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Lucky_Strike

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  1. Upvote
    Lucky_Strike got a reaction from Aragorn2002 in Berlin CMRT Map   
    Cool. That opens up some possible solutions that will give you a much more resilient BG and one that anyone else messing with it in their own maps can hopefully abuse to their heart's content.
    I've come up with a pretty workable solution to the foundations for it which prevent vehicles passing though easily whilst giving pixeltruppen somewhere to call home but importantly no access to the central arches without a big pile of HE ...

    Once the buildings are in place it's then just a case of building up the gate on top, either as a single FO or combination of several parts ... or possibly six or seven parts depending on further tests with direct HE fire.

    Foundation walls ...

    ... buildings for added resilience ...

    ... FO over the buildings. This all takes a lot longer to write than it does to place the parts!
    A few new skins for the various buildings and most of the look and functionality will be done, then it's a case of how I handle the BG FO itself, or it might become an existential part of one of the indi buildings if I can figure that out AND if it's worth the effort.
  2. Like
    Lucky_Strike got a reaction from RockinHarry in Berlin CMRT Map   
    Cool. That opens up some possible solutions that will give you a much more resilient BG and one that anyone else messing with it in their own maps can hopefully abuse to their heart's content.
    I've come up with a pretty workable solution to the foundations for it which prevent vehicles passing though easily whilst giving pixeltruppen somewhere to call home but importantly no access to the central arches without a big pile of HE ...

    Once the buildings are in place it's then just a case of building up the gate on top, either as a single FO or combination of several parts ... or possibly six or seven parts depending on further tests with direct HE fire.

    Foundation walls ...

    ... buildings for added resilience ...

    ... FO over the buildings. This all takes a lot longer to write than it does to place the parts!
    A few new skins for the various buildings and most of the look and functionality will be done, then it's a case of how I handle the BG FO itself, or it might become an existential part of one of the indi buildings if I can figure that out AND if it's worth the effort.
  3. Like
    Lucky_Strike got a reaction from Anonymous_Jonze in Berlin CMRT Map   
    Cool. That opens up some possible solutions that will give you a much more resilient BG and one that anyone else messing with it in their own maps can hopefully abuse to their heart's content.
    I've come up with a pretty workable solution to the foundations for it which prevent vehicles passing though easily whilst giving pixeltruppen somewhere to call home but importantly no access to the central arches without a big pile of HE ...

    Once the buildings are in place it's then just a case of building up the gate on top, either as a single FO or combination of several parts ... or possibly six or seven parts depending on further tests with direct HE fire.

    Foundation walls ...

    ... buildings for added resilience ...

    ... FO over the buildings. This all takes a lot longer to write than it does to place the parts!
    A few new skins for the various buildings and most of the look and functionality will be done, then it's a case of how I handle the BG FO itself, or it might become an existential part of one of the indi buildings if I can figure that out AND if it's worth the effort.
  4. Like
    Lucky_Strike got a reaction from NPye in Berlin CMRT Map   
    I had to look twice at that - nice job! Reminds me of the Before and After books.
    Fella on the bike needs to look where he's going though.
    Great work, really bringing it to life - though not sure life is the right word given the devastation!
    Although the aerial view show how big the map is it's when you get down in the streets that we really see how much work you've put in to this. Fantastic! You should be proud bro!
  5. Like
    Lucky_Strike got a reaction from RockinHarry in Berlin CMRT Map   
    Yeah would be easy enough to add something, whether it's an extra object, like a single red brick, or something on the texture. I'd prefer the former as it's more accurate.
    Well whatever is going on it's not making any sense, a sandbag wall is a sandbag wall, I did nothing to it other than place it on the map expecting it to act as such - it didn't. I tried them on another map, Kubel went around as expected. What the engine/AI seems to do is decide okay on this map I can drive around the sandbags cos there's space, but on this map I can't SO I'LL DRIVE THROUGH THEM! What kind of decision making is that. Absolute tosh.
    Nah, it's not a problem adding the buildings on the map, it all fits in quite well now. Skinning buildings is probably easier than adding extra FO parts in the model to enclose the walls, similarly with bunkers. The concrete bunkers aren't used so far as I know Nigel? @NPye, though they would have to added as a force pick by the map maker.
    One of my biggest concerns is not so much direct assault on the gate as it wasn't the focus of fighting, rather a prize to capture, no I'm more concerned about the effects of HE on or near it. It being a massive FO a direct hit could easily make it just disappear without so much as a cloud of dust left behind. I tried a few barrages directly on it ...

