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37mm

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  1. Like
    37mm reacted to snake_eye in Flanking The Fortress - Hill 531 (Tunisia) - WIP   
    @Blazing 88's
    File sent to your Email address
    Remaining
    @Broadsword56
    I have 4 files. The original, two I worked on (map and ??? don't recall) and the one with the final A.I work. It is that one I sent to Blazing...
    Cheer
  2. Like
    37mm reacted to kohlenklau in NEW CMFI SCENARIO WITH MODS - "BLAZIN' CHARIOTS" (AN OLD ASL SCENARIO)   
    My "take" on an old ASL scenario "Blazin' Chariots" is now available at my goody box, CMFI folder, CMAK2 subfolder 
    NOTE: You can play as either side vs the enemy AI.
    There are some interesting mods in use. You need the [afrika] mods as well as the special folder of mods I made just for this scenario.
    Get folders A, B, and recommended for atmosphere to eventually get folders H & J
    https://www.dropbox.com/sh/icm3a2cnnfebzv5/AABxI54rnRxig2gmgMQcCuc2a?dl=0
    I did things here to achieve the best look. I understand it might not be for everybody.
    But give it a try and have fun!
  3. Like
    37mm reacted to kohlenklau in North Africa Mini Mod   
    "Kasserine Bahnhof"   Try this as Axis vs AI. CMFI GL. use the africa mod of course....plus the additional scenario specific mods in the download.   https://www.dropbox.com/sh/7v2livbe9t9btpj/AACgwdDiMGcQhDCeC-ewLyUZa?dl=0
  4. Like
    37mm reacted to kohlenklau in North Africa Mini Mod   
  5. Like
    37mm reacted to kohlenklau in NEW CMFI SCENARIO WITH NEW MOD: "AFRIKA Clash of Armour" (An old Tobruk System scenario)   
    It is in my Goody Box CMFI folder CMAK2 subfolder as "AFRIKA Clash of Armour V2" PLAY ONLY AS AXIS VS ALLIED AI
    Grab the scenario here for quick express service: https://www.dropbox.com/s/vz5xizcg0p8db3g/AFRIKA Clash of Armour V2.btt?dl=0
    Grab the new mod here but don't peak! https://www.dropbox.com/sh/y8glk2ujdypa0xe/AADxDd8dN12Hr7bAAuoodvt2a?dl=0
    If you don't already, you gotta have CMFI CMAK2 Folder A and B as well. Go to Goody Box link in my signature
    ^
    1330, 27 May 1942. 5 miles southeast of Bir Hakeim. The sky is a haze of dry desert dust kicked up by a light wind from the south. It is hot.
    ^
    You are an Oberstleutnant of the DAK. Your kampfgruppe of 15 panzers is ordered to proceed forward to enable a right hook around the dangling flank of the British line. 
    ^
    The mission is simply to proceed east and exit to represent heading onward. Hit alt-J to see the generous strip of exit zone ALL along the map's eastern edge. 
    ^
    The Englanders are aware of our strategy. It is expected to be met by anti-tank guns or tanks somewhere ahead.
    ^
    You are up in the turret scanning for contacts. The terrain is mostly flat. There are some hillocks between you and your exit zone objective. You have 10-15 minutes to cross to the east and exit. You get points for the destruction of enemy units. They get points for blocking your exit and destroying your tanks.
  6. Like
    37mm reacted to kohlenklau in kohlenklau CMFI North Afrika QB map-mod project   
    Here is a desert battle. Axis vs AI ONLY right now.
    Bloody Wadi
    https://www.dropbox.com/s/vrc9g4ysmidb8f3/Bloody Wadi.btt?dl=0
     
  7. Like
    37mm reacted to kohlenklau in kohlenklau CMFI North Afrika QB map-mod project   
    This isn't even the HUGE ARSE map for desert warfare set at the maximum of 3488 meters in width by 5126 meters in depth.
    This is just BIG MAMA EL MECHILI ~3000m wide by ~1500m depth 
    <<just recently decided to increase it due to German and Italian "infiltrators" in the Gardner's Horse scenario, still working on the wadi and roadnet and "undulations"...>>

