Jump to content
Battlefront is now Slitherine ×

Kieme(ITA)

Members
  • Posts

    1,894
  • Joined

  • Last visited

  • Days Won

    37

Everything posted by Kieme(ITA)

  1. THank you, no, there's no other mod than these three dedicated to modular buildings: -modular buildings in hd v2 http://cmmods.greenasjade.net/mods/5297/details -modular roofs to match them http://cmmods.greenasjade.net/mods/5238/details -modular buildings add on http://cmmods.greenasjade.net/mods/5314/details These are all the mods dedicated to modular buildings. Any previous version should be deleted, if you have just these three in your mods folder you should be fine when it comes to modular buildings.
  2. Vein has removed the mod, you should contact him via pm to get it. More info if you scroll the last page of this thread.
  3. Very nice benpark! I really look forward to see the famous radzvezniky, if that is how it's spelled, the famous scout camouflage with brown patches. As for the use, true, it's a pity we can't tag squads, but we can tag scenarios. For example, to use the scouts, it would be possible to create a small scenario depicting small units actions, and use the scouts' tagged mod.
  4. Well we have a very different approach, we'll see if the next CM title will have more or less options. I am all supportive for an in-game description, that can come in a box near or under the choices, explaining with a line or two what you have selected. That would improve understandability of the options, in my opinion, just ditching or merging some to get less options would not improve or simplify the game, it would cut it down. For the same concept you could take the commands and merge "target" and "target light" commands, how can a new player understand what they mean? Would you just merge them to make it simpler? No, because you would dumb down the game, provide less options, and therefore stripping the game of features/content/potential. Again, a quick reference to the manual and the two mentioned commands are clear as the sun. I understand that some people would not like to spend time looking at a manual, reading stuff etc. fine with it, but CM games have their soul and part of it comes from this kind of Learning curve. In any case the manual is an important reference for any CM game, and if a newcomer comes in there's little to do rather than use the manual, it's not only about options, there are a lot of ingame features that simply cannot be understood correctly without referring to the manual, even a veteran has to take a look at the last one to see how ammo dumps work and how to get them... just to say one. New features mean something new to learn, god bless this way. If a newcomer has doubds over the difficulty options point him to the manual, if he doesn't want to read it the game is not for him most probably..
  5. I play combat mission games since CMBO, and never got confused by anything because I had the game manual to check, and if you play this game you ought to take a look at the manual, if you don't want to read a manual you can, as Others correctly suggested, look at other kind of products out there. There's no perfect number of "difficulty" options, we can argue if the available ones are ok, should be more or less of them, but asking to REMOVE or MERGE stuff from a game that has a slow pace development and is made by a small team is in my opinion suicidal. Considering that there are so many features to be added, removing them would be a step back instead of forward, just to help very few people who clearly don't want to take a look at the manual. Besides, there are games that have so many options that the combinations for setting up a game are hundreds, therefore giving out hundreds of difficulty levels, this does not kill them, it improves them, it just takes a lot of work, CM has no desperate need to add more of these options but could use them, maybe they'll come in the future, as for now I am sure the majority is waiting for improvements on other fronts. As many stated there are some options they prefer over the Others, and as many people here pointed out: "one size fits all" is the opposite direction CM games have taken since I know them... The "how many people really read the manual" fits many other games out there, NOT this one...
  6. I'll try repacking into brz, I didn't previously, because the changed trees I did (by only changing saturation) worked well, but I'll try repacking and let you know.
  7. Oh, by no result I mean that the game loads the stock textures only. I had a test with the branches that make up the "low bocage" and got the no-visible result, as the bracnhes disappeared, and the reason must be the one you nailed, bit with the trees I can't even get that result, the game just loads the stock one.
  8. Hello, I'd like to ask for help from fellow modders and people who know about the game and how it works. So, I wanted to see what can be done with trees and mod them somehow. There are two files out there: tree-X-bb tree-X-leaves (and the bark one) First, I tried to change color, saturation, brightness, and it worked well. The changes appear in game. The bark texture can be replaced easly and it works. But then I tried to change the textures themselves (of the two above mentioned files), and I had no result whasoever showing in game, so... what's the deal with trees? Do I have to match each and every pixel of the original tree respecting each and every pixel of the Alpha channel there's behind it? Do I have to change both "Leaves" and "bb" files? Thanks in advance for any help-
  9. I belive the more the better, more options are Always welcome, whatever they do, more choices mean more customization. Of corse there's more stuff to learn/look at/ check for a new user, but this game is all about Mastering and it's a complex product per se, so I wouldn't just remove stuff, not even difficulty options, which are imho interesting as they are, but Always tewakable in the future. I am just against a complete removal of features or options. And bless the games that come with a thick manual like they used to be in the old good times.
