. I'll work on the rest of the mod for the BN family first though, we need some bits that are specific to the Arnhem battles and the beginnings of Autumn in Western Europe, have to keep @Aragorn2002 happy 😉
    Also want to work on the 3D models addendum - this'll hopefully feature, at least, new 3D models for the bocage plus things like trees and bushes, as well as some more new textures - Horse Chestnut tree anyone, gotta love a conker. Of course all of this is dependant on how the 3D modelling goes and time ...
  6. Upvote
    Lucky_Strike got a reaction from Aragorn2002 in Lucky Strike's Mods: Hedgerow Hell   
    Haha, it will be quite close to 'bung it in your Z folder', though you may have to choose what to bung in there - Sycamore or Oak, or both but not a Plane tree - choices, choices ...
    Oh yes, there'll be plenty that you're not already using. In fact, I will recommend that players remove everything from the earlier versions then do a new install of the mod. It's all seen some updating with many textures getting quite a radical overhaul in the last few months.
    Some of it will work, maybe, some may not. I don't have RT yet, but judging by what is in the demo that won't be too complex to mod. Waiting for FR to get the big bundle (Christmas is coming 🎄). I do have all of FI so can test it in there. It'll definitely change how they look, but much of it won't suite the environments. FI in particular is a massive beast. There are so many different terrains, textures and climates used. Still I guess I've learnt quite a bit over this year that I should be able to apply some of those lessons to making any future mods. I'll work on the rest of the mod for the BN family first though, we need some bits that are specific to the Arnhem battles and the beginnings of Autumn in Western Europe, have to keep @Aragorn2002 happy 😉
    Also want to work on the 3D models addendum - this'll hopefully feature, at least, new 3D models for the bocage plus things like trees and bushes, as well as some more new textures - Horse Chestnut tree anyone, gotta love a conker. Of course all of this is dependant on how the 3D modelling goes and time ...
  7. Upvote
    Lucky_Strike reacted to Vacillator in Lucky Strike's Mods: Hedgerow Hell   
    Yes please, I remember having my fingers soundly rapped by hardened conkers.  Ouch!
    Please ignore people like me and take your time 😉.  Time is a precious commodity so do what you are able to and take care of all the other things as well.
  8. Like
    Lucky_Strike got a reaction from quakerparrot67 in Lucky Strike's Mods: Hedgerow Hell   
    Haha, it will be quite close to 'bung it in your Z folder', though you may have to choose what to bung in there - Sycamore or Oak, or both but not a Plane tree - choices, choices ...
    Oh yes, there'll be plenty that you're not already using. In fact, I will recommend that players remove everything from the earlier versions then do a new install of the mod. It's all seen some updating with many textures getting quite a radical overhaul in the last few months.
    Some of it will work, maybe, some may not. I don't have RT yet, but judging by what is in the demo that won't be too complex to mod. Waiting for FR to get the big bundle (Christmas is coming 🎄). I do have all of FI so can test it in there. It'll definitely change how they look, but much of it won't suite the environments. FI in particular is a massive beast. There are so many different terrains, textures and climates used. Still I guess I've learnt quite a bit over this year that I should be able to apply some of those lessons to making any future mods. I'll work on the rest of the mod for the BN family first though, we need some bits that are specific to the Arnhem battles and the beginnings of Autumn in Western Europe, have to keep @Aragorn2002 happy 😉
    Also want to work on the 3D models addendum - this'll hopefully feature, at least, new 3D models for the bocage plus things like trees and bushes, as well as some more new textures - Horse Chestnut tree anyone, gotta love a conker. Of course all of this is dependant on how the 3D modelling goes and time ...
  9. Like
    Lucky_Strike got a reaction from quakerparrot67 in Lucky Strike's Mods: Hedgerow Hell   
    Thanks @benpark
    I haven't done anything to the low bocage 3D models yet. They are a bit more choppy than the tall bocage, which makes them ideal for thickets. They have quite a bit of random height variation, easily enough for a pixeltrüppen to kneel behind or lay down and hide. If I do make changes to any of the 3D models it's more likely to be remodelling the tall bocage as they are rather uniform in height. However the original 3D models are complex so it doesn't take much to foul them up. 
    Here's a screen grab without any lighting changes, shadows/shaders are off, raw colour - you get a better idea of what the low bocage model is doing. This particular piece is a right angle corner, we are looking at the point of the corner from the outside, heavy forest floor ground texture, couple of trees at the same location and plenty of brush (automatically added by the choice of ground texture) ...

    Here's a piece of bocage I made recently. I'm either doing single plant textures, like the Sycamore sapling which can be seen in the low bocage above (large leaves, middle, left), or complex mixes like this one ...

