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37mm

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  1. Like
    37mm reacted to JM Stuff in Pacific War Project   
    Ok new try @37mm with the original mod from @LongLeftFlank renamed for the Italians !
    blender view right uk airborne  I guess that you are using in the frst screenchot ?? left the new japanish 

     

     
    In game overview 
     
     
     

     
    Opinion reclamation...
    if there are ok I will try to work on (off and nco helmet) cup
    JM
  2. Upvote
    37mm got a reaction from JM Stuff in Pacific War Project   
    My suspicion is that it wasn't actually the hedges, more some weird aspect of working on & saving the map to a later version... indeed I just checked @Aquila-SmartWargames later conversion hex edits without any difficulty, Tall Bocage & all.
    Finishing the conversion is taking a little longer than I'd hoped. On the Japanese side, I have to swap out all the British bunkers (at least the ones not burning) for Italian ones... I'm about halfway through that task.
    On the American side, the converted forces were kinda screwy so I had to rebuild & replace a lot of them.
    However the extra time has had some added benefits, for instance motivating me to work on the US uniforms which are now all HBT* (original mods by KilgoreT )...

    As well as converting the LVT mod for M3a1 Half Tracks (I don't think there are M5a1's in FI)...

    I've also broken up the "wave 3-5" reinforcement into its individual waves, just to make things a little less daunting for the player.
    Here's an example of a screwy conversion artifact, a 3 man Sherman carrying Demo charges...

    I've also added some force backgrounds, a rudimentary splash screen, some music & played around with the floating icons... oh & tidied up the tiny concept scenarios with some basic victory objectives & AI plans.
     
    Better get back to swapping those bunkers!
     
    *The late war Marines from the original Pacific mod are now activated by a [brown] tag.
  3. Like
    37mm got a reaction from RockinHarry in Pacific War Project   
    My suspicion is that it wasn't actually the hedges, more some weird aspect of working on & saving the map to a later version... indeed I just checked @Aquila-SmartWargames later conversion hex edits without any difficulty, Tall Bocage & all.
    Finishing the conversion is taking a little longer than I'd hoped. On the Japanese side, I have to swap out all the British bunkers (at least the ones not burning) for Italian ones... I'm about halfway through that task.
    On the American side, the converted forces were kinda screwy so I had to rebuild & replace a lot of them.
    However the extra time has had some added benefits, for instance motivating me to work on the US uniforms which are now all HBT* (original mods by KilgoreT )...

    As well as converting the LVT mod for M3a1 Half Tracks (I don't think there are M5a1's in FI)...

    I've also broken up the "wave 3-5" reinforcement into its individual waves, just to make things a little less daunting for the player.
    Here's an example of a screwy conversion artifact, a 3 man Sherman carrying Demo charges...

    I've also added some force backgrounds, a rudimentary splash screen, some music & played around with the floating icons... oh & tidied up the tiny concept scenarios with some basic victory objectives & AI plans.
     
    Better get back to swapping those bunkers!
     
    *The late war Marines from the original Pacific mod are now activated by a [brown] tag.
  4. Like
    37mm got a reaction from Aquila-SmartWargames in Pacific War Project   
    My suspicion is that it wasn't actually the hedges, more some weird aspect of working on & saving the map to a later version... indeed I just checked @Aquila-SmartWargames later conversion hex edits without any difficulty, Tall Bocage & all.
    Finishing the conversion is taking a little longer than I'd hoped. On the Japanese side, I have to swap out all the British bunkers (at least the ones not burning) for Italian ones... I'm about halfway through that task.
    On the American side, the converted forces were kinda screwy so I had to rebuild & replace a lot of them.
    However the extra time has had some added benefits, for instance motivating me to work on the US uniforms which are now all HBT* (original mods by KilgoreT )...

    As well as converting the LVT mod for M3a1 Half Tracks (I don't think there are M5a1's in FI)...

    I've also broken up the "wave 3-5" reinforcement into its individual waves, just to make things a little less daunting for the player.
    Here's an example of a screwy conversion artifact, a 3 man Sherman carrying Demo charges...