  8. Like
    37mm reacted to kohlenklau in kohlenklau CMFI North Afrika QB map-mod project   
    "ITALIAN SAPPER REARGUARD "
    It is 0920 on a winter day in the Libyan deserts of Cyrenaica. A light wind comes from the northwest. It is raining and the ground is damp. You are just east of the safety of the Italian garrison at Bardia. That safety is not your destination. Your mission is to act as the rearguard and allow the escape of a
    battalion of Italian soldiers. A beaten and defeated unit, low on ammo and on their last legs. Some are in trucks, some shuffle along on foot.  
    You are attached to Gruppo Corleone of the XXXII Guastatori Battalion. You have trained and fought with this small group of men since last year. The burdens of your elite status have thinned your ranks. You are called on again today to perform above the highest standard of valor and selflessness. 
    The British are right on the heels of your Guastatori trucks! A mechanized force with light tanks.
    Select your initial positions very carefully. There is one large red set up zone for the forces you CAN position. The trucks coming up THE MAIN ROAD are part of your rear guard. Move them at top speed to a safer area to get into position as part of the defense.
    The exit zone is your objective for the retreating Italian unit coming by truck or by foot ON THE SIDE ROAD. Several more convoys are expected. Move them at best speed to the exit zone.
    Achieve Points by exiting those defeated soldiers and by destroying enemy units. If you have less than 10% casualties for your side, you get a bonus.
    Study carefully your Guastatori unit to fully utilize its capability. You also have 2 foxholes and 3 sets of mines. Take 15 minutes to achieve your mission. Your own escape is not part of this battle...
    get it here! https://www.dropbox.com/sh/icm3a2cnnfebzv5/AABxI54rnRxig2gmgMQcCuc2a?dl=0
  9. Like
    37mm reacted to kohlenklau in kohlenklau CMFI North Afrika QB map-mod project   
    General Note:
    At the bottom of my posts is my "signature" and has a link to my Goody Box. My humble offerings to the CM community. Note: Some stuff is stuff I have collected up and was modded by others. The modder's name might be on the folder? But not always...
     I tried to organize it by game title. So go to the folder that interests you and take a gander. If you like something, please Pilfer away!
    I am TRYING to do my dropbox like a self serve eatery.
    I TRY to label new folders with the date in DDMMYYYY format
    and
    I TRY to avoid not having the mods for a scenario I offer.
    The modtagging is in progress for [afrika]. 
    But I am human and make mistakes.
    So please holler if anything looks odd on screen, there is almost always a reason. If I know, I can look and try to fix.
  10. Like
    37mm got a reaction from Lethaface in Heaven & Earth: Project discussion thread   
    This week my hiatus from H&E ended &, fully refreshed, I've begun working on 0.98 (working title 'Blood in the Water').
    An old, french @RommL campaign provided to me by @CMFDR has been given a simple, modern makeover.
    Work is also progressing on a second 'Imperial Cavalry' campaign & experiments taking place for a third 'Combined Action Platoon' campaign.
    I've also sourced some new Vietnamese voice files as I want to update the voice mod.
    Rice paddies in H&E have often been represented by modded swamp tiles (although the [paddies] tag activates 'shallow paddies' represented by crop 1 tiles) however I've recently figured out a way to flood fields themselves.
    The following 'tidbit' shows the new flooded fields experiment...
    ... the actual map being used for this experiment is, as per usual, originally by @Combatintman.
     
    Finally, anyone interested in joining the H&E team & helping out with content creation is more than welcome to message me.
  11. Like
    37mm reacted to The Steppenwulf in UI mod - Juju etc?   
    Currently I have a UI mod for SF2 in the works. I wanted to release it before now but I'm trying to go one step further than the BS mod and improve on some things. I hope to get it to a place where I'm happy with it in a month or so There'll also be an update to the BS mod since many aspects of that mod have evolved since the last version. Here's a screenie shot from my SF2 version (by way of preview) of what you'll get.


  12. Like
    37mm got a reaction from Sgt.Squarehead in Heaven & Earth- The People's Beta   
    Well... change every .wav in the H&E modpack to the settings used in the test .wav's (48000 Hz IIRC).
    Or wait until I get round to it (now that I know the test settings work for macs)?
     
    If you mean the "Tags for scenario creators" folder then no... not unless you intend to create some scenarios.
    If you mean the various "zzz tagged options" in the H&E modpack... yes, they are very much needed. Keep them in the modpack.
  13. Like
    37mm got a reaction from Sgt.Squarehead in Heaven & Earth- The People's Beta   
    Heaven & Earth, the "Vietnam-esque" Super-mod, is proud to release the 'People's Beta'...
    Enjoy & don't hesitate to give the team some feedback.
     