    Scaled, stretched and displayed at all sorts of angles, it's often hard to distinguish the various different leaves, but the overall effect is hopefully one of natural chaos.
    Of course, if I do make any working 3D mods then I'll definitely push those out. I won't include any just yet though as I need to do some more work in Blender to improve my results and repeatability. 
  10. Like
    Lucky_Strike got a reaction from Vacillator in Lucky Strike's Mods: Hedgerow Hell   
    Haha, it will be quite close to 'bung it in your Z folder', though you may have to choose what to bung in there - Sycamore or Oak, or both but not a Plane tree - choices, choices ...
    Oh yes, there'll be plenty that you're not already using. In fact, I will recommend that players remove everything from the earlier versions then do a new install of the mod. It's all seen some updating with many textures getting quite a radical overhaul in the last few months.
    Some of it will work, maybe, some may not. I don't have RT yet, but judging by what is in the demo that won't be too complex to mod. Waiting for FR to get the big bundle (Christmas is coming 🎄). I do have all of FI so can test it in there. It'll definitely change how they look, but much of it won't suite the environments. FI in particular is a massive beast. There are so many different terrains, textures and climates used. Still I guess I've learnt quite a bit over this year that I should be able to apply some of those lessons to making any future mods. I'll work on the rest of the mod for the BN family first though, we need some bits that are specific to the Arnhem battles and the beginnings of Autumn in Western Europe, have to keep @Aragorn2002 happy 😉
    Also want to work on the 3D models addendum - this'll hopefully feature, at least, new 3D models for the bocage plus things like trees and bushes, as well as some more new textures - Horse Chestnut tree anyone, gotta love a conker. Of course all of this is dependant on how the 3D modelling goes and time ...
  11. Like
    Lucky_Strike reacted to benpark in Lucky Strike's Mods: Hedgerow Hell   
    That is looking spot on- great blending of the terrain in the above screen, too. Did you adapt the 3D model at all? Those planar ones are both easy to do, but quite hard if they don't intersect in ways that benefit the texture. That example is convincing.
    I'm of course in favor of releasing it, along with your other endeavors.
     
  12. Like
    Lucky_Strike reacted to AlexUK in Lucky Strike's Mods: Hedgerow Hell   
    This would make such a different to stock CMBN. Do developers ever adopt a mod and incorporate into the base game? 
  13. Like
    Lucky_Strike reacted to Vacillator in Lucky Strike's Mods: Hedgerow Hell   
    I can't pretend to fully follow your explanation and the mention of a 3D models addendum (I may not have read the full thread as closely as I should).
    However, as I hope you already know, I am a huge fan of your work so I say 'release, release, release'. 
    If you say 'bung it in your Z folder' I will make it so.
    Thanks again and looking forward to the bigger, better version of what I'm already using 😉 plus anything else that I'm not.
    Oh and as I just got my hands on Fortress Italy can you cast your magic over that as well?  And perhaps Red Thunder?  I don't mean bocage of course but the other flora if appropriate?  Probably a silly thought but what happens if I put Hedgerow Hell into my RT and FI Z folders?  Perhaps nothing, perhaps something which should not happen?
  14. Like
    Lucky_Strike got a reaction from Busso in Lucky Strike's Mods: Hedgerow Hell   
    @benpark So, as I'm quite close now to finishing the bocage textures and finally 🤞 releasing the mod, assuming that no other significant discoveries come to light in the meantime, I checked out what we might do for the thickets texture idea. With the amount of textures I have created it looks like we can just use some of the low bocage textures as representative of thickets in woods and forests. The image below shows a wooded area, it features quite a lot of brush doodads, two to three trees per tile, and a single tile of low bocage. The bocage is best used individually, not joined to a neighbouring piece, with corner angles and gaps looking most natural. The bocage provides some cover and concealment whilst there is also a slight mound underneath it. Placed deep in woods on heavy or light forest ground texture, the bocage will be complemented with brush doodads. Placing the bocage nearer the edge of woods with slightly less tree coverage, long grass and weed ground textures and doodads can be used with occasional bushes instead of trees. I think it looks pretty convincing. Whilst the hedge may have worked well if it's remodelled and given a distinct, tagged texture, I think we can avoid this altogether just using a mix of bocage textures, a simpler and easier approach for players and map makers - makers will just need to suggest the player uses some of my mod for full effect.

    The ReShaded version - single bocage tile and plenty of brush.