    Mix of 120mm heavy mortar and 152mm heavy howitzer batteries full barrages. Obviously they'll have no damage effect on the gate as it's an FO, but they certainly damage the enclosed buildings, walls and such. Most of the extra enclosed FOs were left untouched, a couple of fountains bought it and a column or two disappeared. Even with the addition of a 300mm rocket barrage to the mix the gate was still there. So indirect HE is not too much of a worry. A lucky shell might hit the sweet spot but chances are against it.

    Indirect HE had very little effect even on the surrounding buildings, just a few extra holes in them.
    More of a threat is direct HE. I set up a ISU122 about 1km away (imagining the Tiergarten approach) and set area fire on the gate, took just three or four shots then it was gone. What I figured was that the sweet spot for flavor objects is the origin/handle. One HE round there will knock it out. I moved the origin to a more protected place. This time it was much harder to disappear the gate. However area targeting the place where the origin was moved to made short work of destroying it. I did try placing the origin somewhere impossible to target - up on top of the portico - but the game engine does't like that, can't grab it to move the gate.
    An interesting side effect of moving the origin right over to one side of the gate - after doing this I noticed the gate was flickering a lot more than it had done previously, popping in and out of view. Thought it might need some LODs but that didn't solve it. What causes this is when the camera viewpoint moves such that the origin is out of view but the majority of the gate is still in camera it will disappear. Seems the engine dumps FOs from view as soon as their origin is out of camera. So keeping the origin central will keep the object in view for longer, as the camera pans away it'll disappear but because by that time it's on the periphery it isn't noticed so much.
    This probably explains a lot of the flicking in and out of view of other models, trees and the like, as well.
    So the dilemma of how to make the gate robust enough to withstand some direct HE, stop passage by vehicles and look the part still remains to an extent. One other solution that I'm looking at is a multi-part FO. break it down into three distinct objects will give each component part better odds of surviving any direct HE fire. Might also loo again at making the cetral part into a shell for the windmill if I can figure a way to stop entry by pixeltruppen.
    Onwards ...
  6. Like
    Lucky_Strike got a reaction from NPye in Berlin CMRT Map   
    💩 I won't crack anymore toilet jokes, suffice to say I'm glad we don't have smellivision yet.
    I thought we already had outhouses. Or is it that you want this specific communal style. Now got me wondering if Berlin had any of those pissoirs the Parisians and Amsterdammers are so keen on. Would certainly add another kind of flavour.
  7. Like
    Lucky_Strike got a reaction from quakerparrot67 in Berlin CMRT Map   
    Yeah would be easy enough to add something, whether it's an extra object, like a single red brick, or something on the texture. I'd prefer the former as it's more accurate.
    Well whatever is going on it's not making any sense, a sandbag wall is a sandbag wall, I did nothing to it other than place it on the map expecting it to act as such - it didn't. I tried them on another map, Kubel went around as expected. What the engine/AI seems to do is decide okay on this map I can drive around the sandbags cos there's space, but on this map I can't SO I'LL DRIVE THROUGH THEM! What kind of decision making is that. Absolute tosh.
    Nah, it's not a problem adding the buildings on the map, it all fits in quite well now. Skinning buildings is probably easier than adding extra FO parts in the model to enclose the walls, similarly with bunkers. The concrete bunkers aren't used so far as I know Nigel? @NPye, though they would have to added as a force pick by the map maker.
    One of my biggest concerns is not so much direct assault on the gate as it wasn't the focus of fighting, rather a prize to capture, no I'm more concerned about the effects of HE on or near it. It being a massive FO a direct hit could easily make it just disappear without so much as a cloud of dust left behind. I tried a few barrages directly on it ...

