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Posts posted by umlaut
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As promised I have updated the map of the town of Ciembienne in my old scenario "Tiger by the Tail" to fit the commercial mod set. The scenario can be found via the Dropbox link below - until it has been uploaded to Bootie´s great Cmmods site. The scenario requires the CW and MG modules.
The other scenario using the same map, "Seizing Ciembienne", will follow shortly.
https://www.dropbox.com/s/ngy5jbqh9yi991h/MG Tiger by the Tail - commercial mods.btt?dl=0
Play the scenario - or simply use the map to make your own scenario or quick battle.
Please let me know how you use the mods and what you think of them. If I dont get any feedback I really cant see any reason to release the mods - then I 'll just keep them to myself.
Trailer (old map):
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8 minutes ago, Aquila-SmartWargames said:
Just to be clear you mean this subforum: CM2 Scenario and Mod Tips?
Okay so if no other opinions or objections will come up in the meantime I will create a thread there with copy/pasting useful stuff from here in a couple of days.
Exactly
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I think a new thread would be a good idea - so we dont mix things too much up. I also think it would be a good idea to place it in the general maps and mods forum, instead of CMSF. Many of us WWII freaks seldom venture in here - for example it took me a long time to discover this thread
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I am pretty sure it has been described in this tread - but it is a rather long thread.
I once made a guide to making extra flavor objects. You can find it here:
In the case of the Blackhawk, I think all you need to do is to place the folder in your mods folder and rename the mdr-file with the name of an empty flavor object slot: Example: If there are 3 handcart flavor objects in your game, then rename it handcart4. -
Just out of curiousity: Is there a specific reason you chose to make a map of Cayx?
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Very, very beautiful map. Great work
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Sorry, but from reading your post I have to conclude that you havent read the pdf-file that comes with the mod set - nor the thread about the mod set (which you can find in the link in my signature below).
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2 hours ago, Aragorn2002 said:
I'm pretty sure you will go to hell for this, Umlaut.
LOL. Never thought of that.
Luckily, it is in a catholic country - so I guess a few candles and "Hail Mary"´s might get me off? -
24 minutes ago, Andy_101 said:
How do i get these working in the editor?
I think you need to be a bit more specific than that if you want a useful reply.
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10 hours ago, JoMc67 said:
If anything, you would think the Brummbars would miss on occasion and the Hummels hitting nearly every shot (or both about the same at 200 meters)...I wonder if the Hummels are hitting, but rounds are just passing through w/o damage.
I cant imagine a 150mm HE round passing through a church without causing damage. And as I said, I did see some of the Hummel rounds miss the churches conpletely.
If I were forced to guess, I´d speculate that the game designers perhaps built in some sort of inaccuracy in the Hummel to simulate that it wasnt meant to be used in the direct fire role. -
4 minutes ago, MikeyD said:
Umlaut's posted picts remind me that some people have a much better graphics card than I have.
It is very nice, thank you. My PC is brand new - purchased for video editing, so it better be good.
On topic: Are you able to enlighten us about the relative sturdiness of CMFI buildings? And regarding my test: Do you know if the 150mm rounds of the Brummbär amd the Hummel are identical? -
Brilliant @Aquila-SmartWargames - thanks.
I will try that sometime soon. -
Let me put it this way: I didnt trace every single round of the 800+ rounds fired, but while I didnt see a Brummbär miss, I did notice that a Hummel sometimes did. I am not sure if that explains the diffference between the 21,5 rounds of the Brummbär vs the 26,5 rounds of the Hummel. But that is my best guess - I dont know if the 150mm rounds of the two vehicles differ in other ways.
The Brummbär carries three HEAT rounds, the Hummel two.
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10 hours ago, Aquila-SmartWargames said:
Link is working.
Thanks a lot for testing.
10 hours ago, Aquila-SmartWargames said:By renaming the mdr files to whatever vehicle that is not needed in a specific scenario, designers can use the wrecks along working vehicles of the same type.
Could you please explain how? In this case I have chosen vehicles from the editor - not as flavor objects - because "real" vehicles can burn and provide cover. If you rename the mdr will I then get to choose an extra version of that vehicle in the editor - og how does it work?
