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Kieme(ITA)

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Everything posted by Kieme(ITA)

  1. And finally a highway, because it has to be there anyway, but taking only N-S and E-W options I had 4 Tiles remaining, and I used them to make two variations: a darker and cleaner highway (like a recently plopped one) and a lighter, worned version (like an older one), both coming with a tile useful to add a connection to another common asphalt road: So, in conclusion: I sacrificed the chance to make a "straight" + "slant" highway section in favour of adding: - "straight" highway new - "straight" highway worn - airport strip set - parking lot set The above couldn't be a simple mod, since it would not fit actual ingame maps but only newly created ones. Thanks to the new [tagging] system all of this could be possible in a new CM2x game such as CMBS. What do you think about this matter?
  2. 2 Tiles used to make a parking lot set: In a modern setting CM2x scenarios I can imagine a more common use of parking lots rather than highways, so giving these a couple of Tiles is a must...
  3. Hi all, I am abusing with thread creation here, but this forum isn't too crowded so I hope there's no problem with that. I have been thinking about the "highway" concept in CM2x games. Now, the vanilla idea is having something like 15 Tiles, 10 of which are single tiles, while the other 5 are the same but with different rotation. So, these 10+5 Tiles are used to represent an in-game highway. You might think that a single tile would be enough, and in fact it would, if you wanted to represent a N-S or E-W highway section, (perfectly straight in game). Problem is, that the original thinking behind the game wants to give map designers the chance to represent other four potential directions, not just E-W but also SE-NW etc. highway sections. My question: is this necessary? I'd say no. Pros: -highways might commonly show straight sections for kilometers (not thinking about USA, even in Italy, which is much smaller is so). So the size of a common CM2x map could include a straight N-S or E-W highway section without being unrealistic for that. -highways tend to follow a N-S or E-W direction more than not. -the effective result of a NW- SE highway is not of a great good looking ingame and I know why: modelling in 2d such textures in order to fit each other is a true pain. Also, the highway and in general road "curves" in game are not good looking either because of the limits of actual tile system. -10+5 Tiles to represent a "slant" SE-NW highway section is a waste of potential resources. To proof the last sentence, here is an example of completely re-worked Tiles, by modding them, in order to obtain more stuff that could be useful for scenario creation (please note that since I was at it I edited the textures to be 400% the size of originals, since they were only 256 pixels wide) 4 Tiles used to make an airport strip/surface set: Airports are quite important targets in a modern setting, so I belive these would be represented in game a lot as a setting for potential scenarios so adding this set in game would be quite useful. Not to mention that these Tiles could be used to represent an additional kind of pavement for any situation.
  4. Thanks for sharing, I really hope this giant gets the deserved rest once again, it's like looking at a mummy digged out by graverobbers, retaken by authorities and then waiting to be placed in a museum. By the way, the second suspension seems to be broken, might be interesting to see the other side. Oh, and I see an interesting building in the background, looks like one of the additional CMRT structures might easily fit CMBS.
  5. ok thanks guys. Just checked a modded ground folder for CMSF and it's like 500MB (not squeezed)...
  6. The amoeba pattern is very interesting, but not easy indeed to realize, could also use the body armor...
  7. Thanks for the suggestions guys. Buildings: at this time I am mostly experimenting, but augusto you are right, if I want to make a mod suitable for the base game it must respect the original characteristics of the vanilla buildings, so things such as the "glass" structure or the parking storey must be considered as additional structures. Vehicles, at the time being I am messing around a bit, I'd like to create something like a fantasy arab-like country with a mix of west and old equipment (the Kingdom of Saudya? yeah I know, not too much effort there), so that's why I'm working on the M1 to modify it, in case it will be a separate mod, in general, the few vehicles I'll mod will work for this reason (see BMP-2), I can't see myself doing all of the vanilla vehicles, they are too many! The horizions do not convince me either, I am already working on something different, despite the huge effort, but really I wanted a more realistic view, which evidently wasn't achieved (looks better ingame though). What would you say about this? Too close? (please ignore the sky, yet to be done) Same textures, 400% the vanillas', colors unchanged, practically non-stretched with respect to the original picture.
  8. Thanks Safe, a couple of more screenshots: I re-worked, the first time for me, the horizon, found a large picture of an arid landscape and chopped it into pieces, after some adjustments (which take a lot of time) I managed to make it fit the game (hazy versions still do be done). These textures are 400% the size, in pixels, of the original ones. Vanilla: Modded: Started working on the M1 too, the one above has seen just a little desaturation in color tone.
  9. From a fan to another fan, if you watch this you get a nice preview of incoming BMP-3 variants: http://www.twitch.tv/chrisnd/c/4464929
  10. Hello, couldn't find anything in search or faqs, so here they are: -which is the exact max file size in upload (MBs) for the BF repository? -is there a limit to the number of uploads I can send in? Thanks in advance
  11. Hi there! Very interesting idea. So, do I forsee small battles, platoon + but company - size? First idea coming out of my mind: a [tagged] mod dedicated to russian sappers! OT tank(s) in one or more battles?
  12. >Thanks for sharing, in another video of the same channel I saw a SA-13 gopher mtlb iirc, and so we will have missile anti-Aircraft assets, wonder what kind of animations will be implemented to show the launches, which are full of blast smokes and dust.
