Jump to content

rofl

Members
  • Posts

    265
  • Joined

  • Last visited

Everything posted by rofl

  1. If the bridge wasnt in straith north/south or east/west direction it was not passable for big vehicles like tanks, doesnt matter if custom or stock map (ie dunkerque).
  2. The map was in 3 parts: playable area, far map and very far map. On playable and far map just sink the terrain down to waterlevel, on the very far map you cant do that.
  3. The UC i made with star on the sides and cromwell also ready so far, try them out in game and let me know if you want some changes. dl it here (UC and Crom. div. markings.rar): http://hosted.filefront.com/rofl21/
  4. First test for placemnent and colors, the background from the dragon should be darkblue or black? That are the only possible positions on the bren, I must overpaint the lower body frontbars but i think its ok. That's a light weathered version for my personal use, you can also have the markings new on default skin if you want.
  5. Nice render screenis but i hope you fix the old bugs (above all the SPG retread funktion and game performance) bevore release an add-on . Will it be possible to play as stand allone or merged with ToW like we have Il-2 and PF?
  6. Do you mean 1024 textures with emblems for the vehicles? If so, halftrack and universal carrier use only one texture for both fenders, more or less impossible to paint correct markings on them. The other vehicles would be possible but lots of large files, about 40 Mb or more. I also had some camo uniforms for ss-infantry but deleted them because the ugly texture stretching, now i use fieldgrey but with steelhelmet instead of the cap.
  7. It's only possible to make water to the end of the far map, you must also sink the terrain from the far map down to waterlevel. The very far map is only mirrored texture and can not be water.
  8. M4A1 have only one type of AP-ammo. Everyone can try that out, i put 4 shermans ~800 meters away from a jagdpanther without ammo and hold position, with a few rounds he's destroyed or the crew is KIA . First time i try the same with playercontrolled jagdpanther and i thougt it's the cheating AI but that was not the case. For those wich are to lazy to build a mission dl here (watertest.rar) http://hosted.filefront.com/rofl21/
  9. But how is it possible that the M4 value say 80mm @ 500 meters and they pentrade the slopped 80mm jagdpanther front at ~700 meters (last test yesterday on the absolutely flat clear summermap).
  10. I'm also very suprised to see 75mm shermans pentrate my jagdpanthers frontplate from ranges over 500 meters and kill 2-3 crewmembers :confused:
  11. Tatari, how do you make those nice markings and nicknames on the french tank?
  12. 1024 skins with differend emblems for many differend units would be to much work and maybe slow down the game a lot more then it is ATM. I try to figure out how to add a new divison wich can be linked to individual skin but no sucsess so far, can't find the file where the division information is stored In the parts.ini it would like: [VehicleSkin_UKSummer1] Type VehicleSkin Name UKSummer1 Skin Summer1 Division UkEmptyGray [VehicleSkin_UKSummer2] Type VehicleSkin Name UKSummer2 Skin Summer2 Division Uk_11 The emblems would be a fast job for a weekend and looks much better than painted on the skins. The mat file for the emblems is available for almost all german, british and russian vehicles. Ingame divison marking system... ...painted on 1024 ...and 512 If you want dl at the 1024 at the same link as above. [ March 26, 2008, 03:26 PM: Message edited by: rofl ]
  13. Regiment emblems are allready includet in the game but not enabled and i found only one for the german (5.SS PzDiv.) and one for russia. It's easy to make a new one but the problem is that the regimentemblems are linked to the vehicle and we cant choose in the editor ....the enabled regimentemblem will allways appear on the tank. The other way would be to make a few skins with differend embles and you can choose them in edior but the skins was only 512x512 and maybe its to low resolution for such small things but i'll try it out on the cromwell.
  14. Here i've uploadet for ya, just dl panther skins.rar and extract in your ToW maindirectory. http://hosted.filefront.com/rofl21/ Skin 1 is still default, 2 is the one from the first screen, 3 is the same without skirts The map on first screen is also selfmade but it's far away from beeing finished, if it is ready in a few weeks i'll upload, no time ATM . I don't know because i never played CCM.
  15. I made a panther without ambush pattern and a little dirty, for the tiger there was more than enaugh in game, you can select them in the missioneditor.
  16. Because my lack of time i couldnt test the mod erlier. Today i try to install and play it but it only crash to desktop after loading a mission (all missions tested. If i change the AI folder back to the original the game works without crash but then i've no crew/animations on the new flak units .
  17. Some early autumn i made also, less colorfull and green/brown bushes . Same link for dl them.
  18. I use about 2800 statics on an urbanmap and had no problems so far, except the big perfomanceloss from the houses.
  19. Here you can dl (dark trees.rar) http://hosted.filefront.com/rofl21/ If you want to replace all summer trees then rename the tga file to AlteredBush8a.tga and delete the mat file.
  20. Yes thats right. You can also add a new type without change the default textures. I made another (darker) summer treetype and add as AlteredBush9a.tga, to use them on a map it need to change the line TextureSprite=Trees/AlteredBush9a.tga in the load.ini. default, new type
  21. I use only one layer and changed the tiling lenght to avoid streching.
  22. I cant see a problem on the first pic :confused: "recalc landscape changes" Ctrl+5 should fix the problem on the second picture and for the minmapproblem, be sure you have the minimap.mat in the folder, filesize and format for the minimap seems to be right.
  23. Unfortunately no, you can try to lift up the ground around For grass you must use Mode -> Landscape -> RenderTypeBrush, type 4 and 5 is no grass. Check the load.ini, CreateWater=1 must be enabled! On some maps you must dig very deep for water and i couldnt find anything to change the waterlevel
×
×
  • Create New...