    Download link (includes the manual)...
    https://www.mediafire.com/file/xal53h0dxyuznse/H%26E_0.97.7z/file
    The manual only (for those who just wish to peruse) link...
    https://www.mediafire.com/file/yq8h8zuswecmj3z/H%26E_0.97_Manual.pdf/file
     
     
    Content includes...
    Four "Bong-Hai Civil War" Era Campaigns- -The amazing 15 mission "Year of the Rat" by @puje,
    -A 15 mission People's Militia concept campaign by myself (The Special War).
    -A conversion of a 7 mission CMA campaign originally by @Fredrock1957 (now dubbed Major Nguyens Command).
    -A, tweaked, 7 mission Urban "conversion" campaign (The Second Battle of Ikke) by myself.
     
    Sixteen "Bong-Hai Civil War" Era scenarios -By far, the most impressive mission is the epic & original 'A miserable damn performance' scenario by @Combatintman.
    -Most of the remaining scenarios are "conversions" (some of the scenarios from the 'Open Beta' have been tweaked).
     
    One Modern era Campaign- -(Battle of Quy Ly- 4 missions) A rudimentary conversion of an old (very old) campaign by @RommL. Primarily an experiment in seeing what it takes to update a CMSF campaign, I made a few quick alterations and beefed up the opposition somewhat.
    Nine Modern Era scenarios (one original scenario by @Sgt.Squarehead and eight simple conversions by myself).  
    Three Quick battle map conversions by @Combatintman.  
    Installation & set-up
    The Heaven & Earth modpack is designed for CMSF2 version 2.03 or 2.04, it is advised that you use no other mods alongside Heaven & Earth as it is a complete package with a unique UI, sounds, scripts, special effects, vehicle's & weapons... many of which are swapped internally by the use of tags.
     
    Place the mod pack into your empty mod folder in C:\Users\user\Documents\Battlefront\Combat Mission Shock Force 2\User Data
    Place the contents of the scenario folder into your scenario folder in C:\Users\user\Documents\Battlefront\Combat Mission Shock Force 2\Game Files
    Place the contents of the campaign folder into your campaign folder in C:\Users\user\Documents\Battlefront\Combat Mission Shock Force 2\Game Files
    Place the contents of the map folder into your map folder in C:\Users\user\Documents\Battlefront\Combat Mission Shock Force 2\Game Files
     
    For Steam users...
     
    Place the mod pack into your empty Z folder (you may need to create this) in SteamLibrary\steam apps\Common\Combat Mission Shock Force 2\
    Place the contents of the scenario folder into your scenario folder in SteamLibrary\steam apps\Common\Combat Mission Shock Force 2\Games Files
    Place the contents of the campaign folder into your campaign folder in SteamLibrary\steam apps\Common\Combat Mission Shock Force 2\Games Files
    Place the contents of the map folder into your map folder in SteamLibrary\steam apps\Common\Combat Mission Shock Force 2\Games Files
     
    In terms of settings, because Heaven & Earth maps are often more complex than the desert maps of CMSF2, you may find it useful to slightly reduce your '3d Model Quality' settings. 'Balanced' or 'Improved' should be sufficient for smooth gameplay. Remember you can change your '3d Model Quality' in-game using Shift+[ & Shift+]. You can also toggle shadows with Alt+W.
     
    Some of the newly created objects may look odd with shaders off. Alt+R will toggle your shaders in-game.
     
