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. BIG BARN type b Download: http://cmmods.greenasjade.net/mods/5242/details
  2. Thanks for the suggestions, well, that modded roof is made of wood tiles, I decided to go for it because that barn is the most refined one, the other large barn, with only a single large door, will have something more rough. The metal or corrugated metal panels will be on the second option of the same building, although I might add another wood roof type for the second variation, a more rough and less refined one, so that the same barn might have a good or shabbier look. The vanilla texture has some very long and repetitive wood planks, a bit unrealistic since there are hardly planks so long and so perfect. I'll try looking for some more variations for the roof, still in cheap wood but of a simpler look.
  3. BIG BARN Download: http://cmmods.greenasjade.net/mods/5241/details Vanilla: Modded: Note: 2 variations of the released buildings still need work, in game they look the same but with a little different color tone and a second roof type, I will make them more different, but not much.
  4. Hi all, modular buildings in CMRT have a ot of high quality textures, I'm personally fine with most of them but some are a bit too dark or clean for my tastes. So I started revamping some of these buildings. There are a lot of them in this title, so I will make mini packages and release them one by one (some might have a Group of building). I'll keep this thread updated with releases, no work in progress previews. So here is the very first one, the tiniest building in game (apart from chicken houses) revamped into HD fashion: SMALL BARN Download: http://cmmods.greenasjade.net/mods/5239/details Vanilla: Modded: Yes I am crazy enough to mod the chicken houses too, sooner or later.
  5. Hi all, after a long, tedious session here's the roof mod dedicated to modular buildings, destroyed versions included. Available here: http://cmmods.greenasjade.net/mods/5238/details Some previews: Vanilla: Modded: Destroyed version: Vanilla: Modded: Regards,
  6. Then, if the shot was taken against the tile... how can you tell where exactly it hit the stug front? Meh, too many gaps here to continue the discussion. In any case, it's not obvious that a HE shot hitting a tank must kill the unbuttoned crew unless it's an arty shot Landing from directly above, and second it's more than plausible that a HE shot causes a light damage (or even full damage) to a track, whatever is the precise hitting point. Besides, I don't really find womble's explanation weird, seems just logic.
  7. Not very easy to replicate, I set up a scenario but it's hard to tell a t34 to shoot HE to a stug, spending all the ap against other targets might be viable. In any case it's very rare to see a HE shot from a t34 against another unbuttoned tank. Tested it, the first HE shot hit the wheels (front), causing the stug crew to button. All in all I see this as a realistic possibility, it's a He shot alright, but it hits the front of the tank and the crew is not completely out of their hatches. As regarding the track damage in original poster's case I belive that it is possible to assume that the blast radius of the HE shot caused a minor damage to the track, nothing strange there, this is a possible explanation of how the Subsystem damage works. Maybe a screenshot might give more clues, get one next time.
  8. akd I'll try uploading this on the repository as soon as I figure out how. Update: file submitted to rep, it should show up sooner or later.
  9. Hi all, http://cmmods.greenasjade.net/mods/5236/details very quick and simple, a small mod dedicated to several things. Changelog: -Tree barks 1 - 3 - 4 - 6 - 8 changed to new HD models -Bush 3 desaturated and brightened -Doodad grass desaturated -Doodad tall grass weed 1 - 2 - 3 desaturated and enriched with 5 new plants -Doodad marsh weed added a second weed type -Overcast clouds changed into photorealistic version Tree bark preview: Vanilla: Modded: Sky preview: Vanilla: Modded: Simple, clear, grab it if you need it. Regards,
  10. No difference, the amount of data to load is the same when it comes to mods. only very few add MORE data to the game and even in that case it's a matter of milliseconds load times.
  11. Destroyed version. Vanilla: Modded: These kind of roofs require almost triple work time than the intact version.
  12. Thanks a lot guys, hope you will enjoy this mod once completed. Here's the low profile roof version. Vanilla: Modded: And now the works start on the destroyed versions...