  13. New stone wall and a new road type, this last took a while to be completed with all its alternative Tiles, I found that the double resolution strongly improves the roads most of all: vanilla: modded: Another couple of pictures, these will let you better understand the power of 2x texture sizes, especially in close-ups (the soldiers are untouched): vanilla: modded:
  14. Third, another building, this times I tried to go far off, making a very modern glass and steel structure, it's very Tricky, as the best result would be with Windows turned off, but this would make the structure unplayable. So, for now, I found this pseudo-solution: painting the detail frames in the same way of Windows, the result is not exceptional, but at least doesn't hurt too much. vanilla: modded: And now a vehicle, starting from MikeyD plain sand BMP-2 (a fantastic mod for a modder) then I added a new subtle camo and some layers of weathering, no HD here, textures are of a standard resolution: vanilla: modded: Please note that this last was made out of fantasy for fantasy scenarios I plan to make.
  15. Hi all, I'd like to share some screens of the work in progress. Might sound odd to work on an old title but I really enjoy this and besides, it will be a good base to start with when the next modern CMBS title will come. So, what's this HD thing? Simple, few guidelines I am following: -textures must be 2x the original resolution size (4x in the case of highway Tiles, but this comes in another thread) -new textures must be taken from actual real photographs The results so far: First of all a quick screen showing a simple house, reworked into HD, with new Windows and door, on HD dirt ground too. vanilla: modded: Second, a couple of complex Tiles, such as the pavements: vanilla: modded:
  16. Thanks Erwin, problem is that CMMODS has no CMSF page anymore, so I belive that anything that isn't in the repository here is lost or at least not accessible. I browsed the full repository and considering the forums have 90 pages I wonder what's hidden in there. Moreover, many old posts show the pictures no more unfortunately.
  17. Yeah, the engine got quite many improvements since CMSF. I had the chance to witness this directly only recently, after having put my hands back onto CMSF, and the improvements over so many elements are very sensible. Really looking forward for the 3.0 version, this might be the starting base for CMBS + the new gamey features related to modern warfare.
  18. -more texture sets: -specific (different) textures for tall wall / short wall [now they are shared] -specific texture tile for wall end, border [now shared with wall side] -specific texture for "middle" Windows of modular buildings -more variety when it comes to roof models / frame-details -normal maps for vehicle textures / ground textures / troops textures -more variety when it comes to troop headgear, such as helmets + caps -reworked tree models to better fit long distance drawing and easier to mod -more options to tweak distance of objects drawing
  19. Can't wait to check against the new modern title to see the progress done (modern vs modern). I really didn't kept track of the date, but in the recent days I re-installed CMSF and started modding it, must have been something regarding that tin foil hat I have been not using recently...
  20. Hi all, a recent idea I have been developing, useful for CMSF and the upcoming modern title. Back at that time I had no idea of how to mod anything in CMSF. I am looking for something to represent a building under construction and/or a multi-storey parking. There are some ugly black lines around the Alpha channeled facades, not sure if I'll be able to get rid of them because they don't show up on the textures. Moreover, those lines are not "catched" by the AntiAlias filter. Note: removed Windows and doors by scenario design. Old trick to stuck vehicles inside buildings... Another old trick to make a building look like under construction from the basement, with 1 floor underground, 1 half under, and 3 outside, needs at least a door to enter, but can be "gameable". Speaking of it, with the no doors/Windows setup the building can't be used to fight, despite looking like the units inside have free LOS they don't because there are no Windows in truth... a bit of a problem, but the structure can be used as cover and the top floor is free of problems. Similar textures might be useful to make a modern looking industrial structure, made up of pre-fabs, at least, in that case, the absence of Windows is ok. Do you have any idea about the modern setting that you would like to be represented in game somehow? (considering the boundaries mods must keep in).
  21. THanks for your opinions, I am considering the double standard, if I am not mistaken, the HD version (2x texture size) could be done first - then, with a couple of clicks, a standard size can be obtained just re-sizing the texture as a Whole to a 50% value. Not much of an effort there, but could be useful for people running on low specs.
  22. All the mods I have done are of a standard texture resolution (same as original), sometimes I misused the term "HD", because they are of higher definition than vanillas' but they have the same resolution at the end of the day, so they have no impact on FPS. I have been experimenting with shock force lately, testing a new rig (third new since CMSF original release) using 2x texture resolutions. Problem is that CMSF has a lighter engine (no shaders, for example) and allows for 2x res textures to be used without problems, meanwhile I forsee that CMBS engine will be somewhat heavier than CMRT so I wonder that 2x res textures will ask too much of any computer (until multicore is implemented). On the other hand if CMBS will sport a CMRT engine with 3.0 goodness and performance/optimization improvements the problem is going to be avoided.
  23. Hi all, to those looking forward for the release of this new modern era title I'd like to ask a question: regarding possible graphic (texture) mods: would you like to see improved resolution textures (double size)- which will ask for more computer resources- or would you prefer to see standard resolution textures (which will have the same impact on the game as the original ones)? I am asking this because seems to me a lot of people avoid to use mods with their games due to performance worries. Sorry for the wrong place to ask but there's no dedicated forum yet.
  24. ian, did you use steam at the time or not? Sometimes it's pure luck indeed. Not sure steam would reach more people than an advertising campaign could, and you would need money for both, at least steam is sure to be pretty international while an ad campaign should be most probably focused on one or few countries. For example here in Italy CMFI would be looked at more interestingly than a CMK (combat mission Korea, made up title) and CMRT surely had more russian and polish fans than CMFI... I first saw CMBO demo on a CD full of demos that came with my favourite gaming magazine back at the time (CMBO had still to be released but the demo was around). Then I saw some CMBN ad on a modelling magazine iirc, but now that I think of it I rarely saw advertisements of CM series games...
  25. Hello, no I used generic textures found on internet, these are most probably not taken from russian buildings, not those which don't look like, not those which look like either. In the end it's a matter of tastes or perception. The 8 add on buildings are made out of my preferences, while the 8 modding ones (those that change the original game's buildings) are as close to the original game's concept as I could (brick building modded into brick building, White stone building modded into White stone etc.)
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