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37mm

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Everything posted by 37mm

  1. Not too bad, I think I'll resize the Junks that @Aquila-CM provided us.
  2. I agree @Sequoia... besides I think it was @LongLeftFlank who once said that if we want to see CM in Asia we just have to try & make it ourselves (for numerous reasons). I do hope that @RockinHarry is correct & that BFC might be inspired to, at least, re-consider what CMx2 (never mind CMx3) could simulate.
  3. I restarted, from scratch, the PBR. It's getting there.
  4. I felt I had to test out this (potentially) revolutionary statement... Although, to be honest, it takes very little to get me to start firing RPG's at T-72's to "observe the effects". Either way, my conclusions? Although it is true that the reactive armour blocks are "lost" if a model does not possess them, Combat Mission (which cannot be fundamentally altered by modding) reacts by doing its own model swaps. Reactive armour hits get replaced with "superstructure" hits or some other placeholder.
  5. I agree with @puje. A is good... but the colours seems a little too red for the Divine Kingdom (yellow & black would fit in with the 'pseudo South Vietnam' thing... white & blue might be more "heavenly" looking). J would be the obvious choice for the People's Army, however I do like the look of I (it brings to mind the image of the People's Army claiming that they have the true "mandate of heaven"). Insurgents/armed locals/People's militia & bandits could be fighting in a range of situations for various sides... so their symbols have to be kind of generic (something like K).
  6. @puje did say something about making an optional intro.wmv himself.
  7. Not entirely accurate. I always planned to have a Riverine element in H&E... but the new models, combined with the Jungle terrain & ambience, should make that element a lot more immersive than I originally envisioned.
  8. Yeah, I've realized they've been subdued a little too much at the moment.
  9. I hear you... a real balls ache. Amazing work... again. PS I see you've tried out 'House of the Holy' too, how did you like the H&E soundscape & effects?
  10. I estimate we'll have a public release before Christmas.
  11. If the arabic sounded a bit like "Hara, hara, hara"... then that was fixed in 0.92.
  12. The M48 would definately be used... we currently used T55's (1974) as the Imperials Main Battle Tank & T-62M's as the People's Army Main Battle Tank. The M48 would be swapped for the T-55... a straight swap, I wouldn't even tag it.
  13. One of many reasons why we went the fictional "Vietnam-esque" route... the people of Bong-Hai are suprisingly tall & lanky for South East Asians.
  14. It's interesting you say that because, although I've been using the @DeutschRitter philosophy since January, last month I started playing around with Nvidia inspector to try & increase my fps further by manipulating various obscure settings which aren't on the standard Nvidia control panel. I only have a mediocre PC (i5-2400) but I did manage to get another 5-10 fps out of CM from a combination of settings. However I also got stuttering, which I'd not seen since January or my "dark days" of using the CMSF2 demo (I had a LOT of fps issues, trust me). Now I've kept these new Nvidia settings anyway because I'm not playing CM much & the extra 'spare' fps helps me out for video creation yet clearly there is an Nvidia combination out there which will cut down on the stuttering. I'm working on the Heaven & Earth modpack for now... but once that is boxed off I do intend to try & figure out what is going on with the fps, the "draw calls", the lod's & the stuttering (I think the stuttering is due to LOD switching).
  15. Amazing on a number of levels... heck, only a few months ago you said that importing land vehicles likely couldn't be done.
  16. That's the idea... compare say Hit & Run (default, no tags) with the Boondocks ([Boonies] & [mountains] tags) or One Street at a time ([ikke] & armed locals tag).
  17. The [burnt] tag can be used anywhere... I'm hoping 0.92 will be ready soon, perhaps even later tonight, then you can review the changes yourself.
  18. Just a reminder that such powerful v-sync settings will trick CM into thinking your system is struggling & will therefore reduce draw distances as a result. There's another school of thought that, instead, thinks the best way to get smooth gameplay from CM is to have AA & v-sync off (or on fast). Reshade can then be used to add a much more efficient post-processing AA if desired.
  19. I've added a few more chimneyless huts to the [boonies] tag... ... I think we have ~24 building textures between the various tags now.
  20. Playing around with the new [burnt] tag, our invisible vehicle and some extra buildings for the war torn cities.
  21. Yeah, I created a beached version of the Sampan FO to prevent that (I used them in the Delta vid).
  22. Tags are loaded at an individual scenario level... a campaign maker using Heaven & Earth could, for instance, set their first scenario in the (default) lowlands, their second in flat inland delta ([paddies] tag), their third scenario in the highlands ([mountains] tag) & their fourth in a large war-torn city ([ikke] tag). The above video uses our [delta] tag & is used to represent coastal regions, islands etc. It's in the video description.
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