    Changes from the 'Open Beta'
    Scripts text file updated for latest (2.03) patch. Animations: Altered "Jump" animation. Editor: New look Environment: New ground brush red, hard ground brush red, gravel & heavy rock textures. Distant bitmaps enlarged to CMSF2 sizes, new distant dirt bitmap. Tweaked red dirt texture. Tree 2 less vibrant, many distant tree bitmaps have been tweaked/made darker. Different 'moodier' overcast clouds. New road mix. New background. Distant bush textures added. Buildings: Aquilla's Temple roofs added. Defensive works: Tweaked barbed wire colour.  Wire fences also tweaked. ME soundscape: updated to 1.5 (generally snappier & crackier)... also a modern era 'end of battle' track added. UI: Placeholder potraits for modern Bong-Hai forces. UI: Blue Syrian icons added, dutch icons added. Some era/tag specific icons added. UI: Era specific compasses added. UI: Era specific ranks & branch icons added. UI: Hi-vis TRP, by JuJju, added. Also alternative surrender flag added. Blue Infantry: British & Dutch DPM uniforms tweaked. Placeholder German flecktarn uniform replaced by JMDECC's uniform. Red Infantry: Modern Mechanized/Guard uniforms now using a recoloured JMDECC uniform. Vehicles: UK Mortar Bulldog LOD issues fixed. Large Humvee pick-up fixed. [bhcw] A few helicopter sound replacements. [bhcw] New helmet textures for the 'Imperial Cavalry/Red Airborne'. [bhcw] BTR-60pb LOD issues fixed. [bhcw] New building 5. [burnt] New tree 2 & bush 2 burnt stumps, new terrain combinations inc a burnt 'rocky red' floor. [spad] A few extra propeller aircraft sounds. [rvnaf] Period appropriate aircraft silhouettes. The few missing voice files were filled. [rickety] 16m & 32m steel span bridges now also get converted into wood bridges. [delta] Background tweaked & hazy/thick hazy background fixed. [paddies] Wetter looking mud, new tall green grass & weeds. Background tweaked. [mountains] New bush doodads, new grass & weeds. New tree 3. Tree 5 tweaked. Several new ground tiles. Greener grain tile (for the poppies). New building 4 & 7. Tweaked sky. [boonies] Wire fence model swap deleted. [daybattle] & [nightbattle] Three new 'distant battle' ambient sound tracks for use during extensive fighting. Activating [nightbattle] during non-night hours will turn on the dawn/dusk battle ambience. [cache] Blue syr icons added. [ikke], [burnt] & [burnt ikke] New Background, sky & terrain combinations. [night] If activated during the day this will now also activate dawn/dusk ambient sounds. [arclight] New tag which expands the invisible M129 Stryker concept with additional invisible or inaudible extra's (floating icons, US crew & chatter).  
  14. Like
    37mm got a reaction from Sgt.Squarehead in Heaven & Earth- The People's Beta   
    "A bit"
     
    -Awesome 15 mission campaign
    -The Tiger Stripe uniform
    -Vastly improved Asian Faces
    -New Helmet textures
     
     
     
  15. Like
    37mm reacted to Probus in CMRT Alternate Silhouettes v1   
    Here is what I've found so far:
    https://www.thefewgoodmen.com/thefgmforum/threads/silhouettes-with-weapon-data.31899/
  16. Like
    37mm reacted to Marco Bergman in Alternate Silhouettes v6 for CMBN2 & CW & MG   
    http://cmmods.greenasjade.net/mods/5021/details

    Mod for CMBN2, Commonwealth module, Market Garden module. (Handles all 3 in any combination.)

    Replaces silhouettes and weapons with various alternate options. V6

    14x vehicle silhouette options
    13x weapons options

    Weapons options include range, and range+calibre, with choice of 1st aid symbol or yellow for wounded.

    Silhouette options include effective range, full sets of numeric data, and bar graphs.

    Red-green colourblind people fully supported.

    Tested by :
    Aris
    eniced73
    Fer Man
    Julian Johnstone
    Chad Lennerts
    John Nash
    (Thanks guys, you did a great job.)

    This mod is huge (+6000 tiles). There may be some small errors. Please let me know immediately if you find anything wrong and I'll fix it.

    The bglow version may be the most compatible with the Juju mod.

    For now this mod will only be on CMMods, until I'm sure no last minute bugs are found. I'll upload it to the repository in a few days.




  17. Like
    37mm reacted to fireship4 in Mods by Bil Hardenberger, BTR, Kieme, Vein, & Zveroboy1: New Backup Location   
    I am moving my backups of some Black Sea mods to a new location.  If any of the included authors with me to desist, please PM me and I shall do so.
    I took the liberty of renaming some seemingly mis-named normal map files in one of Kieme's files, and note there seem to be some missing in at least two others (though this in particular may be intentional if the changes are small).
     
    https://www.dropbox.com/sh/fdgcyjxwy99csp5/AAB2HVemThOm9vyqdj2lj_I8a?dl=0
     
  18. Like
    37mm reacted to Bartimeus in CMFS2 solo campaign(work in progress) : Oil Thirst - RED(player) vs BLUE   
    Hello !
     
