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umlaut

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Everything posted by umlaut

  1. More great pics. Are these stores in the background the dutch buildings? And if so, how did you get them in a french map (or is it actually a dutch map)? Screen shot 2015-03-28 at 18.12.25 by Nigel Pye, on Flickr
  2. I think you may have missed something here: It is not the scenarios in themselves that are going to use all the HDD space, but the mods. Some mod sets can be huge. For instance my Factory Mod set for Red Thunder (probably the largest there is): It is 603 MB´s. So if you used that for four scenarios, you would have used nearly 2,5 GB of HDD space.
  3. Hi Nige These are great mods indeed. I really like the look of your town and very much hope you will upload the mods to cmmods. Personally, I would then renumber and mix them with Tanks a Lot´s and my own - and greatly increase the variation in the town maps. I only fear that the game won´t have room for all of them: As far as I know the game only allows you to have 10 different layouts of the same building type. As you might know, I am myself working on a building mod set for CMBN. Find the thread here. But I mainly focus on two things: Translating the damaged building mods I have made for Red Thunder to Normandy and giving the commercial buildings a make over by adding murals and new store fronts to some of them (Perhaps we could find some way to work together?) One question: One of my favorites of your buildings is this one - posted in the screen shot thread: But as far as I can tell, the gate in the gable wall in the middle is "fake" - right? Meaning: There are no buildings with gates at this place and so it is purely a "cosmetic" gate that doesn´t allow troops to enter. Am I correct? If so, it is really a pity - because it looks fantastic. Great work Cheers Umlaut
  4. Pardon my english. I was thinking of a very similar word - only it has an "er" in the middle. I´ll bug off now
  5. Thanks a lot, very happy you like it. This is - yet another - of those "little" side projects that has been infected by mission creep. But I´m having lots of fun in the process, so never mind.
  6. Aha! "Bugging" in that sense! Must admit I was about to pass when I read the topic title.
  7. I agree that the OP's suggestion would be nice, but personally I'd settle for less: The ability to load a previously saved game file in a sort of "scenario designer-ish" mode, so you'd be able to review the game without FOW. Perhaps this could be done by the game releasing some sort of "unlock code" once the scenario is finished and the AAR screen occurs. Personally, I wouldn't mind having to reload every one minute turn. I probably woulndn't want to watch every turn anyway.
  8. No, I can´t say I´ve noticed anything strange on the KT - but I havent had other models to compare with, so that might the reason. By the way: Please let me know if you´d like a coat of dirt and/or mud (or insignia) on those KT´s - then I´ll apply the ones I´ve used for my own mods.
  9. Hi These mods look really great. I seriously hope you´ll consider uploading them to GreenAsJade´s wonderful repository. I´ll also suggest that you start a thread about them in the Maps and Mods forum, so we´ll be able to comment on them without hijacking this thread. I have a couple of questions/comments Cheers
  10. Skidegodt, GaJ! (Another obscure pop culture reference) Thanks for the reply, and good luck with it.
  11. Fixed how? According the list in the Repository the latest three uploads are from: May 31st March 22nd and December 15th!!! My own mods uploaded on May 29th are still not there.
  12. Hmmm. According to his nick, GaJ seems to be the new Repository Admin - or what? Perhaps this is a better place to ask the question noone answered in another thread: And by the way: I uploaded my Bailey Bridge mod to the repository 12 days ago. Still no show.
