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Nikki Mond

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Everything posted by Nikki Mond

  1. I changed a MainTex color on an existing map by adding a dark layer to simulate fall textures. When entering the map maker with the TGA file altered this way, the 2048X2048 maintex was corrupted. A striped cyan representation. The bit depth did not change, and still 16mil colours at 2048 square I copied this Maintex into the clear autumn map folder and it worked OK. It was the texture colour for some reason I'm not sure. Does it have to match the farm tex or something. Why would adding excessive hues to existing maintex.tga files cause them to corrupt.
  2. Thanks, I got it. Great little tool you made
  3. Crazydude thanks! You may want to download the map and battle again. I added a couple more foxholes, objects and some map art. Although its not a significant change to start listing versions. If you plan on using the map and making your own battles it might be worth it. I corrected the missing halt statement in the end game for the battle so the exit on defeated is cleaner. The new battle correlates to the new map but no change to forces. CMMods listed the time of the update as about 22:00h EST 20 07 2008. So anyone who grabbed the map/battle before then may want to download it again.
  4. I Extracted some maps with Towextractor 2 fix. But the Maintex.tga file cannot be opened. Although they are 12mb in size so something is there. I missing something here. Why can I use the extracted TGA.
  5. Regular and green troops may panic at the site of a tank especially if most of your force is wiped and the squad leaders are missing. Vet troops usually hold out pretty good. As far as ammo goes you can scour the battlefield for backpacks, the bodies disappear but the weapons and ammo of the dead remain as little back pak blobs. Usually an antitank grenade can be found. Its tedious and in reality there is better scripting to end battles. The end battle scipting can be changed in the mission editor but thats after the fact. Could have been addressed for problem missions in the patch but I doubt another one will come out.
  6. OK I've uploaded the map Fortress. And a battle as a separate download which takes advantage of all the map features. Its on the CMMods site.
  7. I shrunk the MainTex .tga file to create a mini map but it is off centre. Possibly because of the size. But I tried everysize from 512 to 256, some in between. Can the main tex be used as the mini map. Its the same texture plate used in the scenario itself, right?
  8. I set up a mine field using the following script. ProcessMineField ( Army , 1 , All , "MineField" , 80 ) The rect is identified correctly, I'm army 1, but my tanks and troops are not affected by this zone.
  9. zip the whole folder that contains your unique single mission.That way you get the briefing screens (if you made em) and it shows up in the menu selection. Just the xml file only works if you modded an existing mission,such as adding or repositioning units for example.
  10. Enthusiastic response I wasn't really expecting. I basically bastardized an existing map but I'll upload it if no one complains. It is looking even better now. Cleaned up the roads, and some houses, add burnt out tank hulks to block a road. Little things. @ Nash, those skins are already in the game. I always go into the campain editor and select skins and customize weapons selection. There is even partisans, I didn't know. Except for the FJ helmets which I made gray. The tripod MG seems to kill outright as the 5 shots follow through, without wounding or critical injury. But the biggest problem is their survivability. So back a bit from the bags seems to increase survival. I find the kill range and ratio similar to a sniper. But tripod mg's in RL are really very accurate. They don't jump around. Maybe the grouping should be adjusted. What would happen if you increased the burst length with a real wide grouping?
  11. Where would one find the water table elevation value. If it exists is it even accessable? If the lowest point on a map is 80HL is there any way of globally changing the elevation to make water easily accessable.
  12. I'm thinkin the ground elevation must be a number somewhere maybe in the load ini. If I want to change the relative elevation of a map as it is referenced to sea level, is there not a number I can change to do this? Rather than shave the ground manually. Or can I raise the water table? I'm hoping this isn't raw data.
  13. Not to bore you any more with pictures of the back side. But to defend using the rear foxholes and wall ports would require a couple more units. A Pak, another squad, a FlaK truck, and a modest minefield would do the trick.
  14. Lastly the flanks have small 3 man trenches, serving as an LMG strongpoint. camoflagued and inconspicuous. Below is the same trench after a near miss from a bomber that blew the cam away.
  15. The left shute is shorter and I have long block houses funneling. 50mm pak waits. Also my infantry are in teams gaurding the horizontal cross streets.
  16. Once the outer perimeter is breached then the units can go left, right, or center. In the center are long buildings, Tanks hedgehogs, and objects that actually barricade units from going left or right. A pak 75 waits, and the barrels make a good bullet trap without looking conspicuous.
  17. 3 Paks 75, 50, 50, 1 HMG and 1 infantry squad (heavily armed)vs 2 SU 75, 5 T34, 2 AC, and 4 SMG squads. First the perimeter. The sand bags help trap bullets, and the cutaway wall offers 45degree bullet protection and some blast. This 5mm pak actually knocked out 3 and T34 2 SU 75, and the HMG downed about 14 infantry. The units were approching from 800 meters clear. Eventually the 2 remaining T34 took out the gun.
  18. Ive been fooling around with maps to see if there is anyway to fill the void for not being able to use buildings and built up areas. IE sucking units down streets and having that monte casino advantage. The game doesn't exactly favour defenders. The following is a few new manipulations. An experiment, not intended for release, but I'm getting closer to having an outnumbered AI totally obliterate a human player with tanks based on defense set ups. Below is the fortress. I've Channelled streets to prevent tanks from crashing through walls. And I've made some inconspicuous gun ports. Limiting routes. Just some ideas. First pic is a birds eye then I'll zoom in.
  19. I wanted to lay out cobble stone streets, but lost detail due to stretching. However if I increased layers detail returned but the edges of the road did not blend well. So I have to use little splices. That creates seams tho. In the pic, Tex layer is set to 3 but I had to change that to 0 so grass would blend in. Any ideas for cobble stone?
  20. Is there anything to join up pavement with the ground? The pavement object looks a little awkward as it sits above the ground, can't find any transitional pieces. Can grass be removed, as it shows through some pavement. And where do I find water. I troughed out the ground to make a river but can't find the water tiles thanks [ March 06, 2008, 10:17 PM: Message edited by: Nikki Mond ]
  21. done.... and I also added a minimap file and the verticle grass file and seems to work now. thanks
  22. yes, taken a stock map 1005_odon, copied it, renamed it, altered a few things, took out trenches actually, save it. Now the save modded map crashes.
  23. I opened the 001odon map, copied it and renamed the folder to Odon. I opened the map in the mapmaker, removed the trenches and saved. The scenario I created on this map crashes every time. And it takes 2 or 3 tries to get into it with the map maker. I believe all files are there here is the list. -Forest-summer-ForestSide.tga -Roads-etc.... actors.static actors.static$ common.tga deformation.xml farhf.raw farmaintex.tga fartreetypemap.bin gametypemapindex.tga load.ini maintex.tga nearhf.raw noiseconfig.xml quickloadhf.bin QuickLoadHorizontMap.bin QuickLoadHorizontMapFar.bin QuickLoadRoughTree.bin QuickLoadTriangulation.bin Roads.xml TreeTypeMap.bin TypesAI.tga statics1.tga roads1.tga
  24. pointed out to me too, so I made the fighters neutral to me as AI controlled, and an enemy to my enemy. But if the fighter are part of your force, then OTL.
  25. Aren't you a cheeky one. Yesh, the old army shwitch-a-rooney trick. :cool:
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