    Same view with @RockinHarry's movie shader - the scene is quite dark as you'd expect in a wood.
    Anyway, I'll leave it up to you folks to decide how this works. I can make a tagged, custom hedge texture, but for now I'll keep the mod focussed on the bocage as was my original intention. If there's enough of a clamour for a custom texture then I'll see what I can do when I make the customised 3D models addendum.
  15. Like
    Lucky_Strike got a reaction from quakerparrot67 in Lucky Strike's Mods: Hedgerow Hell   
    @benpark So, as I'm quite close now to finishing the bocage textures and finally 🤞 releasing the mod, assuming that no other significant discoveries come to light in the meantime, I checked out what we might do for the thickets texture idea. With the amount of textures I have created it looks like we can just use some of the low bocage textures as representative of thickets in woods and forests. The image below shows a wooded area, it features quite a lot of brush doodads, two to three trees per tile, and a single tile of low bocage. The bocage is best used individually, not joined to a neighbouring piece, with corner angles and gaps looking most natural. The bocage provides some cover and concealment whilst there is also a slight mound underneath it. Placed deep in woods on heavy or light forest ground texture, the bocage will be complemented with brush doodads. Placing the bocage nearer the edge of woods with slightly less tree coverage, long grass and weed ground textures and doodads can be used with occasional bushes instead of trees. I think it looks pretty convincing. Whilst the hedge may have worked well if it's remodelled and given a distinct, tagged texture, I think we can avoid this altogether just using a mix of bocage textures, a simpler and easier approach for players and map makers - makers will just need to suggest the player uses some of my mod for full effect.

    The ReShaded version - single bocage tile and plenty of brush.

    Same view with @RockinHarry's movie shader - the scene is quite dark as you'd expect in a wood.
    Anyway, I'll leave it up to you folks to decide how this works. I can make a tagged, custom hedge texture, but for now I'll keep the mod focussed on the bocage as was my original intention. If there's enough of a clamour for a custom texture then I'll see what I can do when I make the customised 3D models addendum.
  16. Like
    Lucky_Strike got a reaction from quakerparrot67 in Lucky Strike's Mods: Hedgerow Hell   
    Thanks umlaut, much appreciated. I was just testing a few things when I saw this bucolic view, feeling a bit like a tourist I couldn't resist taking snap of it.
    I have almost finished with tweaking the bocage textures, then I have the only to finalise the Sycamore tree and make a few last tweaks to some of the other textures, so release is very soon. I know I've said it before, but there's really not a lot left to do this time!
  17. Upvote
    Lucky_Strike got a reaction from PIATpunk in Lucky Strike's Mods: Hedgerow Hell   
    @benpark So, as I'm quite close now to finishing the bocage textures and finally 🤞 releasing the mod, assuming that no other significant discoveries come to light in the meantime, I checked out what we might do for the thickets texture idea. With the amount of textures I have created it looks like we can just use some of the low bocage textures as representative of thickets in woods and forests. The image below shows a wooded area, it features quite a lot of brush doodads, two to three trees per tile, and a single tile of low bocage. The bocage is best used individually, not joined to a neighbouring piece, with corner angles and gaps looking most natural. The bocage provides some cover and concealment whilst there is also a slight mound underneath it. Placed deep in woods on heavy or light forest ground texture, the bocage will be complemented with brush doodads. Placing the bocage nearer the edge of woods with slightly less tree coverage, long grass and weed ground textures and doodads can be used with occasional bushes instead of trees. I think it looks pretty convincing. Whilst the hedge may have worked well if it's remodelled and given a distinct, tagged texture, I think we can avoid this altogether just using a mix of bocage textures, a simpler and easier approach for players and map makers - makers will just need to suggest the player uses some of my mod for full effect.

    The ReShaded version - single bocage tile and plenty of brush.

    Same view with @RockinHarry's movie shader - the scene is quite dark as you'd expect in a wood.
    Anyway, I'll leave it up to you folks to decide how this works. I can make a tagged, custom hedge texture, but for now I'll keep the mod focussed on the bocage as was my original intention. If there's enough of a clamour for a custom texture then I'll see what I can do when I make the customised 3D models addendum.
  18. Like
    Lucky_Strike got a reaction from Warts 'n' all in Lucky Strike's Mods: Hedgerow Hell   
    @benpark So, as I'm quite close now to finishing the bocage textures and finally 🤞 releasing the mod, assuming that no other significant discoveries come to light in the meantime, I checked out what we might do for the thickets texture idea. With the amount of textures I have created it looks like we can just use some of the low bocage textures as representative of thickets in woods and forests. The image below shows a wooded area, it features quite a lot of brush doodads, two to three trees per tile, and a single tile of low bocage. The bocage is best used individually, not joined to a neighbouring piece, with corner angles and gaps looking most natural. The bocage provides some cover and concealment whilst there is also a slight mound underneath it. Placed deep in woods on heavy or light forest ground texture, the bocage will be complemented with brush doodads. Placing the bocage nearer the edge of woods with slightly less tree coverage, long grass and weed ground textures and doodads can be used with occasional bushes instead of trees. I think it looks pretty convincing. Whilst the hedge may have worked well if it's remodelled and given a distinct, tagged texture, I think we can avoid this altogether just using a mix of bocage textures, a simpler and easier approach for players and map makers - makers will just need to suggest the player uses some of my mod for full effect.