    Mix of 120mm heavy mortar and 152mm heavy howitzer batteries full barrages. Obviously they'll have no damage effect on the gate as it's an FO, but they certainly damage the enclosed buildings, walls and such. Most of the extra enclosed FOs were left untouched, a couple of fountains bought it and a column or two disappeared. Even with the addition of a 300mm rocket barrage to the mix the gate was still there. So indirect HE is not too much of a worry. A lucky shell might hit the sweet spot but chances are against it.

    Indirect HE had very little effect even on the surrounding buildings, just a few extra holes in them.
    More of a threat is direct HE. I set up a ISU122 about 1km away (imagining the Tiergarten approach) and set area fire on the gate, took just three or four shots then it was gone. What I figured was that the sweet spot for flavor objects is the origin/handle. One HE round there will knock it out. I moved the origin to a more protected place. This time it was much harder to disappear the gate. However area targeting the place where the origin was moved to made short work of destroying it. I did try placing the origin somewhere impossible to target - up on top of the portico - but the game engine does't like that, can't grab it to move the gate.
    An interesting side effect of moving the origin right over to one side of the gate - after doing this I noticed the gate was flickering a lot more than it had done previously, popping in and out of view. Thought it might need some LODs but that didn't solve it. What causes this is when the camera viewpoint moves such that the origin is out of view but the majority of the gate is still in camera it will disappear. Seems the engine dumps FOs from view as soon as their origin is out of camera. So keeping the origin central will keep the object in view for longer, as the camera pans away it'll disappear but because by that time it's on the periphery it isn't noticed so much.
    This probably explains a lot of the flicking in and out of view of other models, trees and the like, as well.
    So the dilemma of how to make the gate robust enough to withstand some direct HE, stop passage by vehicles and look the part still remains to an extent. One other solution that I'm looking at is a multi-part FO. break it down into three distinct objects will give each component part better odds of surviving any direct HE fire. Might also loo again at making the cetral part into a shell for the windmill if I can figure a way to stop entry by pixeltruppen.
    Onwards ...
  8. Like
    Lucky_Strike got a reaction from NPye in Berlin CMRT Map   
    @NPye does the above still stand, I'm looking at way to improve the resilience if the Brandenburg Gate against HE and basing it on a building might just solve many of the issues I have with it at the moment
  9. 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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    .
    .
    .
    .
    .
    .
     
    🤪
  10. Upvote
    Lucky_Strike got a reaction from WimO in TSD III, TPG II & The CM Mod Warehouse Update area.   
    There are always some complete wastes of oxygen - make nothing, contribute nothing, have no humour nor grace yet think it's okay to criticise those that do. @Bootie you do a job that nobody else has been willing to take on which makes you unique amongst us, we are all the better for it and indebted to you. I'd happily take the slipper to these wankers to teach them how to respect what is given to them for free, but that would probably be wasted on their sad entitled asses. I'll raise a virtual dram to your good health instead (am off the bottle at the moment - docs orders @ Christmas too!) Sláinte buddy 🥃
  11. Like
    Lucky_Strike reacted to NPye in Berlin CMRT Map   
    LMAO What a Crap idea...lol
  12. Upvote
    Lucky_Strike got a reaction from Artkin in Berlin CMRT Map   
    Yeah would be easy enough to add something, whether it's an extra object, like a single red brick, or something on the texture. I'd prefer the former as it's more accurate.
    Well whatever is going on it's not making any sense, a sandbag wall is a sandbag wall, I did nothing to it other than place it on the map expecting it to act as such - it didn't. I tried them on another map, Kubel went around as expected. What the engine/AI seems to do is decide okay on this map I can drive around the sandbags cos there's space, but on this map I can't SO I'LL DRIVE THROUGH THEM! What kind of decision making is that. Absolute tosh.
    Nah, it's not a problem adding the buildings on the map, it all fits in quite well now. Skinning buildings is probably easier than adding extra FO parts in the model to enclose the walls, similarly with bunkers. The concrete bunkers aren't used so far as I know Nigel? @NPye, though they would have to added as a force pick by the map maker.
    One of my biggest concerns is not so much direct assault on the gate as it wasn't the focus of fighting, rather a prize to capture, no I'm more concerned about the effects of HE on or near it. It being a massive FO a direct hit could easily make it just disappear without so much as a cloud of dust left behind. I tried a few barrages directly on it ...

