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t34577685

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Posts posted by t34577685

  1. 7 hours ago, kohlenklau said:

    Hey Wang, please watch the above video. At about 0:25 you can see the axis Italians wearing allied shorts mdr I renamed from British. BUT they have the canteen and some gasmask bag! Right? So, maybe IF the filename of the gear is the exact same, then the game engine can properly assign and display the gear to the renamed mdr? 

    Hi,Phil.

    yes.

    My understanding is as follows:

    1. Each soldier's MDS will set several anchor points with the gear (such as shovel, backpack, canteen  etc) in different positions, and each anchor point will have a MDR file name.

    2. The video shows Italian infantry, whose file name must be "Italian soldier. MDS", but the real content of this MDS must be "CW soldier short. MDS", and the body of "CW soldier short. MDS" will have the British Army's canteen, backpack, bayonet and other gear anchor points. I think it must be the Italian Army's canteen and the British Army's canteen with the file name of "canteen. MDR", so in these videos, the soldier's waist appears the Italian canteen instead of the British Army's canteen.

    3. But the gas mask bag is very strange. I don't have this anchor point in my impression of "CW soldier short. MDS", but I don't know how to show it.

    4.In order to make cmfi  US, French and Brazilian Army have backpacks, I tried to rename the backpack.MDR to shovel. MDR.     I thought the 3D coordinates of the backpack in the 3D model space were Fixed value, and the backpack would appear on its own back. As a result, the backpack appeared at the waist。🤪

    5.For example, can do the following tests:

    a)Rename"Italian soldier. MDS"to" M43 Soviet army. MDS ".

    b)Rename several " M43 Soviet army gear. MDR " to "Italian soldier gear. MDR" name, because the content of " M43 Soviet army. MDS " now is a "Italian soldier. MDS".The file name that MDS adapts to gear depends on the content of MDS rather than the file name of MDS .

    c)and then use photoshop to do some work with the uniform texture,

    d)an early Eastern battlefield of Russian soldiers may achieve.

     

  2. @IICptMillerII for making most of the textures and model swaps
    @SaintFuller for making the SSh-68 helmet model and base textures

    thanks for great job!

    https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-shock-force-2/cmsf2-infantry/arma-iii-sahrani-liberation-army-for-cmsf2/

    SO I download the mod ,get the Ssh68 model,change the one in game .

    done!

    Because this ssh68 helmet model is the work of @ Saint Fuller, I will not release the helmet to download. You can try it yourself.

    bBL2dyh.jpg

     

     

  3. 4 hours ago, mjkerner said:

     Since 32bit is the only possible way to get an alpha channel (3 bits—colors R/B/G—per pixel, and plus one for the alpha, on the 8 pixel images, I don’t know what or how to get around this problem.

    thank you,AND I'm going to rest for some days and then continue work on this. After FR comes out, I haven't had a good time(Work during the day, but at night  can't resist changing uniform), the cold war is coming out, and I'm going to have a good time.

  4. 3 hours ago, kohlenklau said:

    t34...If you have time, please make a dramatic test with a normal map for all greatcoat file slots 0,1,2,etc. that has big bumps or dents and show the results.

    I name file:

    "smod_soviet_greatcoat_soldier_uniform.bmp"

    "smod_soviet_greatcoat_soldier_uniform_normal map.bmp"

    "smod_soviet_greatcoat_soldier_uniform 2.bmp"

    "smod_soviet_greatcoat_soldier_uniform 2_normal map.bmp"  ETC

    I drew the perspective very close, and then chose the sunny day, with the characters facing the sun.

    It is found that there is a very little little change in the shader texture.

    Now the doubts are as follows:

    1. I use Photoshop to generate a 32-bit normal map with alpha channel, but when I turn on the shader, the added medals and Knapsack strap have no texture change. And I also used ps to made a new “SMOD_ soviet_ greatcoat_ soldier_ uniform_Normal map. BMP", but obviously this doesn't work, because my file contains a normal map with Knapsack strap texture. If all the 18 greatcoat(don't contain tag)files which in my mod call this "SMOD_ soviet_ greatcoat_ soldier_ uniform_Normal map. BMP", can the system only adapt to 24 bit normal map? So the system automatically identifies the official "SMOD_ soviet_ greatcoat_ soldier_ uniform_ normal map.bmp“,not my?

    2. This DLC ,BFC added many normal maps of M43 uniform, but I found that his file name format is "SMOD"_ soviet_ m43_ soldier_ uniform_ Normal map 4 ", and my mod in the Z folder uses the file name format of" SMOD "_ soviet_ m43_ soldier_ uniform 4_Normal map" .I've tested it in the game, and it's obvious that the file name format used by mod is working. Is the order of official file names wrong? Similarly, there are errors in the texture file name with tag, which I mentioned in the bug summary post.

    Well, my English is so bad that I don't feel like I speak it clearly.

     

     

  5. 1. The strap and medal of the satchel and the badge of the guards are added.
    2. Diversified the types of uniform, each type has 6 kinds of officer coat, 2 kinds of sergeant coat and 9 kinds of soldier coat.
    3.Finally, the most important point!!!!! as same as my greatcoat mod ,I used the belts, medals and other materials from the former Soviet summer uniform mod. If this is not the official product, but the original work of a former mod maker, please tell me, I will delete this post, because it is an infringement.

    https://drive.google.com/file/d/1qyPMjOIiCkIuWY8oVsF3Jhs0AXcNn27l/view?usp=sharing

    army

    W3M3ct7.jpg

    guards

    JLKYQDU.jpg

    cavarly

    kIi52rH.jpg

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