  10. Thanks Fizou, a side note: I just discovered that in order to have all 16 buildings working you must have installed all numbers from 9 to 16, if you happen to miss one of the buildings of the number list you'll miss all those that come after it.
  11. These four are those previously released in single packs, included within this big one: Screenshots taken at max settings, shaders on, Aris terrain and horizons on.
  12. Hi all, I've completed some more buildings, and with the older 4 ones already released I decided to pack them all into a single 8 buildings big pack. Among these 8 there are three that will replace the oldest 3 that were included in Kieme's industrialization mod. So be sure to remove the "Modular Buildings 9-10-11.brz" file if you installed the old industrialization mod. This brings the total of available buildings in game to 16: 4 wood ones, 5 brick, 2 concrete, 3 stone, 1 metal sheet, 1 plaster. I doubt that more buildings variations would add a lot to the game, and I don't know how could I improve all those done already, I've reached my max possible knowledge of the huge, complex editing programs and it's very little. Therefore this is the last mod I'll make dedicated modular buildings. Maybe roofs could be improved, but it's a very tedious process so I'm not pleased to deal with it, but I'll try to see if more roofs variations can be added. That's it, nothing more to say enjoy! Download: http://cmmods.greenasjade.net/mods/5314/details Previews of the 8 buildings in this pack:
  13. I was wondering: would it be possible to add some kind of "medium" tiles, or would it be just useless? I am far from any kind of an expert in computer graphics.
  14. Thanks for sharing the v2 uniforms Vein, may I ask you what changes between the older version and this one? Thanks!
  15. That's true! I used it to replace mine! I'm sorry, I'll take down the mod now and release it again when I'll correct the mistake.
  16. That's right, I still need to regroup all the independent revamped and make a single big pack, I'll try to do that tonight. This one is for the modular buildings, on the other hand the old "industrialization mod" adds 3 more, the add on packs add 1 each, should be 15 in total right now. Anyway, I'll correct 3 old ones of the industrialization mod, add 1 more and reach a total of 16, so the 8 add-on ones will come into a single pack that will reunite the 4 parts out already. Confusing, I know. Hope I won't mess things up more than they are already- Here, uploaded a big pack with all independent buildings done by me since now: http://cmmods.greenasjade.net/mods/5298/details I will delete the previous parts as soon as I can, no reason to keep them there. Same goes for the modular buildings, after some days I will delete the older version.
  17. Hi all, I took some time to revise the old modular buildings mod, correcting and improving what I could thanks to all the stuff learned since the first release and feedback received on the forums. Download: http://cmmods.greenasjade.net/mods/5297/details [please note that you will need to remove the previous mod version in order to make this work correctly] The changelog for version 2: -added weathering to all building surfaces (5 kinds of) -corrected stone building with better texture alignments, shadows and details -added new doors, windows and large windows -added all normal maps -improved all "details" by means of sharpening, deep shadows, colors, saturation, weathering Previews of all 8 buildings: (continues on next post...) Images taken at max settings, shaders on, Aris terrain and horizons on, HD modular roofs on. Any suggestion welcome. Now I am planning a revision of the three oldest buildings released with industrialization mod, and addition of a few other new ones to reach a total of 16 modular buildings. I'll be gone for a week so see ya all in a few days!
  18. Good job benpark, the german style structure with logs and White plaster is my favourite! And very good idea to add small, basement windows, never thought of that and yet very common in central europe, probably I'm going to nick the idea! I thought that kind of styles you are working on were due to the next CMRT module or the successive one, anyway you are just working ahead with this mod, easy to port it in case in the future. If you tag the files they could be used in specific scenarios. Are you going to do all the roofs or use the [easterneurope] ones included in vanilla game? Looking forward for more previews.
  19. I'd like endorse this plea, whatever vehicle you could upload would be fine, although the most common ones are obviously more interesting for everybody.
  20. For what's Worth I have done some involuntary testing with german half tracks filled with squads and coming under fire in close quarters (made a mistake with setups and ended with placing some HTs in the middle of a soviet rifle force). Anyway, before nades start to fly, which definitely kill the most of the troops inside, small arms fire usually kills not only the HT mg gunner, but at least a couple of soldiers (tested several repetitions). Probably the pixeltroops who don't keep their arms inside bus Windows. Usually, at least 1 to 3 soldiers survive even the grenades (which Always cripple the vehicle) and furious rifle fire and keep inside paniked for some minutes, only to try a desperate flee running out of the HT and being gunned down.
  21. Hi all, continuing the series on heavy guns with this mod dedicated to German 88mm guns: Flak36 Pak43 Pak43-41 Muddy versions included (using Aris' mud) Only some weathering (scratches, rainstains, dirt Patches) added, with deeper shadows. Download: http://cmmods.greenasjade.net/mods/5293/details Previews: Screens taken at max settings, shaders on, Aris terrain and horizons on, Veins germans on.
  22. Thanks everybody, nice idea Repsol, I have been wondering about Windows too, but never experimented with them, I'll try something. Maybe it's possible to create a completely black square, not sure how it would look like. Or a frame without glasses.
  23. Thanks, but I just copy and pasted a texture, as the rest. I added some custom weathering effects in these last textures, that's why I'd like to revisit my older ones, which had none.
×
×
  • Create New...