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Vossiewulf

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Everything posted by Vossiewulf

  1. Well I'm trying to get the non-grid and terrain generator zips uploaded, cmmods is fighting me atm. And thanks Stardog!
  2. This is something I've been working on for a while, which is now in the process of being uploaded to cmmods. It's not meant to look like any specific area, it's just my take on a generic ETOish terrain. And I know there are fabulous mods of all of these things already, I just enjoy doing my own versions. What I'm uploading now is the summer terrain, gridded and non-gridded. I've done the fall stuff also, just need to get it organized and uploaded. Below are a buttload of screenshots. Obviously from the gridded version of the terrain. I'm also uploading the combination big photoshop .PSD file and some actions that allowed me to largely automate the process of generating new base terrain (grass, sand, arid rocks, etc.) tiles. Below is from the instructions (included in a text file in the zip) which explains what it is and how it works (hopefully). Merry Christmas and happy holidays everybody! CMAK Terrain Generator: As you can see, there are two parts to this: the .PSD file and an action set. The PSD file is 512 x 10240 (512x20) pixels, and therefore can contain a complete set of terrain tiles for any ground type. First extract the .PSD file to wherever you want on your machine, it doesn't matter as long as you can find it and open it in Photoshop. Then extract the CMAK Terrain Generator.atn file to your Photoshop\Presets\Photoshop Actions folder, restart Photoshop, open the CMAK Terrain Generator.psd file, and look at the Actions palette. There should be two new actions: Tile Terrain - this action allows you to tile a single 512x512 tile into all the slots in the terrain generator .PSD file. To use it: 1. Place your terrain tile in the far leftmost slot in the PSD file in its own layer. 2. Open the Actions palette and play the Tile Terrain action. Pretty tricky eh? It will copy your tile all the way across to all of the slots. Next you have to set the right endpoint. There are two layers in the .PSD file which do this, one a hue/saturation/lightness adjustment layer, and a brightness/contrast adjustment layer. Both use layer masks such that they have no affect on the leftmost tile, and full affect on the rightmost tile, increasing its affect 5% for each tile across. Double click on either or both of those layers, and it will bring up either the hue/saturation/lightness or brightness/contrast dialog. Fiddle the sliders until you're happy, and hit ok. When you're satisfied with the way the rightmost tile looks, you're ready to use the terrain save action. This action selects each tile of the PSD file in turn, does a copy merged, opens the appropriate CMAK .bmp file, pastes the new tile in, and then flattens and saves the .bmp. It repeats this process for all 20 tiles, and all 20 .bmp file of a given terrain range. Unfortunately, the way Actions open files, the paths and file names are explicit. So if your installation of CMAK is not E:\program files\Battlefront\CMAK, as it is on my machine, the terrain save action will not work out of the box. To make it work: 1. Go to the Action palette and expand the Terrain Save 1550-1569 action. 2. Double click on each of the Open steps in the action, and browse to the correct file fir each Open step (wherever they are on your machine), select the correct file, and hit OK. It's a pain in the butt, but once it's done you will like the results. Once the paths are corrected, you just hit the Terrain Save action, and it will automatically copy a complete set of terrain tiles to CMAK. Photoshop will automatically save the changes to the action, so you should only have to do this once. Since the Open step of the action controls what set of .bmp files you're saving to, you can use this .PSD file for any of the CMAK terrain- grass, arid rocks, sand, etc. Just make a copy of the Terrain Save 1550-1569 action, and edit the Open steps to open the files for whichever terrain you want to change.
  3. Maybe I should have mentioned that it's an ETO Pz-IVG (Late). Details details.
  4. Pulled out most of the stops on this one. Much like the Sdkfz 251/1, I included the Photoshop .psd files in the archive, in case anyone wants to use this as a base for further mods- the camo pattern is done via layer masks. It has a 16th Panzer insignia, and there's a 5th Panzer insignia in the .psd files. And although I sincerely doubt there were ever 8 simultaneously active panzer regiments in the 16th, using the 808 unit number allowed it to mirror correctly so we can have something approximating the real unit numbers. And Marcus, I think you were right, the 251s are too bright, sigh, even for daytime. So I'll probably upload yet more versions. And happy belated Turkey Day.
  5. Fredrock, knowing how much work these things are, all I can say is this is a major achievement. Grats to all involved!
