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37mm

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Everything posted by 37mm

  1. Some very good work @Megalon Jones. I've been making videos for a year now & my number one piece of advice would be to "keep your fps up". Nowadays, I aim for ~40fps whilst setting up for a "scene"... I know that sounds/action during the shot will reduce the fps back down into the 30's. Shift+[ & Shift+] allows you to reduce your 3d model quality, in game, to the necessary level to make the shot. Shadows & shaders also affect fps & it's important to decide, early on, if that particular cinematic video is going to use them.
  2. The quick answer would be "all of them". The more detailed answer is I've been creating a new sound mod/mix/compilation (dubbed the "ME soundscape") for quite awhile & it'll be a part of the H&E modpack. You can hear it evolving during all the H&E teaser videos (as well as on @Aquila-CM's H&E playthrough)... I also used it extensively during some recent CMA videos (it should be compatible with all the modern games).
  3. During a draft scenario playtest (for the Urban campaign), a Patton had quite the close call...
  4. After some feedback, I've reworked some of the autocannon/HMG sounds? An improvement?
  5. The expansion of the mod from our initial vision of a, relatively simple, Red vs Red Conversion into a larger multi-tagged & multi-environment ("Delta to the DMZ") modpack whilst adopting the new 3d modelling techniques of @Aquila-CM &, now, going the 'full conversion' route has unfortunately meant an unavoidable delay in getting Heaven & Earth out to the community. However, we're hoping to have some kind of "open beta" released as soon as possible along with two, possibly three, campaigns and perhaps a dozen scenarios ("before Christmas" is the deadline floating around in my head). The good news is that, now that we've gone the "full conversion" route, the modpack will be a lot more flexible. I loaded up the old CMSF1 scenario "Dagger Fight" the other night and I spent a few minutes adding a few palm trees, a few light forest tiles & changing the crops a bit. I then gave the US Army a spin...
  6. Although the Vietnam-esque "Bong-Hai Civil War" will still remain the focus of Heaven & Earth, the recent decision to go the 'full conversion' route means that everyone with Shock Force 2 will be able to play (providing you can put up with a few placeholders here & there)... In the modern era, most of our Jeeps will be phased out & the Technicals will return...
  7. Excellent work! I'll definitely be trying these out on the highlands, lowlands & paddies of "Bong-Hai".
  8. The same... you may also like to check out my CMSF1 Scenario & campaign collection.
  9. The Forging Steel campaign is not set in Syria... it is a hypothetical "Blue vs Red" high intensity, Mechanized war campaign (perfect for a Euroscape conversion). I agree that TF Thunder is a good starting campaign. I'd also recommend In Search of a Ghost as it provides some decent infantry only fights at the platoon/company scale. Zawiya Uprising & Guardians of the Homeland are good Red vs Red campaigns & are at the platoon/company size.
  10. Maybe a few artilllery batteries (perhaps with each having only a few rounds)? Surely not every battery would try to destroy the point target with airbursts and, if you have an Ied placed under the wire, you only need a single ground strike to ensure the wire is breached.
  11. The improved version of a previous placeholder uniform currently comprises several parts... The stock CMSF2 Woodland DPM gear textures from the British (& Dutch) forces. The Helmet, and a weapons texture, from the original CMSF Woodland DPM Brit mod. A recoloured version of the Woodland camo from @mjkerner's USMC mod. I'm hoping to release 0.93 of H&E this weekend... even though I'm quite a bit behind where I hoped I'd be (work & real life are not playing ball).
  12. As part of my tree .mdr experiments, I did discover you can have CMSF hedges/bocage/tall bocage as FO's so their textures must use "black & white" transparency (I also recall an earlier experiment where I tried to use a different foilage texture for the CMSF hedges... it failed &, now, I know why). Also CMFI grapevines can be used as FO's so, again, they must use "black & white" transparency. I'm unsure about the hedges/bocage/tall bocage from other CM games.
  13. I learnt this (the hard way) through my experiments with the tree .mdr's (which I eventually abandoned). Only tree (and bush) models in CM are capable of using textures with "grey transparency". Everything else (inc buildings, uniforms, vehicle textures & FO's) must use "black & white" transparency... I have little real understanding of the difference but that is what is happening. @MikeyD would probably be able to explain more, as I believe he made the tree models (at least for the later games).
  14. My latest conversion (for the Urban campaign) will be, by far, the largest... ... there's a long way to go yet but, when it's done, it'll hopefully feature Rice paddies, urban slums, factories, Pattons, APC's, Skyraiders, PBR's, a gunboat... &, perhaps, even a kind of River Monitor. I also think I've selected the penultimate battle, to be converted, for the campaign... ... should be a blast.
  15. I apologize, please forgive me if some of my (questionable) "artistic" decisions, with regards the video, have given you that impression. I'm not sure whether or not @puje intends to cut the master map up into sections for his campaign however it doesn't matter either way... if you follow the suggestions in the H&E manual (basically play on "balanced" 3d Model Quality) you will have more than adequate fps. Even on a complex map like 'The Delta'. If you watch the video again, you will notice that the fps only drops when I'm trying to get distant (sometimes very distant) foilage to be visible, usually in a panning shot of some kind. All normal 'close up' shots & standard play shots (say the scene with the APC's) run perfectly fine. For a far better view of what a typical H&E scenario might play like, I'd recommend @Aquila-CM's playtest of the first scenario in @Sgt.Squarehead's campaign.
  16. For those interested, @puje will be making a sequel to his "Valleys of Death" campaign on (and around) this map. So you will get to know 'The Delta' very well.
  17. No problem, I've had a fairly productive day or two. Heaven & Earth will now feature Blue forces (although I'm having a hell of a time finding all the new silhouettes which need upgrading) & I've stretched @IICptMillerII & @mjkerner's work to provide a bunch of (mostly placeholder) uniforms for all the forces. The Euroscape mod provides most of the vehicles. I've also finished three scenario conversions which will be used in an Urban battle campaign... https://imgur.com/hILhy7m
  18. Actually I do have a small slot for a tagged helmet where these might be useful... could you send them to me?
  19. No, these dropboxes are the contents of what was in my CMSF1 scenario & campaign folders at the time of uploading. The many images & briefings came from the the scenario & campaign makers themselves. One other thing when using the collection, @Rokko created a campaign extractor for CMSF1 (and CMA) campaigns. Useful if you're looking for a particular scenario.
  20. Well, looking through the people who commented on playing this, @The Louch & @General_solomon are occasionally active... so maybe they'll see this thread when they next return.
  21. Yes, all CM modular buildings (not just Shock Forces) are pretty tough & the building textures are irrelevant in determining their strength... although this is no major problem in the towns, cities & larger populated areas. However, in the 'boonies', it can be a bit of an unrealistic issue... one that is unfortunately exacerbated by the lack of (weaker) independent buildings. However, we have at least provided a [boonies] tag... which includes a change to the building impact sounds to better match the wooden textures. Additionally, I suspect clever map/scenario designers could come up with some workarounds. Here's two that I recently thought of... This 'broken wall' hamlet will provide much less cover, be far more vulnerable to HE... yet still provide troops excellent concealment. This Flavour Object* based hamlet will provide the right amount of cover... yet providing adequate concealment will be an issue. *(I only have the 'workshop' at the moment... there will be more Flavour Object small buildings come release)
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