  13. Thanks everybody. Work on the roofs has started, here's a preview. I think I'm going to use a single roof type, otherwise larger complex building wouldn't fit, besides, it's the game's designer idea to have practically the same roof on all modulars in order to keep a certain motif. Original roof: Modded roof: After some thought I picked this roof tile, it's simple, higher res, yet it's still of the same type of the original, that is a corrugated thingy. Chimneys brought to HD bricks, smoked protruding pipes, and a new wood planks texture for the front. I might switch between vertical and horizontal planks or mix them like here, but I belive I'm going to use this only type of front, the White planks don't convince me, as they would fit only some facades.
  14. Let's just say that halftracks are like normal trucks, but with better off road mobility and protection. Imho, consider them as a truck, which just can't die due to a couple of rifle shots or a too close mortar shot, but still can't properly fight.. The MG? well, it's a bonus support you might use from great distance, nothing more.
  15. Hi all, noticing that trees 3-4-5 have a bit brighter colour than the rest I decided to desaturate a little those three samples. Please take a look at these screenshots and see if you want to have the same modification: Before the mod: After the mod: Please note that only trees 3-4-5 (counting from the left) are changed. Very simple very clear, grab it if you need it. Available here: http://cmmods.greenasjade.net/mods/5229/details Note: Aris terrain mod active, screens taken at max settings, shaders on.
  16. Thanks for the suggestion, but which kind of grey should I use? Lets, I thought about that, did some experiments with the stick fence, and also with the standard stone/brick walls. Nothing to do, seems to me a new model is required. I agree that a low metal railing, maybe with some stone/brick at the bottom, would perfectly fit the urban environment, but unfortunately that's too extreme to mod, a new model and some coding would be needed (transparency, LOS interaction etc.). Let's hope BFC adds this as maybe a fourth wall type or a new fence kind in next modules.
  17. I see, well, I did try it, and really didn't notice anything, a pity since I just realized that there's a program that creates them out of nothing from the original image.. maybe future Patches will improve shaders and their effects I don't know. Yes, I would definitely see them as ground if the effect would be visible.
  18. That IS a small but great mod thanks!
  19. You're welcome. Out of curiosity I just checked what this is, loaded a program called crazybump and created a normal map out of one of the custom facades I made for the mod, the map looked much more complex and detailed than the vanilla normal map. Well, I renamed the stuff and placed it in mods, not a change visible in game, so I wonder if these actually work or what.
  20. No bother at all. Well, I have no idea of normal maps and what they do, all I can say is that I just covered the standard textures, without changing the bluish stuff. A trick was required to cover doors and Windows but that's all (I had to use paint). Didn't see any difference, so I went on like that. The only problems I saw concern shaders, but these were there even without the mod, sometimes they behave sometimes they just go nuts and you get bad shades.
  21. Hi all, http://cmmods.greenasjade.net/mods/5226/details this mod changes the visual of the 8 modular buildings in game, adding new doors, details, Windows too. Brick wall and stone wall changed into HD as well. Please refer to this thread for more previews and screenshots: http://www.battlefront.com/community/showthread.php?t=114923 Note: screenshots shown at max settings, shaders on, Aris terrain mod on. Enjoy.
  22. New draft for stone building, I'll add this to the mod, but will keep working on it or on an alternative for the future.
  23. New brick wall model finished. Vanilla: Modded: As usual I did try to keep the original shape/idea. Might need to tone it down in brightness but it will take some testing. Also, the land contact line should be a bit lighter. Stone wall: Not sure about this, might keep looking for something different.
  24. Hmm, well, you could just change setting option in the editor menu, for example: now you can choose between east europe and russia, let's say you add: Southern/mid italy, northern italy, normandy, west germany, holland, east germany. Then all buildings and Tiles would change as a consequence, same goes for weather type, which would be linked to the year. Combinations are automatic: it won't be possible to place winter ground within normandy. I really don't see much stress on the editor side.
×
×
  • Create New...