Jump to content

birdstrike

Members
  • Posts

    1,100
  • Joined

  • Last visited

Posts posted by birdstrike

  1. 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.

  2. With a purposeful grimace and a terrible sound

    He pulls the spitting high tension wires down

    Helpless people on a subway trains

    Scream "My God" as he looks in on them

    He picks up a bus and he throws it back down

    As he wades through the buildings toward the center of town

    Oh no, they say he's got to go Oh no Godzilla

    Oh no, there goes Tokyo Oh no Godzilla

    Why wouldn't the inclusion of Godzilla in a Japanese Self Defense Forces module be a good thing? Sure, there would be issues of Godzilla's size vs the available map sizes. According to the historical documents I've researched it would appear that the tallest of trees are a bit short of his knees. The ever reliable Wikipedia lists his height as varying between 164 and 328 feet tall and his weight varying between 20,000 and 60,000 tons. Mud might be a problem for Godzilla at that weight, although his feet do look pretty big. I can't think of a more difficult battle scenario than taking a Japanese Self Defense Force tank battalion up against Godzilla. The historical documents seem to indicate that all modern weaponry is ineffective at stopping Godzilla so the player would probably need to be able to use various tricks like power lines in order to try to take Godzilla down. I understand that coding up Godzilla would take up a lot of Charle's valuable time, but if he could only code one of the following three items: Co Play, a linking module for the titles, or Godzilla I think that coding up Godzilla would win out every time.

    But the JDF would get all that fancy secret weapons like maser tanks, sub zero rays and armored jets - and don't forget MECHAGODZILLA! :D

    And btw, here's the first leaked beta video of BF's SLoD vs. Godzilla:

  3. Even giving "target light" orders, your tanks insist on engaging infantry and MGs in the trenches with the main gun

    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.

  4. 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. :)

  5. 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.

  6. 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.

×
×
  • Create New...