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Nikki Mond

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Everything posted by Nikki Mond

  1. Its on CMods Im not happy with badongo either and will use another host in the future, thanks
  2. use IMFViewer.exe Think its referred to as Dr jones IMF viewer. Open the MaintexTGA file Load and Save as a TGA. (its not really in TGA format right now thats why the error) this exe program has to be in the mission editor folder to work. you can pick up the Dr jones imf viewer on the CMods site.
  3. you gotta get it hosted on another sight like image shack and then tag it using And yes nice map, original use of elevation for snow capped peaks
  4. Thats great if you want to make waterworld. But there's no way you can make the whole map a foot above water on a plain, then depress very very small elevations for ditches and streams. Anyways jim had a good question about the roads, that I have trouble with too.
  5. It may be worth your while to download the TOWextractor from CMODs. All map files (all data files too) are unaccessable in the game. You need the extractor But if you extract the map you want, you can rename the folder and play with it. In some ways redoing an existing map is easier especially if you want to access the water table.
  6. OK what did I toggle on here. I was changing my view resolution in the Map maker and Iam damned to find how to toggle this off. Yes I returned to my original screen resolution and I still have these spheres surounding objects
  7. OK here's a link. its a 730kb file. For now I'll consider it a test. Theres a readme explaining where to drop the 5 folders. http://www.badongo.com/file/12944134 If things go alright I'll put it on Cmods
  8. I added US and Brit para Units and Royal marine, an additional 17 units altogether and 2 new skins. The mod consists of a zip file with 5 folders. So you would have to copy folders into the Theatre of War\data\ directories, plus the models folder.... So not that difficult with an instruction file. I should have someone test it to ensure everthing is generic. Requires the JSH mod to be installed. The file is about 800kb. Any takers? drop me a PM. or I can post a link. Thanks
  9. Thanks. Yes, and I'm going to work on Marine Commando's next. I have cracked the nut on adding unlimited skins and units in the game without affecting "current" units as you can see below. Also going to make the CDO's very explosive oriented by transferring bombs data from other nations, but will keep the oob and weapons historic. (I hope the image links work)
  10. ...And for the Close Combat fans. The economical FJ Aufklarer at only 30 points. (excuse my lack of german alphabet for proper a and s). None affects in game units. They are still there.
  11. Created a Gebirgsjagergrupp. This is a 10 man heavy mountain infantry squad using the Tan and Water camo pattern also in the game. 2 Lmgs, 3 pfausts(each has primary smg weapon), sniper, and assorted stg. smg, rifle, grenades.
  12. This is NOT a skin mod, just a simple text data entry mod. These skins are in the game. Here's a SS Spahtrupp or Spy troop. Typically these 7 man dets were lead by a jr officer and sent with land line or radio equipment far in advance of the battalion to report on enemy troop movements. They are fairly well armed 1 LMG, STG, sniper and Pfaust, in case they get walked on, but still not a heavy squad. I have the FJ paratrooper version as well.
  13. With a few data file additons and pastes one can create customized teams permanently in the battle generator. The Heer had SOP's since WWI related to task oriented squads. Also to a lesser extent on the allied side. These are some units I added.
  14. Well I changed the backpak set in the parts ini file to _MGuner_42 and it works fine, it doesn't like the _MG42_P08 BP set. So go into C:\Program Files\Battlefront\Theatre of War\data\units\detachment\ger and look for the parts ini.file in the mg_42_SS_Team and MG_42_Team folder. Substitude the following 4 lines for crew01 in place of _mg42_p08 in the parts.ini file to read: Crew01_N_BpSet1 _MGuner_42 Crew01_R_BpSet1 _MGuner_42 Crew01_V_BpSet1 _MGuner_42 Crew01_E_BpSet1 _MGuner_42
  15. I have edited dozens of maps and this has occured for me on occasion as well. To avoid it unpak the map file first using TOWextractor before touching it with the map editor. Go to the Tow/Maps directory and rename the folder, then open it with the map editor and do your stuff. Yes its probably a name mismatch in one of the ini or binary files.
  16. Could it really be.... .....well don't want to keep hopes too high but looking forward any new update. Thanks guys.
  17. Gnasher Bugger Off Im Done Here
  18. I was wondering if somebody could make a battle on the Desna map for me to play. Truth is creating my own battles just doesn't do it for me, especially since I created the map. Not much surprise left there. If you don't want to post it, then PM me for an addy and you can just email it to me. Battles are pretty small files. Don't care what country as long as I play the attacker Thanks
  19. Depends what category of modding you are interested in. If its mission or campaign creation then the editor tools have some help files to get started. The video tutorial is pretty good at demonstrating as well. maps, skins all have to be extracted and converted into workable graphic format. Hence the IMF viewer. and the Tow extractor. There are not any comprehensive instructions available for this. Sounds too have to be extracted and synchronized, again no instructions for that AFAIK. So if you want to start, best to focus on a category of modding and start there, usually posting here will point you in the right direction to any resources available.
  20. Just curious whats going to trigger the spawning unit. Is it when it enters a rect or gets close to a point. Or is it based on the loss of units or time.
  21. Its time to incorporate this into the normal game release and call it TOW deluxe edition. This is really good, and I like what you've done to the field artillery pieces.
  22. I'll post the missing two pics. Nash thanks, you are right and I'm trimming and planting trees right now. Everytime I look there is one out of place. Superb looking maps you have by the way. When I'm done I'll look forward to playing your camp.
  23. 5 small pics of the new map I should have finished in 3 days if it keeps raining. The Canal has 2 foot bridges but does not allow vehicles. The ditch is very shallow and men can lie in it for cover. Both joined by a pond. The area is open farm land or fallow with early autumn foliage and crops. Some low hills. http://img329.imageshack.us/img329/1478/upperscapern9.jpg http://img329.imageshack.us/img329/5765/hayereg1.jpg http://img530.imageshack.us/img530/9214/dtitchkillfy3.jpg http://img530.imageshack.us/img530/7407/lake2farmka9.jpg http://img530.imageshack.us/img530/2265/truckcanalhu3.jpg
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