    Mix of 120mm heavy mortar and 152mm heavy howitzer batteries full barrages. Obviously they'll have no damage effect on the gate as it's an FO, but they certainly damage the enclosed buildings, walls and such. Most of the extra enclosed FOs were left untouched, a couple of fountains bought it and a column or two disappeared. Even with the addition of a 300mm rocket barrage to the mix the gate was still there. So indirect HE is not too much of a worry. A lucky shell might hit the sweet spot but chances are against it.

    Indirect HE had very little effect even on the surrounding buildings, just a few extra holes in them.
    More of a threat is direct HE. I set up a ISU122 about 1km away (imagining the Tiergarten approach) and set area fire on the gate, took just three or four shots then it was gone. What I figured was that the sweet spot for flavor objects is the origin/handle. One HE round there will knock it out. I moved the origin to a more protected place. This time it was much harder to disappear the gate. However area targeting the place where the origin was moved to made short work of destroying it. I did try placing the origin somewhere impossible to target - up on top of the portico - but the game engine does't like that, can't grab it to move the gate.
    An interesting side effect of moving the origin right over to one side of the gate - after doing this I noticed the gate was flickering a lot more than it had done previously, popping in and out of view. Thought it might need some LODs but that didn't solve it. What causes this is when the camera viewpoint moves such that the origin is out of view but the majority of the gate is still in camera it will disappear. Seems the engine dumps FOs from view as soon as their origin is out of camera. So keeping the origin central will keep the object in view for longer, as the camera pans away it'll disappear but because by that time it's on the periphery it isn't noticed so much.
    This probably explains a lot of the flicking in and out of view of other models, trees and the like, as well.
    So the dilemma of how to make the gate robust enough to withstand some direct HE, stop passage by vehicles and look the part still remains to an extent. One other solution that I'm looking at is a multi-part FO. break it down into three distinct objects will give each component part better odds of surviving any direct HE fire. Might also loo again at making the cetral part into a shell for the windmill if I can figure a way to stop entry by pixeltruppen.
    Onwards ...
  13. Like
    Lucky_Strike reacted to JM Stuff in Pacific War Project   
    Because this is an Alpha version, I propose you @37mm that you are waiting to let me working on a little more, to added for exemple the off nco helmets (caps) that I am working  now on, and  perhaps also added the us helmets with chinstraps mix that I did this will give a real aspect to the us troops the chinstraps mix are not perfect, but I have a good wish to include it.

    I am also working to added some “Kamikaze”, using the feather helmet files, helping with the exelent and helpful mod from @MOS:96B2P (with his consent), that will added the possibility that japanish are wearing helmet or not, all is in the tube and in my head, perhaps not realizable with perfection, but personly I  have also the wish and the mood to introduce it (but perhaps all will stay only in my mind).