    A little and quick update on the progress :

    Mission 1 WIP
    Mission 2 is tested, updated and almost ready to roll(need just briefing)
    Mission 3 is tested, updated and almost ready to roll(need just briefing)
    Misson 4 ready, tested. Need just briefing and its ready to roll
    Mission 5 Worp in progress
    Mission 6 ready, tested, need briefing and its ready to roll
    Mission 7 is tested, updated and almost ready to roll(need just briefing)
    8 to X : Work in progress
     
    thanks !
  19. Like
    37mm got a reaction from Lethaface in Shock Force 2 Unofficial Screenshot And Video Thread   
    The thread needs a bump and I just recently played @Zveroboy1's "Sniper in the Corn" scenario, so...
     
  20. Like
    37mm reacted to Zveroboy1 in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ---------------
      DESCRIPTION
    ---------------
    This is a modification pack designed for the Battlefront game Combat Mission Shock Force 2 which replaces the textures of buildings and walls.
    This pack draws its inspiration from the Syrian city of Aleppo. While it is probably suitable for any area in the Middle East, it is specifically based on pictures of Aleppo and the surrounding region and tries to capture the particular architecture, building materials and colour palette of this city.
    Almost all the textures are twice the size of the default textures, except building interiors, floors and minor details.
    It includes twelve new buildings; eight that replace the default ones and an extra four as a bonus. These four extra buildings shouldn't appear in any existing scenarios. They are designed to be used by scenario designers or map makers in their future projects and will require the players to also have them installed in their mod folder to be visible. Otherwise they will just be replaced by the game with a random building texture.
    The four extra buildings are :
    building n°9 : an affluent residential house cleaner and less derelict looking than the rest.
    building n°10 : a school or an official or governmental building.
    building n°11 : an extra sandy coloured house that doubles up as a mosque.
    building n°12 : an additional dirty white greyish building.

    --------------
       MODTAGS
    --------------
    There are two modtags:
    [aleppomosque]
    This modtag modifies the building n°11 to make it look like a Syrian mosque.
    [alepposhop]
    This tag replaces the facades of four of the single storey buildings with shopfronts or garage doors. It only replaces single storey buildings and doesn't affect multi-storey buildings at all.
    It is best used to represent bazaars or small shops placed in between taller buildings.
    Indeed, since the shopfront texture will show on all sides of the buildings it is preferable to place normal buildings adjacent to the left and right of the shop(s) to get a better visual effect.
    The other downside of this modtag is that you automatically get four less single storey buildings to use for normal purposes but I felt it was worth including because it adds a nice touch to towns and cities if used right.
    --------------
     INSTALLATION
    --------------
    Extract the mod in your Documents/Battlefront/Combat Mission/Shock Force 2/User Data/Mods. If there isn't already a folder named 'Mods' just create one.
    For Steam users, extract the mod in your Shock Force 2/Data/Z folder.
    --------------
       OPTIONS
    --------------
    There are two sets of options :
    One for the colour of the mosque dome, please consult the separate readme located in the 'details and others' folder.
    One used to add or remove propaganda posters and flags on the facade of some buildings and shops to add a bit of local flavour. There are three options available : Syria, Iraq or generic. There is a readme included inside the 'Building Options' folder for details.
    --------------
       CREDITS
    --------------
    I took the liberty of adding a slightly desaturated version of Pete Wenman's rural wall, included in the SF2 Squalor mod, to make it blend in a bit better with the rest of the mod. I hope he doesn't mind.
    ---------------
    DOWNLOAD
    --------------
    https://www.dropbox.com/s/ep5yue290qn9jfw/Zveroboy's Aleppo Buildings Pack.rar?dl=0

    Zveroboy
    July 2021
  21. Like
    37mm reacted to Zveroboy1 in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    Some more pictures :



  22. Like
    37mm reacted to Zveroboy1 in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ------------------------------------
    The Map : New Aleppo District
    -----------------------------------
    Located just to the west of Aleppo proper in Syria, it is a dense residential area built in the 80's.
    Map size : 1200 X 900 m
    This is just a raw map, no setup zones, objectives or anything. Probably requires some cropping to make it suitable for a scenario or a PBEM.


