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Gurra

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Everything posted by Gurra

  1. Well, I just wanted to let you know that I have a finished version of a PanzerIV H with extra options, waiting for upload. As we all know, THE site is down at the moment and there is a reason for it. My thoughts go there. As additional info, I´m also working on the JagdPanzerIV family, at the moment creating one of those 'Götterdämmerung' style panzers - beautifully ugly and worn. That was all for know.
  2. I intend to do some modding on the PzIV H model, and was wondering if I could borrow your running gear, as the stock bmp is so much inferior to yours. In case of an upload, full credit will of course be given to you. Regards Gurra
  3. Hoh! thanks for your appreciation. I´m planning to do the H model as well, but I don´t just want to renumber the files to fit. I´ll make a similar camo pattern, but not the same, and make the weathering a bit different. We´ll see when that is ready.
  4. You can get it at the usual place. Nothing much to shout about, but I think it´s a bit funnier to look at compared to the default version. And that would be the Panzer IV Ausführung J.
  5. I have gone for it. While you wait for AndrewTF's excellent mod, try this one. I´ll have it uploaded as soon as CMMODS works properly. It´s a tricolour PzIVJ, a bit weathered and beaten.
  6. I will fiddle a bit more before anything gets uploaded. Thanks for encouraging me, Junk2drive! MikeyD - would it be ok if I used maybe your mid PzIV model and turned it out tricolour or ambush?
  7. I have missed CM a little, so I took a pause from IL2 Sturmovik and winded up modding immediately... Just in time to catch MikeyD's excellent PzIV mods. However, I applied a tricolour camo scheme to them, and then an ambush pattern, but the question is: what was the usual/generic camo on these models? An ambush camo might be a little wrong, or? More over, when on the fly, I thought that the PzIV J's looked a little flat, so I treated them the same way, and plan to incororate the H's to the family. Would you guys be interested in such mods, should I upload them to CMMODS when finished? Unfortunately, I can´t give you any screenies, but they look alright and the colour tones are similar to the ones MikeyD uses for several of his camo StuG and StuH mods.
  8. In fact, the urge became urgent when I had a look at the buildings... Stunning work.
  9. At last!!!!!!!!!!!!!! I have been waiting for this moment a very long time - downloading as I type. At the moment, I do not play CMAK, but this will have to go into my mod cd to be brought on screen next time the urge to play materializes. Thank you very much. Happy New Year. Regards Gurra
  10. Junk2drive, you must have seen the mod´s back side-I forgot to tell, I think when time of year is set to late autumn/winter + 'unknown parameter', the open ground turns green. It´s as if the in-built red toner for southern Italy open ground is turned off via the game engine in those cases. I didn´t think of it as a big problem, since there are not a hell of a lot of missions that corresponds with the issue. Look at the mod in the scenario "Killing fields Marsala", i.e, and it should appear more like your above posted picture. Regards Gurra
  11. Hrrmm...ok...you´re right there, I use it as brush too nowadays. You know, I´m suffering from a bit of anxiety, since I haven´t done anything about that Korea map you send me. And now you ask for this. We´ll see. I´m nor playing CM or modding at the moment actually, but you never know when things heat up again.
  12. Yes, they are - if you are referring to scattered trees.
  13. No, I can´t upload any pictures. I could upload the whole thing to CMMODS though, in case WindyCity don´t mind. It doesn´t seem that he does, so I might do this tonight. What I have done, as I have done before with other open ground mods, is to keep elevation changes as blending as possible. Some like that, some don´t. This is no exception. If you prefer easily spotted elevation changes, and have the slightest clue of how to use Photoshop or equivalent program, you can easily fix this for yourselves. WindyCity, if you mind me uploading a open ground mod based on your texture, please drop in here and tell me.
  14. Junk2drive, the thing you mention about the blue spots - it occured for me as well, but I thought it had something to do with the light/colour balance in the texture. So I lowered intensity somewhat and also hue and then added some green tones in it to reduce the reddish appearence. Voila! No spots and perfect dry open ground á la Crete. And then, I removed some of the green in the texture and upped the intensity and I had wonderful arid rocks for North Africa...
  15. May I be as bold as to say, that this texture is very useful as "open ground arid rocks" and dry ground found in Crete, for example? If not to say fantastic. Since it´s not my mod and the intentions for it was somewhat different, maybe I shouldn´t go here and shout to everyone how to use it the same way as I have done. But I thought you ought to know, if you haven´t figured it yourselves. WindyCity: please keep on posting high quality textures like this and your earlier field mod! This game soon looks like real life... Thank you very much. Regards Gurra
  16. Today, at 19:00, the magical moment revealed itself in all it´s glory: my 8 year old son were almost peeing his pants out of enthusiasm before Combat Mission was successfully installed on his computer. It took me all these years to thwart his mind towards wargaming, but I finally made it.
  17. I wonder, could it have been the one that was available from Boots & Tracks? I know that one came as an .exe file. It doesn´t seem to be available anymore though, from their site.
  18. Thank you for this one. A lot better than the default...
  19. Thank you for this one. A lot better than the default...
  20. junk2drive, do you want me to have a go at that map you send me? In that case, should it be as close to CMAK style as possible or unique?
  21. I took a look at my gravel mod and realized it was very edgy. So I softened the edges and now it looks smoother and more "natural". I also went for the option of making it possible to use single pavement tiles as cosmetics when designing farmland/small villages scenarios, in that it now can be used to depict gravel in front of houses and so on. Do try it, if you're into this kind of pavement.
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