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Lucky_Strike

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  1. Like
    Lucky_Strike got a reaction from RockinHarry in Berlin CMRT Map   
    So Nigel @NPye, here you are your very own Thomas to play with.
    As I said it's based on the Protze. There are berlin tagged textures for the Protze that make it invisible. The driver (who doesn't look like Jones the Steam) is still there and will dismount if he runs into problems like bogging. I think the railway track texture causes him to breakdown very easily, have no idea how fast me might go, I tried him at slow (the video) and fast - he broke down after one turn. Try it out, let the Russian at it and blow it up.
    You might want to look at the textures. They have come in quite well on the whole just a bit of zigzagging here and there, but very useable. The red is strong and clean so you might want to tone it down a bit. Some of the textures are quite small so could also be scaled up a little as well, shouldn't do any harm.
    I could probably do some refinements, maybe move the driver. Does the Protze have much exhaust? - would be cool to get a bit of smoke coming out of it. I'm guessing it can be crewed with a small squad, there are lots of action points in the model which might be moddable. All a bit ambitious I suspect.
    Anyway, enjoy - let's see it in some of your fantastic station setting in Berlin.
     
  2. Upvote
    Lucky_Strike got a reaction from MOS:96B2P in Berlin CMRT Map   
    Nahhh mate, doesn't really sit well.
    What about ....
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  3. Like
    Lucky_Strike got a reaction from quakerparrot67 in Berlin CMRT Map   
    So Nigel @NPye, here you are your very own Thomas to play with.
    As I said it's based on the Protze. There are berlin tagged textures for the Protze that make it invisible. The driver (who doesn't look like Jones the Steam) is still there and will dismount if he runs into problems like bogging. I think the railway track texture causes him to breakdown very easily, have no idea how fast me might go, I tried him at slow (the video) and fast - he broke down after one turn. Try it out, let the Russian at it and blow it up.
    You might want to look at the textures. They have come in quite well on the whole just a bit of zigzagging here and there, but very useable. The red is strong and clean so you might want to tone it down a bit. Some of the textures are quite small so could also be scaled up a little as well, shouldn't do any harm.
    I could probably do some refinements, maybe move the driver. Does the Protze have much exhaust? - would be cool to get a bit of smoke coming out of it. I'm guessing it can be crewed with a small squad, there are lots of action points in the model which might be moddable. All a bit ambitious I suspect.
    Anyway, enjoy - let's see it in some of your fantastic station setting in Berlin.
     
  4. Like
    Lucky_Strike got a reaction from quakerparrot67 in Berlin CMRT Map   
    Lookin' good, lookin' good ... are you planning on any in red oxide camo - fresh from the factory, just enough time for a little bit of dunklegelb or olivgrün - would really complement and contrast with your existing schemes.
  5. Like
    Lucky_Strike got a reaction from RockinHarry in Berlin CMRT Map   
    Nahhh mate, doesn't really sit well.
    What about ....
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  6. Like
    Lucky_Strike got a reaction from RockinHarry in Berlin CMRT Map   
    Hey - aren't you meant to be on holiday!
    Hehehe 😁
    Thanks JM, I was going to use the Kadet but I know it appears in a lot of the Berlin scenarios, either wrecked or, I presume, some are drivable. So I used the Protze instead that seems to have been deleted from the late war German arsenal had to go back to Summer 1944 to find it. If you look closely you can see the drive under the Loco's boiler! I might try to move him but it's not that important. Nigel only wanted a static one, and I thought that having it moving would be very difficult anyway, but after spending a week or so messing with the Panzer IV bunker I thought we could probably, at least, get the Loco into the game and was surprised to get it sort of moving as well.
  7. Upvote
    Lucky_Strike got a reaction from Phantom Captain in Berlin CMRT Map   
    Nahhh mate, doesn't really sit well.
    What about ....
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  8. Like
    Lucky_Strike reacted to RockinHarry in Berlin CMRT Map   
    Let me know if you need that new model army map expanded with other stuff. As you´d likely noticed I´d mostly placed the first object from each flavor category with a number of exceptions where I placed 2-3 maybe. But glad it´s of some use for you. 😎
    Okay, some englishmen insider talking then. Beyond a german´s grasp it seems. 😆
    Hm... from my believe a flavor objects "size" is not defined by its actual geometry but rather through bounding boxes as most likely beeing defined by accessible META data in Blender. Some my messing around with META 2 years back indicated this. If we figure out this data your mentioned idea could "maybe" get to work to some extend. Bits of a difficult affair then. If you i.e check the cart flavor objects on map placement and turning properties you get the idea. And I also believe there´s META data dealing with an objects placement, as well as its pivot point and maybe more. 🤪
    Yup. My latest testing on new model army map. Create a breach by means of a breach team on following terrain combo:
    1. Place terrain tiles (something vehicles can move through normally)
    2. Place flavors (teeth in this case)
    3. Place Hedgehogs/Teeth mod
    4. Place wire fences (this got to be last step!)