    Install :
    Extract in my documents/Battlefront/Shock Force 2/Game Files/Scenario
    Download :
    https://www.dropbox.com/s/1xg16nl6esiays5/SYR - New Aleppo District.rar?dl=0
  23. Like
    37mm reacted to Freyberg in Finished Frey CMFI Map Pack 1   
    Thanks heaps for your kind encouragement.
    As for the AI orders. I don't have the blueprint for how CM uses AI groups in QBs, but I've fiddled around a lot. I've heard the theory that the AI only chooses a small number of AI groups and ignores the rest, and I don't know for a fact that this theory is wrong, but I have found that giving the AI more groups leads to a more more satisfying game.
    1) AI on the Attack (human player defending)
    I played each of these maps in at least one of their incarnations (Assault, Attack, Probe), and I based the AI attack roughly on my own attack strategy. I didn't test them all on the defence (AI attacking), but I did enough to get a feel for what would be fun (the AI is not at its best on attack, but some of them were pretty exciting). I never used less than 6 AI groups, typically at least 2 axes of attack (more with bigger maps), each with echelons, so that there is always overwatch, and the attacks are complex and based on AI groups going for key terrain, not just charging forward. I used a LOT of 'Maximum Assault' - counter-intuitively, I learnt in one of the threads that this command is more like 'Hunt' than 'Assault'; the AI will not banzai forward but instead will stop and engage. The attacks are relatively slow and measured (though hopefully not boringly slow) - they are designed to fit within the recommended time-frame of the map. There should be long sequences where the AI is creeping forward from cover to cover, pausing to fire while other elements move forward. I really tried hard to avoid Turkey Shoots. 2) AI on the Defence (human player attacking)
    In each plan, I always set up at least one AI group, covering the entire map, with no movement orders, set to 'ambush 1000m', in case the player has AT guns (which I personally love to allocate to AI defender). I was trying to do my best to avoid the 'gun limbered' situation (this still cropped up once or twice, but it was rare - I don't know how to eliminate it completely). I've found if I give the AI complete control of the map, (a) it will surprise me with gun placement (and I made these maps more for myself than anyone else, and (2) it does a good job of covering the approaches to the Objectives. In each plan, I usually set up one AI group, covering the whole map, with no movement orders, set to 'normal', in case the AI needed to place mines (as above, I wanted it to surprise me, so I could enjoy the map, and I think it does a good job). I never used 'Ambush Armour' at all, so the maps can be used for infantry-only battles. There are 4 defender AI plans for each map. One is usually quite static, sometimes with a little bit of fallback over time; one is usually aggressive, with spoiling attacks or counter attacks; the others are just what I felt like at the time, bits of fallback, bits of local counter-attacks, whatever. There are usually at least 6 AI groups (except on very small maps), or more. Bare bones defence is 2 static groups (see above), plus 2 axes of defence, each with 2 groups, so one should be covering the other's retreat or attack as they fall back or counter attack.
    (Again, I really can't tell how the AI allocates groups, but the more I played, the more I found the maps with more AI groups were more fun to play and more unpredictable, so despite being the designer I couldn't predict what the AI would do). Groups with movement orders usually have a larger number of short distance movements, executed reasonably frequently, rather than a small number of long movement orders (not always though, sometimes they'll flee to the back, regroup and counterattack; you never know). The reason for this was (a) to avoid the situation, particularly with armour, where the tank just sits there and lets you find its weak point - although there are some purely static defensive AI plans, most of them allow the enemy to reposition regularly, which hopefully makes it more fun; and (b) by using multiple, different AI groups, with overlapping movement and pauses, I wanted to avoid the Turkey Shoot counter-attack. It doesn't always work, sometimes the AI redeploys somewhere dumb and gets itself killed - but it seemed to work well enough often enough that I enjoyed playing these maps myself, and despite having designed them, I generally didn't know what the AI was going to do next. Sometimes they were even really hard and I had to go back to a save-game to win
  24. Like
    37mm reacted to contrails in Hi-res horizon   
    I've stitched together a custom horizon texture at 2x the resolution of the original textures. Sampled from pictures of the ukranian countryside

    some pictures of it in action:
    https://imgur.com/a/vg0eTJH
    a subtle difference, but the more pixels the better, right? hope you beautiful people enjoy
    http://www.mediafire.com/file/mj48x5pesk89g6s/cmbs_horizon.zip/file
  25. Like
    37mm reacted to Hetzi in CMSF1 scenarios & campaigns   
    Are you kidding me?!?! 646 "new" scenarios?! This is... just amazing! Thanks alot!
    Hmm... now I just have to get rid of my wife.. and my work.. and my friends.. and CMFI, CMFB, CMRT, CMBN, CMCW,  CMBS, and Arma3, and..
    (Why the hell did I only see this thread today? Tomorrow, my wife is coming back from vacation ... *! # @% ) 😲
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