    I can only say like I said in many time already, to see the advancing project and realization on this time of the Pacific theater from @LongLeftFlank that I keep a good remind, and take my hat off, of his gigantest job from years ago, taking in the lupe from our friend @Aquila-SmartWargames and realized with open arms, and details by another friend @37mm, that personly I admire the job,for his Heaven and Earth.
    Personly I am very happy that this remake see the sun again, I found this already rich of idea and capabilities, and hope very much to see more enthusiasm and support about it, If BFC dont seam to be interrested to it, but also perhaps see some interested peoples to make some news maps and scenarios, we can also include for exemple, some realized job from @aquila (again him...)with his little boat availble on his titnatest mod that he let us very kind a welcome copy.
    I think this mod could be useful to another model for another period very awaiting, that are the Korea war,  but I dont have enough knowledge to realized it in details, I can only support it with a little job left or right like I do it now for this period of bloody war, (just knock on the open door).  
    I know I write always (tooooo) much but let me added a last thing...
    My text will perhaps stay in darkness on the forum, but for the one s that are interested to see more about it, I would recommand to have minimum ten secunds to thinking about all efforts from all modders on the forum and the one s that stay always in darkness, but are also doing something for this community, to have a short thought about them,  to the time that they are using their time to propose to everybodys a moment to change something to let you a smile, and enjoy it, this will appease, and let a smile to themself, the long hours that they have dedicated to realised the things that you have now in your hands.
    PS
    I hope that my text will be understanding enough, for everybodys including the bad use of the time in my sentences and the errors in my english text, but believe me... nobody is perfect but  "en francais ca veut dire exactement la meme chose".
    JM
     
  14. Like
    Lucky_Strike reacted to 37mm in Pacific War Project   
    Okay here's the Alpha...
    https://www.mediafire.com/file/meooe37oaeq3mdz/CMFI_Pacific_Alpha.7z/file



  15. Like
    Lucky_Strike reacted to NPye in Berlin CMRT Map   
    I've become obsessed with the new Herman Goering Strasse Photo and made a mashup up of my map and the original. lol Like I aint got enough to do...


  16. Like
    Lucky_Strike got a reaction from RockinHarry in Berlin CMRT Map   
    Okay, so I can fix the jumping by relocating the handle to a spot which I can measure using Harry's very useful gridded grass - place the model where it should be before it jumps; find a nice handle spot on it where it intersects one of the 1m nodes; make a mental note of said spot; into Blender and move the origin to the new spot; test and tweak. No more jumping around. This is good to remember for future use.
    Yeah wasn't surprised to see them inside the tall wall enclosure. Tried fountains in there which did confuse them a bit, so will try other wall shapes and FO's to keep them out. Note to BF, how about a no go marker for the future, something that just tells the AI it can't put anything in a certain square, darn sight easier than all this faffing with ground tiles and hidden objects and using stuff where it was never intended. Without being able to enclose the area entirely there's a chance that the AI will use the cover provided so may just have to live with that. Or turn it into deep marsh or something like that ...
    No meta was applied to the sandbag wall, that's just the stock game fortification, purchased and placed, which is why I was surprised to see soft skins just drive on through. Turns out that the fortifications aren't so fortified ...
    The column is just the column still, but at the moment that's just the base model for the gate so only the original meta, that'll only affect the area around the origin/bounding box, rest of model won't receive any benefit from it. So in terms of obstruction to movement and LOS within the model there are: the ruined buildings at each side; tall walls in the central arches; the low wall at one end; flavor objects within the walled area; barbed wire obstacles on Tiergarten face.
    Overall it works quite well with pixeltruppen pretty much using the obvious routes through. Just the pointless sandbag wall that doesn't stop vehicles which I need to think about.
    Other options that could work but which might not give such an accurate historical playability: 
    - There's room under the central arches for a modular building, three storey wrecked down to two storey, given a new skin to look like the large rubble filled barricades, these types ...

    Issues with this would be pixeltruppen occupying it - does that matter? These barricades weren't used as bunkers as such, but were meant as obstructions and impassable objects, they would have taken a lot of HE to get through and prevented tanks progressing. Might be able to use the large two storey barn - fill it with FOs to make the ground floor difficult to use, reskinned to look like a barricade.
    - Use actual bunkers. These will fit under the arches. Cloaked with FOs to look like the barricade. Again not barricades, but resilient enough and can't be completely destroyed like houses. FO would avoid the issue of ownership like we had with the chimney bunker I made. Okay the bunker would remain undetected until spotted but the FO skin would be there all the time, and importantly bunkers can be purchased ready destroyed, burning if wanted. I'm already thinking a wooden bunker might act as a better substitute for the sandbags wall anyway ...
    - So apart from the wooden bunker as substitute for the sandbag wall, foxholes might make a good stand in, Kubel unlikely to drive through those I hope! Dress them up to look more like this ...

