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umlaut

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Everything posted by umlaut

  1. My FSB' s are 24 bit. I'll send you a pm.
  2. My god, you´re a busy bee, Phil! Another modding project? I am really curious about which soviet vehicles you are going to use for a Barbarossa project. I see no way to make many of those early vehicles - or what? Your post had me looking at the old german vehicles (24th PD) we made for the Stalingrad project. Here are some of them - but I guess you already have them? The Pz IV in your picture is not mine. I am pretty sure it is Nigel´s. As is the one below, but a different version. I think I made a short barreled version of it myself. But I cant find it right now. Shouldn´t be too hard to make, though.
  3. Hi again. Back from the beach. If the game finds something, but doesnt load the FSB´s correctly, I was thinking it must be down to some error with the properties of the bmp´s. So I checked my own FSB´s -and they are 24 bit. Have you tried changing them to that?
  4. At the beach right now (but the view is very CMBN, see below 😁), so answering from memory: The numbering is very important. The file numbers have to be unbroken sequential. If for instance the background with the nummer 27 is missing, then all backgrounds with higher numbers will fail to load. I cant remember how many original fsb there are, but if the highest numbers of those are for instance 17, there yours should start with number 18. Hope this helps.
  5. Actually, I am trying to create an April 9th scenario in CMRT. But of course it will unfortunately have to be without bicycle or motorcycle troops. My scenario will centre on the town of Haderslev, where the final part of the movie takes place. It is still a long way from being finished, though.
  6. Oh, and there´s a Hetzer as well:
  7. Pudel reporting for duty Here´s a download link - I´ll remove it when the mods are available at CMMods IV https://www.dropbox.com/sh/dpvm3j1kkynq28v/AAC9LeGJH2UcLKtkWxLPCfLza?dl=1 The spare tracks: The game automatically places spare tracks all over the hull and turret - hiding the decals - so I have made several different transparent versions of the bmp: panther-g-alpha [warsaw] - and one non-transparent: panther-g-alpha 5 [warsaw]. The aim is to make the game load only a few of the tracks. If you want no spare tracks at all, simply delete all the numbered ones (but not: panther-g-alpha [warsaw]). If you want all the tracks to show, delete all the panther-g-alpha [warsaw] files.
  8. And now it is available at CMMods IV too. Thanks Bootie https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-battle-for-normandy/cmbn-other/cmbn-force-specific-background-template/
  9. Here it is. A psd template with a few basic instructions: Force-specific backgrounds template CMBN I will remove the folder from Dropbox when the template is available at Cmmods IV
  10. Dang, you got me confused for a while there! I have been searching my hard drives for the original psd files for the these backgrounds, but couldn´t find them anywhere. So then I checked my own CMBN mod folder and the only ones that were there were my original force-specific backgrounds - without the CMBN graphics (just phots and text). The only ones with the Battlefront CMBN logo and graphics were the ones I´ve made for CMFI. Even more confused, as I then began to seriously question my own memory. Then I checked cmmods III - and it turns out that I actually didnt make those FSB´s. A guy named von Albert made the CMBN ones with the graphics - inspired by my mods for FI and RT! 😂 So you should really ask von Albert this question, but he doesnt seem to be member of the forums here. If you fail to find him, I could probably recontruct a psd file for BN, based on the ones I have for FI.
  11. There´s the answer: Krølle-Bølle trolls! 😁
  12. Great looking map, @Glubokii Boy I dont know if you are aware of Npye’s Stalingrad mods or my own Factory Mod set? (If not, see my signature) I think you might find them useful for your map. Looking forward to trying it sometime 🙂
  13. And thank you right back at you - for the original work on editing mdr files
  14. Thanks for the reply. I really like that factory and I think it is a building type there is a real need for in CM. That is why I had hoped for a building with more placement options. I guess that the inability to have certain buildings turned 45 degrees has something to do with how the buildings are placed on the action spots? A pity it is so, but as you say - we´ll just have to work around it. The texture issues are no game breakers to me. I just thought I´d make you aware of them. Wow! I knew they must have taken a long time to make, because they are truly incredible (Love the map in Night at the Opera) But that sure is a long time.
  15. ...and speaking of patches: It seems to me that there is a couple of texture errors in the factory. Like these details: And is the roof supposed to look like this - or is the texture missing? (all pics are RT 2.11 - no mods)
  16. Finally! The past couple of weeks since the release of F&R I have been quite immersed in the editor, trying to see how I could put all the features to good use when creating maps. And at long last I managed to find the new Factory building that we had been promised before the module was released. Rigth when I was beginning to suspect that it didn´t actually exist at all. But it was there, as the last of the commercial buildings - and is surely looking mighty fine (and in all modesty I suspect that it has at least partly been inspired by my own factory mod, based on a church building?). But my discovery of the Factory also lead to a series of questions about buildings in general in the editor. Like for instance: Why can we only place the factory building diagonally? And the next question: Why cant we place the windmills - or any of the "other" buildings diagonally? Is there a reason for this - or is it simply an oversight (bug) that will be fixed in a coming patch?
  17. I have now tested the save function in the Red Thunder install on my laptop. The problem is exactly the same here.
  18. I use an old version of Photoshop (CS5). Works very fine for my needs.
  19. Yes, have been struggling with that as well. I dont think there is any way to solve it properly, but you can always change the roof textures so that the texture for one building size fits one specific building layout. It is not optimal as you wont get the option of pairing every roof layout with every facade layout. But it is sort of a stop gap measure.
  20. Well, it is not a Microsoft problem, since all my other CM games still enable me to save while overwriting a previous save. And I actually consider it a relatively big problem that I no longer am able to save a game in the way I have been used to for more than 10 years. Especially, since there is no warning or other indication that something is wrong: You simply lose whatever progress you have made if you forget to rename the file. A lesser problem is that when you always have to rename the save file, you end up with many more save files cluttering up your hard drive.
  21. You can definitely add more facade variations. There are 8 stock layouts, so simply rename them "facade9-exterior-bottom", facade10-exterior-bottom etc. I dont know about the windows.
  22. Normally, they dont. But in this case it could seem like the troops are shooting at the same moment as the germans are surrendering. Also, it seems like there is incoming fire from some troops outside the picture - perhaps a unit area firing at the german position?
  23. I reported this save file problem in tech support - and since several others experience the same, I guess can be called a bug
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