    Here´s results:
    Breach team preparing the job.

    KABOOM

    A job done

    Come on. It´s all cleared now.

    Thanks. 🤪

    As can be seen effects are bits of an overkill. Beside making a 5 meter wide gap in the cattle fence, all off the flavors and hedgehogs/teeth got removed as well. lol 😅 So doesn´t quite look like the optimal solution. But it "works". Basically. 😜
    My latest test setup included the Wespe 105mm (see above) and it´s capable doing the clearing job already. But by nature of the target terrain order it needs a couple shots to hit the desired action spot at all. "When" it hits then usual between 1-3 flavors get "removed" at average. That for flavors. Haven´t tested on hedgehog obstacles/teeth yet, but should likely work this way as well.
  9. Like
    Lucky_Strike got a reaction from NPye in Berlin CMRT Map   
    I laughed so hard when I first saw it in the game; couldn't believe it actually imported let alone moved, but boy is it slow.
  10. Upvote
    Lucky_Strike reacted to Shakey.Bridge in Editing Screen Resolution on Mac Book Air (M2)   
    Thanks Schrullenhaft, Yes, I have now sorted it using the Desktop option. All fine.
  11. Upvote
    Lucky_Strike reacted to Schrullenhaft in Editing Screen Resolution on Mac Book Air (M2)   
    The Mac OS version of CM lacks the 'display size.txt' option that the Windows version has (as far as I can tell). Within Options > Display Size, have you tried 'Desktop' ? This should usually match your native desktop resolution, even if it isn't explicitly listed by CM. Beyond that Lucky_Strike's suggestion of EasyRes would be the closest solution.
  12. Upvote
    Lucky_Strike reacted to Probus in Berlin CMRT Map   
    Very nice!  Nice patina too.  I'm a collector, but most of my youngest coins are from the 5th century or earlier.  I do collect some Jetons from Europe.  Here is one of my favorites (one century earlier than yours):

  13. Upvote
    Lucky_Strike reacted to NPye in Berlin CMRT Map   
    Love the dappled light on this King Tiger... LS's HH really shows off it's detail in this Screen grab...

    Panzer IV H in awesome light.
  14. Upvote
    Lucky_Strike reacted to Artkin in Berlin CMRT Map   
    Dude LOL! That's crazy!
  15. Like
    Lucky_Strike got a reaction from quakerparrot67 in Berlin CMRT Map   
    Nahhh mate, doesn't really sit well.
    What about ....
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  16. Like
    Lucky_Strike got a reaction from JM Stuff in Berlin CMRT Map   
    Nahhh mate, doesn't really sit well.
    What about ....
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  17. Like
    Lucky_Strike got a reaction from Probus in Berlin CMRT Map   
    Here's me farthing guv'...