    I've also added some force backgrounds, a rudimentary splash screen, some music & played around with the floating icons... oh & tidied up the tiny concept scenarios with some basic victory objectives & AI plans.
     
    Better get back to swapping those bunkers!
     
    *The late war Marines from the original Pacific mod are now activated by a [brown] tag.
  5. Upvote
    37mm got a reaction from Lucky_Strike in Pacific War Project   
    My suspicion is that it wasn't actually the hedges, more some weird aspect of working on & saving the map to a later version... indeed I just checked @Aquila-SmartWargames later conversion hex edits without any difficulty, Tall Bocage & all.
    Finishing the conversion is taking a little longer than I'd hoped. On the Japanese side, I have to swap out all the British bunkers (at least the ones not burning) for Italian ones... I'm about halfway through that task.
    On the American side, the converted forces were kinda screwy so I had to rebuild & replace a lot of them.
    However the extra time has had some added benefits, for instance motivating me to work on the US uniforms which are now all HBT* (original mods by KilgoreT )...

    As well as converting the LVT mod for M3a1 Half Tracks (I don't think there are M5a1's in FI)...

    I've also broken up the "wave 3-5" reinforcement into its individual waves, just to make things a little less daunting for the player.
    Here's an example of a screwy conversion artifact, a 3 man Sherman carrying Demo charges...

    I've also added some force backgrounds, a rudimentary splash screen, some music & played around with the floating icons... oh & tidied up the tiny concept scenarios with some basic victory objectives & AI plans.
     
    Better get back to swapping those bunkers!
     
    *The late war Marines from the original Pacific mod are now activated by a [brown] tag.
  6. Like
    37mm got a reaction from RockinHarry in Pacific War Project   
    The old mods are based on the British overalls & they kind of fit on the Italian uniforms (plus we get to keep the Italian putees). For the officers I went with the original mod style (German luftwaffe models with the British overall textures).
    It'll do for an early alpha but obviously will need some work.
    Perhaps the polygon count is too low as, currently, the helmet isn't very smooth?
    This morning I did manage to convert the Makin map into CMFI*, so I just need to spend some time swapping the Brits for Italians & we're good to go...


     
    *Very weird one... a simple hex edit didn't work initially so I, naturally, assumed I had to swap out the tall bocage.
    I couldn't see the bocage in the editor because of all the trees so I decided to alpha out the editor tree tiles. Feeling pleased with myself, I then quickly swapped all the "tall bocage" tiles for low bocage.
    Afterwards, the hex-edit worked & I loaded the map up into CMFI... to my great surprise the tall bocage was still there & it turned out that I had swapped all the hedges for low bocage!
    Why this allowed the hex edit to work I'm not too sure.
    Either way, I created a tag [half] to thin out the tall boccage as per the original mod & map design as well as another tag [island] for the ocean horizon.
  7. Like
    37mm got a reaction from Artkin in Pacific War Project   
    The old mods are based on the British overalls & they kind of fit on the Italian uniforms (plus we get to keep the Italian putees). For the officers I went with the original mod style (German luftwaffe models with the British overall textures).
    It'll do for an early alpha but obviously will need some work.
    Perhaps the polygon count is too low as, currently, the helmet isn't very smooth?
    This morning I did manage to convert the Makin map into CMFI*, so I just need to spend some time swapping the Brits for Italians & we're good to go...


     
    *Very weird one... a simple hex edit didn't work initially so I, naturally, assumed I had to swap out the tall bocage.
    I couldn't see the bocage in the editor because of all the trees so I decided to alpha out the editor tree tiles. Feeling pleased with myself, I then quickly swapped all the "tall bocage" tiles for low bocage.
    Afterwards, the hex-edit worked & I loaded the map up into CMFI... to my great surprise the tall bocage was still there & it turned out that I had swapped all the hedges for low bocage!
    Why this allowed the hex edit to work I'm not too sure.
    Either way, I created a tag [half] to thin out the tall boccage as per the original mod & map design as well as another tag [island] for the ocean horizon.
  8. Upvote
    37mm got a reaction from Lucky_Strike in Pacific War Project   
    The old mods are based on the British overalls & they kind of fit on the Italian uniforms (plus we get to keep the Italian putees). For the officers I went with the original mod style (German luftwaffe models with the British overall textures).
    It'll do for an early alpha but obviously will need some work.
    Perhaps the polygon count is too low as, currently, the helmet isn't very smooth?
    This morning I did manage to convert the Makin map into CMFI*, so I just need to spend some time swapping the Brits for Italians & we're good to go...


