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birdstrike

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Everything posted by birdstrike

  1. Farewell CMMods, and a big thanks to C.O.G for devoting his time and effort to the site. And hello and thanks to GaJ and his new CM Site.
  2. Probably, because that's a MkI, later versions have the reinforced sockets and breast plates with appliqe armor, AFAIK.
  3. Since it's not burning, it's not one of mine. It looks like it has a .50 RWS, but that "canopy" is odd - some new kind of overhead protection, maybe? The driver als has a new cover - though I' missing ERA protection on the front of the vehicle.
  4. I'd also say that the way buddy aid works now feels about right. Though I agree, sometimes it would be a good thing if a wounded soldier in a different action spot thant the rest of the squad would first be dragged to the squad's action spot before applying buddy aid.
  5. But the JDF would get all that fancy secret weapons like maser tanks, sub zero rays and armored jets - and don't forget MECHAGODZILLA! And btw, here's the first leaked beta video of BF's SLoD vs. Godzilla:
  6. Yesss!!! And how about that building skin the background, too?
  7. No sorry, can't remember which ammo it used. But the Humvee was cooked for sure. Anyhow, it shouldn't be the case, IMHO that the tank uses its main gun, even when I have manually selected "target light".
  8. I noticed that happens as well with "light" vehicles, not posing a threat (T-72 vs. Humvee in the particular case I encountered). Some sort of refined threat assessment by the AI ("can it kill me?") would be nice.
  9. I wonder what actually will be retrofitted to CMSF. QB system is out, water is out, but how about some additional generic building types or flavor objects?
  10. The wicked exposions and muzzle effects are by Scipio (mods go by the same name), the NATO vehicles by Gordon Molek, and the terrain is from the Syrope Mod (shameless plug) by yours truly.
  11. Some new pics Stryker ATGM in action: And some impressions from a night battle:
  12. This is cool. Thanks for this. I'll see if I can put together something new to celebrate.
  13. Yes, that's possible. There are two variants of each of ND's uniforms on the repo, one for use with the Army and one for use with the Marines. If you install one, the other branch keeps its original uniforms.
  14. Great Pics Seems we need some more research before we can use IEDs as alternative fuel.
  15. Hehe, I'm proud of all of my mods, of course. But there's a lot people who've made excellent and better mods - I'd recommend to take a look at the stuff on the repository or CMMods yourself. I would feel bad to list some and forget to mention others - it really all depends on your personal preference.
  16. If you refer to Cpl Steiner's vid, IIRC these were my humble work (the "US Army Ragtag Mod".) It is (was?) available on CMMods. Don't know if you can still download it. If you can't find it I should still have it somewhere on my HD though and can upload it to the BFRepository, too.
  17. I think I have some use for these. Thanks.
  18. If anyone wants to use one of my maps, he has my blessings. Some credit and a quick note by mail would be appreciated.
  19. Big YES! to more varied technicals. We don't really need more models, just give us the ability to use more than a single skin texture for these already in the game, like with the infantry models. Well, of course I wouldn't mind if we'd have a dedicated "civilian vehicles" unit for purchase, as stationary objects without drivers (like some of the the blue Humvees already in teh game) and closed doors.
  20. Wow, this is cool. Thanks. You don't happen to have a version without the flag, too?
  21. Regarding the interface, to simulate pre-planned airstrikes or roaming fighter patrols, perhaps we could get the ability to designate frontlines, or target zones which are assigned to a scenario before the battle starts (perhaps as part of scenario design in the editor?).
  22. I'm also using Gimp (2.44), and the best way I found was to add an Alpha channel to the bitmap I wanted to edit (if there wasn't one already) and then simply cut out the things which shouldn't be displayed in the game. When you have opened the bmp, in the "Layer" drop-down menu, open "Transparency" and then select "add Alpha channel". Then remove all bits and pieces in the texture you don't want to see (cut out, or use the eraser tool) and save the file in the advanced options as a 32 bit bmp (A8R8G8B8). If you can't seem to work on the bmp once hte Alpha channel is added, you need to check which the layer you're currently working on using the "Layers" dialog box (shortcut ctrl+l, IIRC). The texture layer needs to be the active layer. You could also use the "Color to Alpha" option in the "Colors" dropdown menu to select a specific color you wish to use as transparent color, but I found this cuased some problems now and then. Still you can try out both to see whatever suits you best.
  23. Did the size of the grass keep the same? Because the size looks right to me- so my concerns were unneccessary. As for the alpha channel - have you tried to simply rename the swamp grass texture into the grass texture? I mean without editing the bitmap itself? - That would seem like the easiest way, without the need to work out the alpha channels.
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