    ... doesn't matter then if they're above ground, they will look the part and function.
    - which leads to a trench in place of the sandbag wall. Again doesn't matter they sit above ground if dressed to look like the position above. Functional, stops some vehicles and could look the part. Might be harder to place though since it will only occupy about one arch.
    Have I missed anything? Maybe a ditch? Simple rubble walls?
  17. Like
    Lucky_Strike got a reaction from RockinHarry in Berlin CMRT Map   
    Yes, FOs are probably easier, but I'm thinking a combination since walls do offer better LOS blocking and hinder movement really well. FO's to fill the space behind wall should prevent some odd behaviour by pixeltruppen ...

    Just walls - of course they didn't align with the model and no flexibility to move them, but the model can move and in this instance it favoured me to move it a little ...

    ... as it actually improved the alignment with the front ruined houses. Note the barbed wire - that's as close as I was allowed to place it!
    So with walls, barbed wire and a sandbag position in place what do the boys think of it ...

    Given one movement order to run right through the middle this team went around their right side through the gap in the colonnade - nice 👍

    Another team off around the opposite side even skirting the sandbags ... a little bit of running through columns but we're used to odd moments like that in CM 👻
    What about vehicles I hear you all shout ...?
    Given a direct move order to go through the middle arch ...

    Didn't even change gear straight through a sandbag wall - WTF!?
    Okay so a Kubel is quite small maybe there's a gap ...
    What about something bigger ...?

    Barely even swerved to avoid the god damned middle of the fricking sandbags - absolute BULL - come on BF, how's this for a bit of abstraction 🤣😂 - abstraction my f*cking arse! 🤬  He's not even attempting to avoid the bags, didn't slow down, no bumping over them, no trail of debris, pointless ... even the pixeltruppen went around when they could have jumped over them. 
    Pixeltruppen directed to the middle under the middle arch ...

    Yeah, we might lose a few in amongst the rubble, we'll see what the added FO's do ...
    Yeah maybe , I've positioned the origin/handle for ease of placing/clicking/repositioning the gate, it's a bit of a wiggle to get it into the space, and easy to accidentally click when doing other stuff. Earlier models had problems where I lost the handle point, so click to position was very difficult. I may also just try growing it by a metre see if that works. 
    Well that's what is supposed to happen but here we have no other FOs in sight. We've all seen it before where the 'rule' just doesn't work for some unknown reason, had the same issue with FO columns there was one that just refused to stay in place despite all attempts to shuffle, replace etc. Not too many in a square or sitting on the same 1m node. Even tried with your grass grid so I could measure things more accurately, engine just wouldn't have it. Anyway I'm sure I can make this work a little better, afterall here are lots of places I can try its handle/origin 
  18. Like
    Lucky_Strike got a reaction from NPye in Berlin CMRT Map   
    Okay, so I can fix the jumping by relocating the handle to a spot which I can measure using Harry's very useful gridded grass - place the model where it should be before it jumps; find a nice handle spot on it where it intersects one of the 1m nodes; make a mental note of said spot; into Blender and move the origin to the new spot; test and tweak. No more jumping around. This is good to remember for future use.
    Yeah wasn't surprised to see them inside the tall wall enclosure. Tried fountains in there which did confuse them a bit, so will try other wall shapes and FO's to keep them out. Note to BF, how about a no go marker for the future, something that just tells the AI it can't put anything in a certain square, darn sight easier than all this faffing with ground tiles and hidden objects and using stuff where it was never intended. Without being able to enclose the area entirely there's a chance that the AI will use the cover provided so may just have to live with that. Or turn it into deep marsh or something like that ...
    No meta was applied to the sandbag wall, that's just the stock game fortification, purchased and placed, which is why I was surprised to see soft skins just drive on through. Turns out that the fortifications aren't so fortified ...
    The column is just the column still, but at the moment that's just the base model for the gate so only the original meta, that'll only affect the area around the origin/bounding box, rest of model won't receive any benefit from it. So in terms of obstruction to movement and LOS within the model there are: the ruined buildings at each side; tall walls in the central arches; the low wall at one end; flavor objects within the walled area; barbed wire obstacles on Tiergarten face.
    Overall it works quite well with pixeltruppen pretty much using the obvious routes through. Just the pointless sandbag wall that doesn't stop vehicles which I need to think about.
    Other options that could work but which might not give such an accurate historical playability: 
    - There's room under the central arches for a modular building, three storey wrecked down to two storey, given a new skin to look like the large rubble filled barricades, these types ...