     
    *Very weird one... a simple hex edit didn't work initially so I, naturally, assumed I had to swap out the tall bocage.
    I couldn't see the bocage in the editor because of all the trees so I decided to alpha out the editor tree tiles. Feeling pleased with myself, I then quickly swapped all the "tall bocage" tiles for low bocage.
    Afterwards, the hex-edit worked & I loaded the map up into CMFI... to my great surprise the tall bocage was still there & it turned out that I had swapped all the hedges for low bocage!
    Why this allowed the hex edit to work I'm not too sure.
    Either way, I created a tag [half] to thin out the tall boccage as per the original mod & map design as well as another tag [island] for the ocean horizon.
  9. Like
    37mm got a reaction from Aquila-SmartWargames in Pacific War Project   
    The old mods are based on the British overalls & they kind of fit on the Italian uniforms (plus we get to keep the Italian putees). For the officers I went with the original mod style (German luftwaffe models with the British overall textures).
    It'll do for an early alpha but obviously will need some work.
    Perhaps the polygon count is too low as, currently, the helmet isn't very smooth?
    This morning I did manage to convert the Makin map into CMFI*, so I just need to spend some time swapping the Brits for Italians & we're good to go...


     
    *Very weird one... a simple hex edit didn't work initially so I, naturally, assumed I had to swap out the tall bocage.
    I couldn't see the bocage in the editor because of all the trees so I decided to alpha out the editor tree tiles. Feeling pleased with myself, I then quickly swapped all the "tall bocage" tiles for low bocage.
    Afterwards, the hex-edit worked & I loaded the map up into CMFI... to my great surprise the tall bocage was still there & it turned out that I had swapped all the hedges for low bocage!
    Why this allowed the hex edit to work I'm not too sure.
    Either way, I created a tag [half] to thin out the tall boccage as per the original mod & map design as well as another tag [island] for the ocean horizon.
  10. Like
    37mm got a reaction from JM Stuff in Pacific War Project   
    No it's the original bitmap too... plus it seems to be accurate.
  11. Like
    37mm got a reaction from Lucky_Strike in Pacific War Project   
    No it's the original bitmap too... plus it seems to be accurate.
  12. Upvote
    37mm got a reaction from JM Stuff in Pacific War Project   
    Well I spent a few hours today going through the old mods & transferring or tweaking the Japanese. This is where we are now...

    ... which is a considerable improvement over the concept videos.
    I've a few more things to tidy up & sort out but we're basically already at an early alpha stage (which i'll release soon).
  13. Like
    37mm got a reaction from RockinHarry in Pacific War Project   
    No it's the original bitmap too... plus it seems to be accurate.
  14. Like
    37mm got a reaction from Artkin in Pacific War Project   
    Well I spent a few hours today going through the old mods & transferring or tweaking the Japanese. This is where we are now...

    ... which is a considerable improvement over the concept videos.
    I've a few more things to tidy up & sort out but we're basically already at an early alpha stage (which i'll release soon).
  15. Like
    37mm got a reaction from RockinHarry in Pacific War Project   
    Well I spent a few hours today going through the old mods & transferring or tweaking the Japanese. This is where we are now...

    ... which is a considerable improvement over the concept videos.
    I've a few more things to tidy up & sort out but we're basically already at an early alpha stage (which i'll release soon).
  16. Like
    37mm got a reaction from Aquila-SmartWargames in Pacific War Project   
    Well I spent a few hours today going through the old mods & transferring or tweaking the Japanese. This is where we are now...