  18. Upvote
    Lucky_Strike got a reaction from sttp in Christmas 2022 Scenario Challenge   
    Wow, this is awesomeness, I can't say how many clicks I've suffered making 'random' forest and grassland. I really hope that BF see this and pay you a big wedge to incorporate this into the game editor in the future. In the meantime thanks! 
  19. Like
    Lucky_Strike got a reaction from RockinHarry in Berlin CMRT Map   
    I really hope that the next FB module will include the British and Commonwealth forces, and is not too US-centric. It'll also need stuff like LVT, DUKW and Buffalo for operations like the Battle of the Scheldt and Operation Plunder.
    BF can have my teeth if it'll help speed it up 😉 (in exchange for some secret sauce of course).
    Does not compute ... Ne comprend pas ...
  20. Like
    Lucky_Strike got a reaction from Warts 'n' all in Berlin CMRT Map   
    For the widow Wart then ...
  21. Like
    Lucky_Strike reacted to RockinHarry in Berlin CMRT Map   
    From my observations thus far any 1m (or larger) gap is valid either a straight or diagonal one. It´s just a vehicles (and pixeltroopers) center/pivotal point used for determining a valid path. Yep combining flavors and hedgehogs can be done this way. There´s surely a number of more combos that can be tried out yet. 😎
    I´d surely try out something like that. I find using ground textures more convenient, but for fine tuning a map, particularly vs (unwanted) TacAI/AIP movements I´d try everything we found doable ATM. There´s surely more that we´ve not thought of yet.
    From what I´ve seen added from various modders I´d say yes. At least for eye candy. When combined with the vehicle NOGO terrain and individually placed flavors I´d say constructing these should be feasable. Would be interesting seeing how the TacAI and AIP will deal with these. Damage (any big HE) and blasting through (NoGo) could provide some issues though. For "blast" command to get work some the viable terrain types (walls, bocage...) need beeing added to the construction somehow.
    Lol 😁 that would be gorgeous. If we can get this to work then way different (from westwall) constructions could possibly be made as well. Think of reconstructing some the older fortification types like those around cities of Brest, Metz or Cherbourg maybe. Or Maginot/Stalin line?
    Good old Monty. 😬 Is that (not Homer) Simpson beside him?
  22. Thanks
    Lucky_Strike reacted to RockinHarry in Berlin CMRT Map   
    Here´s the latest CMRT flavor objects test file in my use ATM. Includes 1m Gridded Grass for both CMRT Summer 1944 (ground grass.bmp) and Spring 1945 (ground grass[spring].bmp) when playing with F&R installed. It allows copying/placing/shifting flavor objects conveniently. Goes to data/z. Make backup of original files in case you´ve modded grass in place already.
    https://www.dropbox.com/s/8c8t44r1lmdbozf/CMRT_FlavorObjectTestMission.zip?dl=0
    For testing the teeth flavor objects grab @Lucky_Strike´s files here https://www.dropbox.com/s/546m07yzky3i5ex/Dragons-teeth_Normal_map_testing.zip?dl=0, then dump "monument1.mdr" file to data/z. Also make backup of original file if needed.
    Mission file goes to Scenarios folder. Object manipulation off course only from Editor "deploy force" and "3D map preview" screens. Pre setup forces is german (only) and thus in Play Battle screen select germans. In editor change or switch forces to your liking.
    Placement & manipulation of flavor objects (assuming 1m Gridded Grass is in place as a helper):
    SHIFT - Click = Push flavor 1m onto next ground mesh node. (view direction dependent. Viewing N-S or E-W works best)
    ALT - Click = Grab and place a flavor to desired node. In order to place it exactly one got to Click the 1m node BEFORE the target node.
    SHIFT + ALT - Click = Clone copy/paste a placed flavor. The clone will be placed at an offset of 2m right and 2m up, always north. Larger objects have an offset of 4x4m and maybe more.
    CNTRL - Click = delete a flavor object.
    Click = Rotate a flavor in place. Rotation center is not always where you expect it to be, but is always in steps of 30° (360/12) counter clock wise.
    Nature of CM games 1m ground mesh resolution allows only 1 flavor object to be placed on individual nodes. In case of 2 (or more) objects competing with a node, the last placed one "wins", while the other(s) get deleted from the map. There appears to be a "collision zone" for objects beeing very large (>= 3-4m diameter). These can´t be placed on neighboring nodes at 1m distance and the right offset got to be found individually when running into problems. Carts is such an object i.e
    So what can be checked and tested with the mission file.
    1. Whether any CMRT unit can move into or traverse an action spot filled (partly or fully) with any the available flavor object types (=35).
    2. How much do these offer resistance for units movement speeds.
    3. Which flavor types get crushed when a vehicle runs over it. When it happens the vehicles center of mass or origin XYZ will determine the deletion of a flavor object. There´s no clearing of full width paths through any cluster of flavor objects.
    4. Giving a clue of any the flavor types offering sort of cover and concealment (add enemy units to the file and make test battles).
    5. How do the TacAI pathfinding routines interacts with them.
    6.... Anything that yet comes to mind.
    7. Alternatively drop in any your favorite flavor object mods and test them according to what you need knowing about their ingame behaviors.
    Last but not least, a nice training course for on map flavor object manipulation. Keys and Click combos are your best friend. Filling larger areas with flavors goes rather quickly when using the right order of these commands. Same for exact placement of desired flavors. Have fun and report any your findings please. 😎
     
     
  23. Like
    Lucky_Strike got a reaction from SchnelleMeyer in Christmas 2022 Scenario Challenge   
    Wow, this is awesomeness, I can't say how many clicks I've suffered making 'random' forest and grassland. I really hope that BF see this and pay you a big wedge to incorporate this into the game editor in the future. In the meantime thanks! 
  24. Upvote
    Lucky_Strike got a reaction from JM Stuff in Berlin CMRT Map   
    Here's me farthing guv'...

  25. Like
    Lucky_Strike got a reaction from NPye in Berlin CMRT Map   
    Hehe 😁 I did wonder about using one of these or the fountains. Can we use an unused slot - so BN has something like 6 fountains and 1 large fountain, not sure it has monuments though they must be there in the engine.
    Thanks for all this Harry, absolutely invaluable stuff for map makers and modders alike.
    With the teeth spaced at 2m do vehicles attempt move through? Also, if using the teeth as flavor we could place real hedgehogs behind them which could put vehicles off trying to traverse them.
    Heavy forest is a good texture but it's just a bit too bushy for my liking. Maybe as an alternative a single, invisible, impassable flavor object every few meters would be enough to deter vehicles. It could be done as a small weed or bush for easy placement.
    Also we will have quite a few textures to choose from.
    Was also thinking of these larger groups taking up 2x3m or 2x2m could that work?



    That's a lot of TNT!
    And those big daddy teeth maybe 1x3m?

    Big enough to get one of these through ... Westwall p0rn 😉

    Westwall humour

    Look at poor old Churchie still wandering around like some silly old duffer ...
    Very exciting stuff if you're into dragon's teeth ... 😁
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