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Roter Stern

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Everything posted by Roter Stern

  1. Here's one for any Red-on-Red fan out there. This is a mod for the Unconventional Fighters, replacing the default all-black "monks in gas masks" skin: ...with a one that makes them look like actual human beings, or more specifically Chechen Rebel Fighters, although they could fit into any other para-military role quite easily. Download here. (link updated - same as below) And while we're on the topic of Uncons, does anyone know why their *entire* skin is only as big as a normal unit's *face* skin, not to mention the uniform? I also love how Uncons don't have a nose [ February 02, 2008, 07:15 PM: Message edited by: The Louch ]
  2. Either way sounds like an interesting scenario... is it available for download?
  3. Please note my disclaimer above... ...however if you're referring to my mad photoshop skills, I thank you!
  4. Is that Sir Edmund Francis Herring, by chance? Quite a notable person he is. Here, I even made a Herring uniform mod: [ February 01, 2008, 01:52 PM: Message edited by: The Louch ]
  5. As Pandur said, this looks like a scenario that would work best as Red-vs-Red. I'd have Veteran/Crack Syrian Republican Guard hold the hill, with Green Syrian Infantry assaulting it. As far as vehicles, looking at the SL OOB, I'd do the following: Half-track = BTR-60 Panzer IV = T-72, either the 2001 or TRUMS-T versions StGIII = probably best replaced with off-map Arty Towed AT Gun = perhaps an SPG-9 Technical? T-34 = BMP-1 … after all troops riding inside the BMP-1 arent any more protected than they are riding on top of a T-34 SU-122 and SU-152 = best available T-62 or 2001 T-72 Looking forward to it!
  6. For some reason this is not very well documented, at least not that I've seen. The reason you're not finding any .bmp files in the game installation is because they are kept in "pack" files. That said you do *not* need to have all your game files in those packs in order for the game to load them. The easiest thing to do is create a "Z-folder" ... simply open up "\Combat Mission Shock Force\Data\" and create a new folder called "Z". It seems that folder hierarchy is optional in the Z-folder and the game is able to find and load the files regardless of their location with-in the Z-folder. Basically what that means is that you can dump any number of .bmp's or any other mod files into the Z-folder and it all should work just fine. Here's what mine looks like ... a total mess of random mod files, yet it all seems to work fine
  7. Ohh please don't call me that .. although they do seem like a nice fish. As for the balconies, I encountered the same thing earlier. The solution however, is far simpler than the mysterious alpha-channel. Look in "\bmp\textures\buildings\balcony textures\" and you should find the 7 default balcony textures, which correspond to the 7 default building styles. It seems that if you create a new texture set for a building, without creating a corresponding balcony texture, the balcony texture is not loaded at all. At least duplicating an existing balcony texture and renaming it's sequence number to match your new building textures seems to fix the problem.
  8. That would be nice. While you can achieve a similar effect by positioning a road sign right next to the building wall, a dedicated "poster" flavor object would be more convenient. A little bored this afternoon, so I whipped out this lot for your modding pleasure: Download the above ... or View the whole folder. Seven graffiti on a "long window" texture. Originally was going to replace the window texture with a wall texture - like i did in the screenshot a few posts up - but then it would make it impossible to mix and match the graffiti between the different building styles. That, and the recess in the wall doesnt look so out of place when it's filled with a window. ...images were shamelessly ripped off some "Al'Qaeda meets MTV" blog. More graffiti in action... [ February 01, 2008, 04:58 PM: Message edited by: The Louch ]
  9. That's an interesting way of fixing it... to be honest I didn't realize we're actually able to introduce new texture files into the game - something to experiment with later on. For the time being, here's what I thought of - instead of adding a graffiti to the wall texture, we could add it to the "long window" texture. Either painting over the window or replacing the window with a matching wall texture. This way the building can be created with the longwindow-graffiti on one side and regular windows on the other three: Although with this method the vertical room is rather limited, and you end up with a rather odd looking recess in the wall. Game data file - http://www.mediafire.com/?bgmmdjmxf9x [ February 01, 2008, 11:23 AM: Message edited by: The Louch ]
  10. A great idea indeed... How about this one: Only problem is that if you use the "facade-exterior" texture, the graphic will appear on all 4 sides of the building... [ February 01, 2008, 11:07 AM: Message edited by: The Louch ]
  11. Please refer to the official-unofficial "1.06 is terrible" thread for not one, but *two* replies from Battlefront. http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=52;t=003711
  12. Try giving your tank in an ambush a 20-30 degree forward facing arc of fire – that seems to force the crew to concentrate their spotting on a smaller field of view allowing them to spot units quicker. This actually seems works for all units, not just tanks … but of course “you mileage may vary”.
  13. Well the obvious question is.. why arent you playing 1.05? So far I think it's an amazing patch and I can't say i've encountered the stuff above, at least not enough to really notice.
  14. Given the fact that CMC has disappeared from the "In Development" list on the front page, I think the project has officially became vaporware. The only positive way I can look at it, is that they scrapped the original CMx1 based engine in favor of making CMC work with CMx2 ... although that's quite a long shot.
  15. Fantastic work! This might be just the inspiration I needed to start work on another Red-on-Red scenario
  16. I second the scrolling issue - with enough top-level formations added to the Activated units window, even if all are completely collapsed, it is impossible to access the subordinate formations at the very bottom of the list. Case in point: … units of the 4-Plt C-Coy are not all displayed, despite every possible formation collapsed. And no, this does not depict an implausible Division-sized force, in fact most of those top-level formations only have one or two units – it’s just so happens that you can’t get Heavy MGs, 5 RPG teams, and a BRDM-ATGMs, etc all under a single formation.
  17. Could you pleas elaborate on why or how the units were stuck? I’m presuming you’re referring to the reinforcements and not the units starting out at the crash site? Were you playing as Blue or Red? Was it vs the AI?
  18. Expanding a little bit on the topic of least and most LOS blocking tiles – a comparison between LOS depth through 3-tree density of the foliage tiles: Tree-D, apx 25m Tree-C, apx 55m Tree-A, apx 185m Tree-F, apx 215m Tree-E, apx 225m The Rest: The Tree-B type and the three brush-types of the foliage tile, the brush tile, and the grass tiles, all seem to provide an infinite LOS depth. Keep in mind that being able to see x-meters into a tree line does not equal being able to actually spot units – at best that means you will be able to order an area fire that deep into the tree line. For those screaming "murder", notice how the LOS depth of 3-Tree-D tile is identical to that of CMAK’s Woods tile. [ August 22, 2007, 09:21 PM: Message edited by: The Louch ]
  19. Same way as in CMBB/CMAK... you simply place the unit onto that setup zone.
  20. It's not that I like proving people wrong, it's just that ... actually no, scratch that - I do like proving people wrong [ August 21, 2007, 01:47 PM: Message edited by: The Louch ]
  21. A truly amazing presentation and an excellent write-up, good job! Makes me wish we could do full-screen graphics for mission briefings
  22. Just look for squads which have "rifle grenade" ammo with them. Also keep in mind that rifle grenades aren't usually fired at close ranges, so if you constantly have your guys engaged at less than 100m you might not even see any grenades fired off. Not a lot of units carry the RPG18, but oddly enough I've noticed AGS-17 teams always have 1 or 2 with them.
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