    The ReShaded version - single bocage tile and plenty of brush.

    Same view with @RockinHarry's movie shader - the scene is quite dark as you'd expect in a wood.
    Anyway, I'll leave it up to you folks to decide how this works. I can make a tagged, custom hedge texture, but for now I'll keep the mod focussed on the bocage as was my original intention. If there's enough of a clamour for a custom texture then I'll see what I can do when I make the customised 3D models addendum.
  19. Like
    Lucky_Strike got a reaction from benpark in Lucky Strike's Mods: Hedgerow Hell   
    Bocage textures are almost done, and we nearly have Sycamore trees ...
    A pretty view ... sigh, remember the summer ...

    ... and without ReShade ...

    ... just RockinHarry's movie shader
     
  20. Like
    Lucky_Strike got a reaction from benpark in Lucky Strike's Mods: Hedgerow Hell   
    @benpark So, as I'm quite close now to finishing the bocage textures and finally 🤞 releasing the mod, assuming that no other significant discoveries come to light in the meantime, I checked out what we might do for the thickets texture idea. With the amount of textures I have created it looks like we can just use some of the low bocage textures as representative of thickets in woods and forests. The image below shows a wooded area, it features quite a lot of brush doodads, two to three trees per tile, and a single tile of low bocage. The bocage is best used individually, not joined to a neighbouring piece, with corner angles and gaps looking most natural. The bocage provides some cover and concealment whilst there is also a slight mound underneath it. Placed deep in woods on heavy or light forest ground texture, the bocage will be complemented with brush doodads. Placing the bocage nearer the edge of woods with slightly less tree coverage, long grass and weed ground textures and doodads can be used with occasional bushes instead of trees. I think it looks pretty convincing. Whilst the hedge may have worked well if it's remodelled and given a distinct, tagged texture, I think we can avoid this altogether just using a mix of bocage textures, a simpler and easier approach for players and map makers - makers will just need to suggest the player uses some of my mod for full effect.

    The ReShaded version - single bocage tile and plenty of brush.

    Same view with @RockinHarry's movie shader - the scene is quite dark as you'd expect in a wood.
    Anyway, I'll leave it up to you folks to decide how this works. I can make a tagged, custom hedge texture, but for now I'll keep the mod focussed on the bocage as was my original intention. If there's enough of a clamour for a custom texture then I'll see what I can do when I make the customised 3D models addendum.
  21. Like
    Lucky_Strike got a reaction from umlaut in Lucky Strike's Mods: Hedgerow Hell   
    Thanks umlaut, much appreciated. I was just testing a few things when I saw this bucolic view, feeling a bit like a tourist I couldn't resist taking snap of it.
    I have almost finished with tweaking the bocage textures, then I have the only to finalise the Sycamore tree and make a few last tweaks to some of the other textures, so release is very soon. I know I've said it before, but there's really not a lot left to do this time!
  22. Like
    Lucky_Strike got a reaction from Falaise in Lucky Strike's Mods: Hedgerow Hell   
    Bocage textures are almost done, and we nearly have Sycamore trees ...
    A pretty view ... sigh, remember the summer ...

    ... and without ReShade ...

    ... just RockinHarry's movie shader
     
  23. Like
    Lucky_Strike got a reaction from umlaut in Lucky Strike's Mods: Hedgerow Hell   
    In an effort to raise the level of conversation again - why camouflage is important plus some hazel bushes and trees ... there's hazel in the bocage as well, but this view caught my eye ...

    With my ReShade sunny, dusty settings applied ...

    Raw image for those who like it that way ... with a bit of @RockinHarry's movie shader tweaks applied
    There's a hazelnut in every bite ...🌰 (okay, so they don't have a hazelnut emoji, it's close, and may well make its own appearance ...)
  24. Like
    Lucky_Strike got a reaction from umlaut in Lucky Strike's Mods: Hedgerow Hell   
    Bocage textures are almost done, and we nearly have Sycamore trees ...
    A pretty view ... sigh, remember the summer ...

    ... and without ReShade ...

    ... just RockinHarry's movie shader
     
  25. Like
    Lucky_Strike got a reaction from umlaut in Lucky Strike's Mods: Hedgerow Hell   
    LOL, folks after my own heart ... another classic.
    This may well have to be the subtitle of my eventual tree mod package ... might even include no.1 The Larch ... 🌲
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