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Well, hwo strong does the castle need to be? And are you sure a Combat Mission church isnt strong enough?
Your post sparked my curiosity, so I made a quick test scenario: "How many shots from a Brummbär does it take to demolish a church?"I set up 12 Brummbärs to fire at 12 churches from around 200 metres.
Result: When all the Brummbärs had used all their ammo (33 150mm HE rounds and 3 150mm HEAT rounds each) none (0) of the churches had collapsed.All the churches had holes knocked through their walls. In average it took a Brummbär 21,5 150mm HE rounds to knock a hole in the wall of a church.
To be safe I made the same test with Hummels instead. But since Hummels only carry 16 150mm HE rounds each, I setup two Hummels firing at each church.
The result was pretty much the same: None of the churches collapsed, but all had holes blown through their walls. It took an average of 26,5 150mm HE shells for the Hummels to blow holes in the churches. I suspect that is because the Hummels are less accurate and sometimes missed a church entirely - even at 200 metres.
I dont know about you - but I think these churches seem mighty sturdy indeed.
Cheers -
On 1/21/2020 at 12:01 AM, umlaut said:
I am going to make it temporarily available from Dropbox - but hopefully it will be on CMMODS IV soon and then I´ll remove them again.
https://www.dropbox.com/sh/f2tl7i0ntkw5r3u/AADyULTXZ40Ms5CDuaQ7B6b7a?dl=0
I have just become aware that you might not be able to download from a Dropbox link that ends with a "0".
Can anyone comfirm if they have tried to download these mods - or not?
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1 hour ago, Aragorn2002 said:
Sounds interesting. I read Château de Cayx is now the residence of the Danish Royal family in France? Did anyone already tried this link? Always a bit cautious when I'm the first.
Yes, it belongs to our queen Margrethe. Her husband prince Enrique/Henrik, who died two years ago, was french. So the royal family has spent many holidays there.
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Thanks for the advice, guys - that solved it:
It turned out that the culprit was set of shaders I never even knew was inside my mod folder. It was part of the old winter mod set I installed in bulk five years ago.Just goes to show you should tidy up your mods folder once in a while. Lesson learned (I hope).
Now we can get somewhere with the mod.
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32 minutes ago, Aquila-SmartWargames said:
With shaders on
Looks much better - but does anyone have an idea why the objects are so dark in my game when I turn shaders on?
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19 hours ago, benpark said:
The model's faces look like they need to be re-oriented.
The textures also obviously need to be re-assigned, but that you know. I'd do that after any fixes on the model. Unless you like swearing.
Thanks for the reply.
I am actually not certain I know what you mean with "the textures also obviously need to be re-assigned". My knowledge of 3D models is very close to nil, so the only thing I am realtively comfortable doing when modding is usually renaming some files and photoshopping some bmp-files. But perhaps the latter is what you mean by reassigning?
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13 hours ago, 37mm said:
I suspect it's a UV map thing, which it sounds like none of us amateurs really understand.
Our H&E M79's gleam bright, almost white, when the games shaders are off. Then they look fine with the shaders on.
I tried the shaders on - and the glare sure disappeared.
But now all units, buildings and other objects are incredibly dark!
Do you know if this is because of some GPU setting (since you´re able to play with the shaders on)?Shaders off:
Shaders ON:
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Hi
I´ve been trying to mod the boxcar that Aquila has shared into a WWII boxcar, but there are some strange shades/glares on it - and neither of us have any idea how to get rid of them.
Aguila suggested that @sbobovyc or @37mm might know how to fix this.
Also the texture seems a lot more blurry than other textures.
Any ideas? -
£20K?
That’s nothing! Mick Jagger has spent way more on models.
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It should only appear in scenarios with the mod tag [damage], but then all vehicles of the same type will also be damaged.
Just tried to load it - it doesnt seem quite finished to me. I might finish it sometime and release then.
Umlauts Commercial Buildings
in CM Normandy Maps and Mods
Posted
It is a scenario only playable as the british - with no AI plan for the allied side. So it wont work as a Quick Battle against an allied AI as it is.
So consider it a scenario and master map.