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Kieme(ITA)

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Everything posted by Kieme(ITA)

  1. Yellowish brick not really convincing among the Others (the tone is quite different and the texture a bit lower res), so I will put it in a future add-on, for now I picked this as alternative for the real mod: This way I might stick closer to the original dev's idea who thought about a darker brick and a brighter one. Pretty sure about the rest, but for the stone building, the grey is quite strong when compared to the collection, so I will rethink it in another version just to be sure.
  2. Last two buildings done, now I'll work a bit on Windows, doors, details and then release a package with a conversion for the entire 8 modular buildings. Then I'll slowly try to add some more city-like buildings, with more facade details, as an add-on. And the roofs, gotta do damned roofs too. 3rd type of wooden facade with vertical planks: Stone facade: Yellowish brick facade reworked, also added some base to make it more similar to the vanilla concept: Pictures taken with max settings, shaders on, 13PM, overcast.
  3. I'd like to see such a huge compendium when cm2x engine will be at the end of its lifetime, besides, the final price wouldn't be too high because some parts of it would be 10 years old...
  4. Well, I am working on a mod dedicated to modular buildings, these two are not intended but interesting matches: Of course they are logs instead of planks, yet I might be able to give some log looking by working on the corners. Roofs are another problem since they would require BFC modelling business. Both roofs seem to be made out of wood, that should be easy to be done as a visual mod. The other thing I noticed is the White plastered shack, might be easy to add to some independent building, maybe as an additional facade. The other log shacks seem to be covered by ingame independent buildings already.. Simferopol museum: I will try doing something similar for an add on to urbanization mod.
  5. I have seen something similar within roofs textures, they strech once used by the game, so you practically have to apply a preventive distortion to cope with the successive distortion in order to get a decent result...
  6. Thanks for the mods, no doubts those guys are surrendering.
  7. Thanks a lot, I wonder what the next modded tank IS gonna be.
  8. Candidates for the two wooden buildings: Vanilla: Mod: Still missing some more work, details and such. Vanilla: Mod: In this last one I tested a new thing adding the same texture as vanilla rural stone wall, that is an excellent photorealistic texture by the way. The modded buildings lose a lot of details, such as refinements and frames, I will try to add something like those, but not sure I manage to. Doors and Windows still to be done. Roofs are a pain.
  9. Thanks Mord but I mostly do copy and paste.
  10. Candidate to replace the vanilla white building texture: Vanilla: Will need to get rid of the black spot.
  11. Well, anything concerning shapes is up to BFC and their 3d modelers, so there's little we can do. As far as BFC history is concerned when it comes to buildings I'd say that we won't see anything extremely different from we have now. From moscow to berlin BFC has to make a set of structures and textures that cover a wide area of interest but can't go into detail, thus giving us generic shaped structures and textures that cover the basic, that is: more wood and brick in russia, and more stone and wood/plaster when it comes to east germany, and so on. Focusing on more specific buildings has never been a priority for BFC, the only really specific ones are the churches. Even the indipendent buildings such as barns etc. are the same in russia and normandy, with the difference that normandy uses more stone and russia more wood, it's an aproximation, but indeed if you think about what the average joe can imagine when it comes to russian and normand barns the idea is given, without making a perfect reproduction. From those pictures I'd say we are covered, BFC has a set of tiled roof for eastern europe and a very different one for russia. We might see something more when it comes to germany and west poland. Cities all look the same, specific monuments won't be implemented I guess as they never were. A nice thing to do with time available would be to put down some structures in CMRT and try to take pictures such as those above. And see how close or far is the result-.
  12. Ok, one is covered in plaster one is bare wood logs, yet I'd say that there are even more kinds... both have the same roof. CMRT has already stuff to cover such need as these shacks. There are a lot of independent buildings, with two or even three wood textures each. So, what kind of different terrain there should be? What about architectures? A peasant shack doesn't justify a Whole new set of terrain Tiles and buildings... East europe regions are huge, yet the climate is not much different, cultural diversities are sometimes obvious only for east european and in any case they don't affect extremely the building construction or material use.
  13. I would like to point out that all the release mods until now bite or... HETZ, so I wonder IF such trend is going to be kept...