  13. Yes, I thought their logos looked a bit too modern. Thanks a lot for the new links too - I think I'm good now.
  14. Hi Ian Hopefully this will explain it: With one version of the building, the mural on the left side of the building will be unmirrored, while the one on the right side will be mirrored. On the the other version of the building it will be the other way around: Mirrored mural on the left, unmirrored on the right. If you place one building alone, both sides will be visible, and thus one of the sides displayed will always be mirrored. If you place the two different versions next to each other you will be able to display only the unmirrored sides, while the mirrored sides are hidden where the buildings meet (or vice versa, if you should prefer that )
  15. Thanks a lot, Frechtouch. That was just what I was looking for but couldn´t find - because of my very limited french skills. Could you please help a bit more? When I look at the pictures of Total murals it is very hard to tell if they have been made before or after the war. Could you find some links that could show me what Total´s logo looked like before (or during) the war? Cheers
  16. Thanks. I have added extra layouts for these building types. I´m far from finished yet, but the one building type that is finished (commercial 101) originally had 2 layouts you could choose between in the editor. Now there are 10. These are: The 2 original layouts 1 slightly modified version of an original layout 2 undamaged versions of RT commercial buildings with Dubonnet mural 1 undamaged version of RT commercial building with St Raphael mural 2 damaged versions of RT commercial buildings with Dubonnet mural 2 damaged versions of RT commercial building with St Raphael mural The reason for double Dubonnet/St. Raphael layouts is that the game reuses the game textures from the gable walls on both sides of the buildings. This means that every building will have a correct mural on one gable wall - and a mirrored mural on the other. So in order to give the scenario designer the possibility to have an unmirrored mural on the gable he wants to display, I had to make two versions of each. This of course have the unfortunate side effect that you should not place these buildings isolated (with both gable walls visible). But if you place them in pairs you´ll always be able to select one that is unmirrored.
  17. Regarding antitank rockets, I´d say that 200 m is way too far: I never use them at ranges larger than 100 m and I usually give the antitank teams "cover armor" arcs of about 50 m. In my experience, ranges greater than 50 m are often a waste of rockets. Not to mention suicidal, as the targeted tank will often spot the antitank team after the first round and kill them before they reload. Wikipedia states that Panzerschrecks have an effective range of 150 m. About the bazooka, there´s this Patton quote: "the purpose of the bazooka is not to hunt tanks offensively, but to be used as a last resort in keeping tanks from overrunning infantry. To insure this, the range should be held to around 30 yards." And when it comes to Panzerfausts, their effictive range is supposed to be 60 m - according to wikipedia. I think I have heard that 30 m was the actual limit for them too.
  18. Hi y' all I've begun translating my Factory Mod set from Red Thunder to CMBN. Or at least parts of it, most of it will probably be more work than I´d care to put into it. So I´ll probably leave the factory parts out of it. Anyway, during the process some questions has arisen that I hope to get a bit of help on. Firstly, I of course couldn´t resist adding a bit to the mods: In my view, one of the main deficiencies of the stock CMBN building texures is the lack of murals. When looking at photos from Normandy, I find them one of the most iconic parts of normandy architechture. So I´ve decided to add some of those. But I´d really appreciate some input and/or suggestions, as I'm not that knowledgeable about which murals would be the most likely to see in Normandy 1944. So far, I´ve come up with four that I have seen in period photos: Dubonnet, St. Raphaêl, Chocolat Menier and Michelin. But I´d like to add one to three more, for extra variation. So: Can anyone here suggest typical murals of the era - preferably with links to photos? Or do you have comments on the first four? Secondly, I was planning to make a damaged version of my city map, Ciembienne. Unfortunately, it seems that the "heavy rocks" terrain tile that is used for rubble in CMRT isn´t present in BN. Luckily, I can still use RockinHarry´s woderful rubble mod - but I really like to have more options. So could anyone tell me if this is an oversight in the CMBN 3.00 upgrade - or a delibarate omission? In other words: Is it reasonable to expect that it might be added in a later upgrade/patch. Suggestions will, as I said, be much appreciated. Cheers All four together:
  19. At least the ones that haven´t been obliterated by artillery (sorry, couldn´t resist) And what´s with the new title: Repository Admin? I can´t figure out if that is good or bad news. Does that mean that the repository is going to get up to cmmods standards (hope so)? Or that BFC have "bought a competitor" - and cmmods is getting shut down?
  20. Yes, I´ve been having the same wish too for a long time. Hopefully BFC will grant it soon. Cool mods, BTW
  21. Hey, this is fun!! (but damn, it´s a pity we dont have real damage models in game, where these mods would come to real use)
  22. Great Jason!! One of my favorite bands - but I agree with Baneman that they made much better songs than this one.
  23. Alas, I think this may only be the case here in Scandinavia where some people still are aware of the original meaning of the symbol. But try doing a google image search for "White Pride" and you ll get an idea how closely linked the symbol is to that "ideology". It is actually quite similar to the history of another symbol with the same original connotations of seasons, good luck etc - namely the swastika. Some idiots also managed to taint symbol beyond redemption in most parts of the world, except in Asia where it is still in many places considered a good luck symbol.
  24. Well, since this thread has evolved into a 1980´s music thread, I´d try to get it a bit back on topic with a song I used to listen to a lot in the 80´s:
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