    Issues with this would be pixeltruppen occupying it - does that matter? These barricades weren't used as bunkers as such, but were meant as obstructions and impassable objects, they would have taken a lot of HE to get through and prevented tanks progressing. Might be able to use the large two storey barn - fill it with FOs to make the ground floor difficult to use, reskinned to look like a barricade.
    - Use actual bunkers. These will fit under the arches. Cloaked with FOs to look like the barricade. Again not barricades, but resilient enough and can't be completely destroyed like houses. FO would avoid the issue of ownership like we had with the chimney bunker I made. Okay the bunker would remain undetected until spotted but the FO skin would be there all the time, and importantly bunkers can be purchased ready destroyed, burning if wanted. I'm already thinking a wooden bunker might act as a better substitute for the sandbags wall anyway ...
    - So apart from the wooden bunker as substitute for the sandbag wall, foxholes might make a good stand in, Kubel unlikely to drive through those I hope! Dress them up to look more like this ...

    ... doesn't matter then if they're above ground, they will look the part and function.
    - which leads to a trench in place of the sandbag wall. Again doesn't matter they sit above ground if dressed to look like the position above. Functional, stops some vehicles and could look the part. Might be harder to place though since it will only occupy about one arch.
    Have I missed anything? Maybe a ditch? Simple rubble walls?
  19. Upvote
    Lucky_Strike got a reaction from Artkin in Berlin CMRT Map   
    Yes, FOs are probably easier, but I'm thinking a combination since walls do offer better LOS blocking and hinder movement really well. FO's to fill the space behind wall should prevent some odd behaviour by pixeltruppen ...

    Just walls - of course they didn't align with the model and no flexibility to move them, but the model can move and in this instance it favoured me to move it a little ...

    ... as it actually improved the alignment with the front ruined houses. Note the barbed wire - that's as close as I was allowed to place it!
    So with walls, barbed wire and a sandbag position in place what do the boys think of it ...

    Given one movement order to run right through the middle this team went around their right side through the gap in the colonnade - nice 👍

    Another team off around the opposite side even skirting the sandbags ... a little bit of running through columns but we're used to odd moments like that in CM 👻
    What about vehicles I hear you all shout ...?
    Given a direct move order to go through the middle arch ...

    Didn't even change gear straight through a sandbag wall - WTF!?
    Okay so a Kubel is quite small maybe there's a gap ...
    What about something bigger ...?

    Barely even swerved to avoid the god damned middle of the fricking sandbags - absolute BULL - come on BF, how's this for a bit of abstraction 🤣😂 - abstraction my f*cking arse! 🤬  He's not even attempting to avoid the bags, didn't slow down, no bumping over them, no trail of debris, pointless ... even the pixeltruppen went around when they could have jumped over them. 
    Pixeltruppen directed to the middle under the middle arch ...