  14. True, a pity we can't use them all and let the game pick randomly. Hope this will be added in the future. Thanks for the great mod.
  15. Hi all, toghether with the industrialization mod dedicated to building skins I have started working on a parallel mod about civilian buildings and cities in general. The ideas would be to: -improve standard walls of the 8 independent building variations -adjust the building types to match a city/town environment more than a village one -maintain a cohesion such as that all the 8 structures can be placed within the same environment without causing too much commotion from an aesthetic point of view. From left to right: red brick (already seen in industrial) yellowish brick (industrial again) second yellowish brick wood 2-tone plaster Missing for sure: a stone and a plaster one, plus another wood one (?). Now, the problems: at the moment, in the vanilla game, we roughly have 3 wood buildings, 1 stone, 2 plaster/stone and 2 brick ones. Given that I am wondering if it would be better to keep this distribution or ditch some wood in favour of more stone/brick ones. Besides, I'd like to make three versions of this mod: -a total conversion replacing all 8 vanilla buildings -an add-on adding 8 new textures to the vanilla ones (bringing a total of 16 pieces to click around with, a total of at least 20 if you also use industrial add on) - this option would be for hard core clickers among map creators -a tagged version providing an option for map designers to switch to city buildings (or industrial, or both toghether). Shaders turned on and causing some problems between the floors. As Always any suggestion is welcome.
  16. First batch released, two more buildings in the works, a clean concrete one and a full ruined sheet metal structure:
  17. Careful, those two pictures represent re-colored pieces..... the scratches have been Painted over for evaluation puroposes or to enhance the visual, that's not a true color. In fact the T-55 turret would rust in a week if left in the open without protecting the scratches with that paint...
  18. That's some great reference. Besides, you can notice also that metal will change color when heated. penetrations or non penetrations generate a lot of localized heat, thus changing the metal color, depending on the heat reached in various areas. You can go from brown to violet and blue. That fresh hole has a little of brown in it.
  19. Thanks a lot. That's true not very related to bagration, although I was thinking about minsk, Vilnius too, yet I really like the idea of urban setting. I hope there will be a module to cover 1944-45 up to berlin. Meanwhile you can play fictional scenarios, and they might be more interesting after a lot of time spent between Woods and marshes..
  20. Yes indeed, the good thing is that this mod doesn't change anything in game if you don't want to, it's all add on or tagged.
  21. Hi all, Preview pic: here is the link: http://s3.amazonaws.com/cmmods-zips.greenasjade.net/CMRT/Kieme_s_Industrialization_Mod.rar Changelog: 3 new modular buildings textures added: -red brick (HD) -yellowish brick with plaster (HD) -concrete 1 (HD) 4 new roofs (tagged [industrial]): -red brick front + corrugated iron -yellowish brick with plaster front + rusty corrugated iron -concrete front 1 + tar cover -concrete front 2 + corrugated iron 2 new door types: -steel door (HD) -rusty door (HD) 1 new window type: -industrial "squares" windows sbustitute vanilla windows (HD) TAGGED CONTENT CHANGELOG: -Vanilla buildings wood pavement (internal) changed to concrete -Vanilla brick wall model changed to high def brick wall -Vanilla stone wall model changed to high def concrete wall -Vanilla rural stone model changed to high def concrete blocks wall -Vanilla ground pavement 1 changed to concrete squares pavement -Vanilla ground pavement 2 changed to asphalt pavement -Vanilla ground dirt ploughed ew changed to coal deposit -Vanilla ground dirt ploughed ns changed to different dirt tile -Vanilla ground mud changed to high def mud -Added new high def ground mud [muddy] in darker tone I'm working on a small, but complete, showcase scenario. Meanwhile, please enjoy. Special thanks to Mord for the suggestions concerning building modding and all other modders for inspiration. Thanks to Aris for providing a great terrain mod to start with (in the picture: Aris' dirt ground). Always open to any suggestion or criticism, this is the first of I hope several mods of the same genre. Best wishes,
  22. Shooter, you served them this on a silver plate.... Anyway, grab the editor and start baking up stuff! I'm pretty sure people are working on new scenarios and maybe campaigns... A module will come eventually, but meanwhile there's a lot that can be added by players.
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