  6. Thanks Tarkus;) I actually hadn't seen yours when I did mine...had just gotten back into CMAK. I like alot of the elements of your interface too, interesting to see how you solved some things differently. I hope it doesn't keep you burned out, would be nice to see you do more. And thanks Blah;)
  7. I uploaded the 251/1 with toned-down dunkelgelb to cmmods. Working on it, Vergel;)
  8. Pirx, sorry I missed your question. I did a Tiger mod for CMBB, if you have both and access to the .bmp list you could save them to the right numbers yourself. But I'll probably do the number conversion and upload it at some point, same with the the CMBB Panther D I did. Sherman I haven't done. I'm sure I will at some point, if I don't get distracted;)
  9. Thanks Aragorn, glad you like it:) The 251/2 has been uploaded to cmmods. I'm also going to revise the 251/1- in one of those silly things you do sometimes, I didn't notice that the scenario I was using the preview the work as I went along was set to dawn, and therefore was a bit dark. As a result, I let the dunkelgelb color get a bit lighter than it should be. I will upload the revised version separately, so folks can choose which one they like better. The 251/2:
  10. Thanks Mikey, glad you like them. You too, mrpwase, sorry I didn't answer before;) And you're right, getting the 40mm Bofors that far was not easy! There is no splash screen for the UI mod, wasn't sure at the time if people would want that changed. I'll be turning to the out of game interface at some point, I'll take a shot at it then.
  11. Anyone using the UI and have any opinions? According to cmmods, lots of people have downloaded it, but haven't heard a yea or nay from anyone besides Paul;)
  12. Thanks Patboy. I spent a bit more time with this latest one, it is mostly from scratch. Since I wanted to use these files to do the 251/2 and 251/10 as well (which will be uploaded shortly), I spent time setting the files up such that camo colors and patterns could easily be changed. Therefore I have included the .PSD files in the archive along with the game .bmps, in case someone wants to try their own patterns and colors. If you just want to change colors, simply change the color values of the three camo layers. If you want to change the camo pattern, fill the red and green camo layer masks with black, and paint back into them with white- all of the panel line, etc. detail is built into each of the layers, so changing the camo pattern is just a matter of deciding which layer to expose at which points via the layer masks.
  13. Enigma, the same things I fix with all the mods: the weirdly squashed histogram of standard BFC textures, color, saturation, then lots of handwork to correct highlights/shadows and other visual details of the textures.
  14. Cruiser Mk.IV (A13 Mk.II) North Africa is up on cmmods.
  15. Thanks Heinz, trying;) 2pdr Portee is up at cmmods.
  16. I'll put screenshots for anything I do here, rather than in the UI thread. Got the German and British trucks, North Africa, uploaded. Screenshots below. The 2pdr. Portee should be up this evening. I still have a bunch of British desert armor mods coming, the problem is that although I keep promising myself I will just zip what I have and send it, I inevitably end up fiddling with each again...sigh.
  17. I also ported my CMBB faces over to CMAK...which consisted of the tricky steps of renaming the zip file and uploading it to cmmods under the CMAK section.
  18. Managed to get the Commonwealth artillery and gun mods organized and uploaded. Screenshots below. Note that Pt. II shows in the cmmods list as only being for the 20mm Oerlikon AA- for some reason the Australian 47mm AT Gun, 75mm M37 Field Gun, and 18 pdr. Howitzer are not on the selection list when submitting.
  19. At 570 files per UI mod, don't hold your breath on me doing CMBB soon;) I did get the German artillery/gun mods up a while ago, however. Next up is the British artillery/guns and the British vehicles.
  20. Daffy, MikeyD, good to see you again:) And glad someone noticed the zorro mask! Thanks everyone for the kinds words. I just uploaded a few German desert mods, plus the full arid rocks terrain seen in the image above. I have a bunch more, finally getting around to uploading them. Screenshots below.
  21. I started fiddling a few things to make them easier for me to see, next thing I know I had modded the entire CMAK in-game interface. Works well for me, your mileage may vary of course Thanks to junk2drive for testing and suggestions! It can be found at CMMODS. Screenshot below. http://img403.imageshack.us/img403/6820/modinterfacemain4pi.th.jpg' alt='modinterfacemain4pi.th.jpg'>
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