    ... which is a considerable improvement over the concept videos.
    I've a few more things to tidy up & sort out but we're basically already at an early alpha stage (which i'll release soon).
  17. Like
    37mm got a reaction from RockinHarry in Pacific War Project   
    Yeah we figured out fairly early on that you could flood the CMSF trench terrain with water (indeed we initially thought we might have discovered a bug) however it wasn't until I started playing around with some of @dragonwynn's Heart of Darkness maps that I realized just how much terrain could be flooded.
    Here you can see the new style rice paddies (which will feature in the next version of H&E)... they are shallow ford tiles set to, say height 6, whilst the field tiles around them are set to height 5.
    The flooding only reaches one action square so you have to create a gridwork of shallow ford squares & surrounding fields.
  18. Upvote
    37mm got a reaction from Lucky_Strike in Pacific War Project   
    I can't recall tea plantations in my vague memories of reading about the fighting in Burma and it seems unlikely to me that there were many tea plantations on Pacific Islands.
    To be honest, we need some Asian-Pacific War grogs really.
    Funny aside, grape plantations are suprisingly common in modern Vietnam... French influence and all.
  19. Like
    37mm reacted to Kuli in Pacific War Project   
    if you can send me the terrain mod when its done i can try my hand at some scenarios @37mm
  20. Upvote
    37mm got a reaction from Lucky_Strike in Pacific War Project   
    I once wasted a month in blender trying to get a palm tree like this into SF2...
    https://www.dreamstime.com/stock-photo-river-scene-many-palm-trees-southern-vietnam-dong-thap-image69445091
    Replacing one of the huge Pine trees with something like a tall Dipterocarp...
    https://www.indefenseofplants.com/blog/2017/12/5/dipterocarps
    Also a teak tree would be cool...
    https://en.wikipedia.org/wiki/Teak
     
    We replaced hedges with lowbocage in H&E as we didn't need the straight look of hedges & we ocassionally used them to thicken up jungles.
    I like your thicket idea though, for CMFI, perhaps the grapevine .mdr's would be a better choice to play around with? Infantry & vehicle movement is severely hampered by them already.
  21. Like
    37mm got a reaction from RockinHarry in Pacific War Project   
    For H&E marsh was used to create rice paddies... although last year I did find a (time consuming) way of making actually flooded with water fields.
  22. Like
    37mm reacted to kohlenklau in Pacific War Project   
    @37mm
    I never even downloaded it, did LLF's PTO mod have UI mods for IJA ranks and portraits and voices done? If not, I could offer to work on that aspect of the project in a year or so. Or over the next year or so as time allows, if you follow me. If somebody has ANOTHER war game and it has "harvestable" IJA voice wav files and I am told what they basically mean, I could do the renaming and copying to flesh out the designated voice pack in CMFI. I assume Italian voices would be replaced with Nihongo? Italian ranks and portraits replaced with something 1941-ish?
    Working on a CM mod project has its ups and downs. But the groupies are hot and flying business class to the meetings is just awesome.
  23. Like
    37mm reacted to RockinHarry in Pacific War Project   
    I could have a look at my Steam version Red Orchestra 2 with Rising Storm and whether it has Jap voices harvestable maybe.
    Edit: files is all *.upk packed file format to be opened with Unreal Development Kit only it seems. This I don´t have but can be downloaded from the net. So files (and jap voices) is there, but I can´t see detailed content.
  24. Like
    37mm reacted to Kuli in Pacific War Project   
    Biggest Challenge would probably be the Japanese uniforms themselves, a suitable model needs to be found, A suitable timeframe would probably be 1943-45 in my opinion. Vehicles are an even bigger hassle. I also think its non essential given the state of the IJA that late in the war. Maybe I should start working on scenarios in the meantime, Okinawa, Peleliu, etc. USMC uniforms might not be as hard to cook up.
  25. Like
    37mm reacted to Kuli in Pacific War Project   
    I also checked out the LLF pacific mod modified by SWG and it seems most stuff is already there, just needs to be modified to fit into CMFI
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