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Kieme(ITA)

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Everything posted by Kieme(ITA)

  1. Thanks for feedback Erwin. Let's see, yes, the buildings Windows tend to be a bit too similar, problem is that a 8 storey modular building, with the game we have now, can have only 2 types of Windows, one for the ground floor and another for the other 7 top floors. So you either use a very plain, featureless window texture that won't be too bad from distance or you add a window with some more details but these will pop out the "clone" effect more... all in all I went for some more complex Windows with most of the buildings because I noticed that the majority of game structures have no more than 2/3 levels, so it would not be too bad. I designed 2 additional buildings with modern Windows walls that should be much more nicer for 8-level buildings. About the roads I think that paved ones are rendered at distance by the game engine somehow, so i can't do much for how they look like from far away. But I'll look at roads again from distance. Paved roads that is? Swampy ground was not modded, neither was the swamp plants. About the highway, can't do anything about the distortion effect of the lines, I did some tests with vanilla roads and they had the same problem, unfortunately it's a matter related to the game engine, some kind of visual glitch that I cannot identify because I am not an expert. But yes, it's there, unfortunately. It's the same with the "pavements", they tend to make that distortion effect. IF they work in CMA? Maybe, but I don't have CMA, you might need to rename the files, but if you want you can do that, takes some patience, I see no reason they shouldn't work.
  2. There's no Type 97 tank in any CM game or expansion, older or newer. That's correct, you can take a tank already in game and paint it as you wish, you cannot add a thing that is not there in the first place. For example: you can take a soviet T-43/76 mod.43 and make it like a German captured T-34/76, with a German camouflage and a balkenkreuz. But it will be a russian unit, unless you make a new scenario, make it so it is russians vs russians purchase the t-34 for both sides, then switch game type in terms of opposing sides german vs russians and keep the t-34 tank on the german side, it will look like a russian T-34 playing for the germans. Sounds complicated but a look at the scenario editor will clear this up.
  3. Hello, a way to think about mods in CM series games: think about the game, all you can see you can mod its "skin", the textures that are on it. You can not mod the 3d models, the "shapes". You can change every single pixel on that skin, you can even make it 200% its pixel size, or 400% and so on. So you can paint your T-34 for example in any color you want, any finiture, paint a word, a number etc. but you cannot add a different turret shape or attach a wooden box on top of it. So you can paint your troops in any way you want, change their faces etc. There are few exceptions, like making a detail on a tank desappear, because you can mod it to be "transparent" in game. For example you can make disappear the gun of a tank, or its entire turret. It will be there for the game, it will just be invisible to you. Porting vehicles from other games of the series can be done in some very rare cases, it involves renaming various files. But I am not an expert in this matter, and besides I think the game will keep thinking the ported vehicle is the same as the original one. You can mod all sounds. Closest thing to a tutorial, but something more dedicated to the game would be indeed needed, a good idea for something useful for the community... http://www.battlefront.com/community/showthread.php?t=82726 BFC repository and CMMODS site have A LOT of mods that have vehicle textures.
  4. eh, it's done. looking at my Z folder I don't really see much rather than a few vehicles partly modded. I might release those as standard mods. The HD project is over, since there's nothing else I'd change. The foliage in CMSF is very nice in my opinion, both at distance and in close ups. Besides, foliage is something I haven't learned to mod. I might need to take a look at the marsh textures + doodads but considering how rare it is I'm not sure. I'll keep experimenting with buildings, especially to obtain something like an in-construction modern building which is very common all around.
  5. Sky and mountains checked and up: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3316
  6. Jerome, the last one I posted has a button on the left screen under "translate", where you can "select Language" and has a little Google logo near it.
  7. Another blog, this time clearly pro-russian, but it has pictures of vehicles nontheless: http://gurkhan.blogspot.cz/2014/08/blog-post_88.html
  8. Thank you very much, I wish this game would be upgraded to 3.0 standards, there's just a lot missing. For example: I was making a wall Yesterday, and noticed how limited are the options of complex wall formations if compared to CMBN or CMRT (missing "T", "X" "+" for example)... this also makes you appreciate the improvements CM 2x games have had in the past 7 years.