    Yeah, we might lose a few in amongst the rubble, we'll see what the added FO's do ...
    Yeah maybe , I've positioned the origin/handle for ease of placing/clicking/repositioning the gate, it's a bit of a wiggle to get it into the space, and easy to accidentally click when doing other stuff. Earlier models had problems where I lost the handle point, so click to position was very difficult. I may also just try growing it by a metre see if that works. 
    Well that's what is supposed to happen but here we have no other FOs in sight. We've all seen it before where the 'rule' just doesn't work for some unknown reason, had the same issue with FO columns there was one that just refused to stay in place despite all attempts to shuffle, replace etc. Not too many in a square or sitting on the same 1m node. Even tried with your grass grid so I could measure things more accurately, engine just wouldn't have it. Anyway I'm sure I can make this work a little better, afterall here are lots of places I can try its handle/origin 
  20. Like
    Lucky_Strike got a reaction from quakerparrot67 in Berlin CMRT Map   
    So what I propose is block the main arches in the centre with the high wall type barricades, and the right hand side (viewed from Tiergarten face) with a lower barricade) whilst putting in a sandbag emplacement at the left. This should then allow access through the left, though depends if you want vehicle/afv access? Not sure how sandbag emplacements are treated in the case of a tank, in RL they would probably be traversable at slow. Alternatively we could create a different type of barrier from the barbed wire, or a flavor object that gives some cover but doesn't hinder vehicles too much. We have options ...
    Interesting angle, really gives a sense of the scale of the gate. Lots of surfaces in the road, tram tracks with cobbles, pavement, tarmac, concrete, all sorts of stuff going on. It's the layer of scattered small detritus from tanks moving around and explosions that is what we could really use. And as Harry says a good dusting of human debris.
    🤩 awesome. I do think it's great how you've taken one of the weakest elements of CM - urban environments - and turned it on its head. Bodes well for other some of the other city battles. You got plenty of work for the future once you get this one out the door ...
  21. Upvote
    Lucky_Strike reacted to Artkin in Tiny bug Patton's 1979 wheel animation   
    This also could have been officially fixed since you know, we all kind of paid $60 for a game littered with bugs and mass reused QB maps. 
    It's extremely disappointing seeing just how easy this fix was, and how it went ignored. 
    Noted. 
    Thanks @kohlenklau. You are one of our best Phil. 
  22. Like
    Lucky_Strike reacted to RockinHarry in Berlin CMRT Map   
    More flexibility with FO I´d say, though walls have advantage they can be dealt with by blast command. But might try both as you say.
    can´t you offset the 1 meter in Blender maybe?
    they actually do "lock" but are bound to the 1m grid and not allowed competing with another object wanting to "snap" on same 1m node.
    Otherwise....great work thus far! 😎 New CM: City builder and destroyer. 😁
  23. Like
    Lucky_Strike reacted to NPye in Berlin CMRT Map   
    LOL Dam right...
  24. Like
    Lucky_Strike got a reaction from RockinHarry in Berlin CMRT Map   
    Haha. I've come up against it before with a few tree models. It appears in an error when export fails, something about 36000 x 2 +1 so around 72000 faces I guess. By modern standards that's nothing, but ... optimised engine anybody ... this year maybe ... or not.
    Anyway I know we can get this one well under that. My last rough decimate on it got the count down to about 60,000.
    Yeah , I'm gonna try a few things see what works best. Good thing is this is so big it can hide a lot inside the structure. Still only one FO at the moment so will be able to place another bits around it without issue I hope (assuming not too much jumping around of FOs). We'll still suffer vehicles and pixeltruppen sinking into the surfaces, but mostly I'm hoping we can keep them out. Worse case scenario we can place some proper hedgehogs across it to at least keep the tanks out ...
    Back to it ...⛏️
  25. Like
    Lucky_Strike reacted to RockinHarry in Berlin CMRT Map   
    I´d first test large fountain FO and see if it suffices. Then use it as template though replace geometry with new one while preserving META. Might be that 2 objects placed next to each other are needed for full vehicle blocking effects. Ptroopers and vehicles like to sneak through otherwise. IIRC just vehicle origin is accounted for the blocking effect, not its full geometry/bounding box.
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