  9. I am following this blog, from a Ukrainian point of view, various arguments but there's a good research imho, sharing it if someone is interested: Careful, some pictures posted there might not be good if you are too sensible. http://ukraineatwar.blogspot.it/
  10. You are welcome, in ground 10 part you'll find the distant terrain, it should fix the problem with that and give a better look to large maps. Generally speaking, some texture colors are different than the vanilla ones, so the entire mod might have a better or worse look in some maps, due to the fact that in some cases the Tiles were chosen by the scenario creators because they blended toghether nicely, and it might be not the same with the HD mod on. I have checked some maps within scenarios and campaigns and was pleased with the result in most cases. All in all I'd say that the mod fits the game but for the only exception of "optional highway mod", which is good only for new maps, because all older maps/scenarios/campaigns won't have a good looking highway with that mod on. Anyway, horizons/sky etc. have been submitted too. Unfortunately there are some glitches I couldn't find a way to correct within horizons textures, but I decided to release them anyway.
  11. Last 6 parts of terrain checked and up: terrain 5 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3312 terrain 6 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3299 terrain 7 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3290 terrain 8 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3291 terrain 9 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3292 terrain 10 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3313
  12. Walls checked and up: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3315 Doodads and other checked and up: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3314
  13. I'd like just to point out a couple of things: "The rock textures! Why are they brownish?" you could just swap textures between CMBN and CMRT or make a mod. There are no sunflowers in CMRT vanilla, but, again, you might mod one of the crops to look like sunflowers. About flowers, well, I think they are sufficiently tall, I wouldn't like flowers taller than tall grass because I see such flowers rarely.. Again for the forest floor, you can swap textures with CMBN if you feel like, or make mod. About bushes and heavy forest, the bushes CMRT uses in heavy and light forest grounds are exactly the same as "brushes", same doodads. All in all if most of what you don't like is textures you can mod them or search for mods. Fortunately these are things we can change without too much effort.
  14. Containers Possibly both 40 and 20 feet... This simple box could add a lot to a modern setting game, and it will be useful in litterally any future expansion or game in a post 1970 setting... Not asking for anything fancy or detailed... just a box.
  15. I just found the "mini" ground textures, must have been in one of the patch packs. Well, I'll just have to make the mini version and release them in a dedicated pack, will be ground 10. This should solve the problem with distant grounds, or at least make it less horrible. - Submitted ground10 with the distant grounds -
  16. THanks for sharing, I have seen a BMP-1 in the second video. Not surprised there are some remaining there, but I doubdt they'll be in CMBS. From the same source: T64BV
  17. No, the add-ons just add new building textures that you can use in the editor, or you can see them if someone makes a new scenario and use them.
  18. Last two parts of buildings checked and up: buildings 3 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3278 buildings 4 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3279
  19. First two parts of buildings checked and up: buildings 1 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3298 buildings 2 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3277
  20. optional highway, checked and up: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3294
  21. buildings add-ons 1, 2 and 3 checked and up: 1 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3282 2 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3283 3 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3295
  22. paved roads checked and up: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3280
  23. First 4 parts of terrain checked and up: terrain 1 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3284 terrain 2 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3285 terrain 3 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3286 terrain 4 http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3300
  24. Hi all, I messed up the releases of several files. Partly because of my mistakes in creating the uploads, partly because of the horrible interface and lack of post-control that the approval system brings in and its delay. Moreover, I really don't like the announcement system that clogs the forum and treats every corrected file as a "new release" while in truth is an updated version. I strongly suggest BFC to rework the repository system from the uploader point of view. I am only using it this time because I have access to no other distribution system and CMMODS has no CMSF page available (otherwise the best interface for uploaders). For the reasons above I will post in this thread every single direct link to the download page. I will check each file before posting here the link so you might just keep a look at this thread and download the stuff from here, so to say. The process might take several days because of approval time laps, which makes a mess when it comes to verification after each uppload for the uploader. Please disregard and ignore "forum announcements" of new files and refer to this thread only (my replies with the links). Unfortunately, I can not edit this starting thread after some time (another feature I don't really like and makes releases very difficult for me), so new replies will contain new links. If you look for previews and such, and you have the right to, please refer to other forum threads. Also, please excuse the lack of images and text descriptions, I have troubles with the interface and don't want to use other browsers to work it out.
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