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. Hmm, I belive the only way is to tag the QB map with the editor before you start playing on it.
  2. Thanks everybody, so, here's an updated version of actual work on the buildings: 3 new building version created (yellowish bricks with plaster, red bricks, concrete), all sharing the same new window types, 2 new door types, new tagged industrial floor, plus 3 new roofs done -destroyed ones included-, (matching the three wall skins with their fronts). This will comprise the first package of this mod. I'm still unsure about roofs, if they can be added like with building facades or not. In that case I'll tag them for industrial use only. The buildings will simply add to the game, so they wont' change the appearance of anything in game already (thanks to Mord's headsup), scenario creators will need to pick them up in 3d detailing, if they choose to, when they make a new map. If you want to convert ingame buildings you just need to rename this mod's contents with the corresponding numbers (from 1 to 8 default building skins). Side note: i have no idea how to work on the balconies, so these are not included, stock ones apply (the most similar ones). Textures used: real photographs downloaded from the net with some modifications where needed. Images taken at max settings, shaders on. First screenshot blotched due to failwindow screencap. In the works: a more detailed version of the red brick facade.
  3. Very interesting, will save a lot of time to us perfectionists! Thanks.
  4. Specific vehicle markings are a very useful addition, historic scenarios can reach a very close-to-perfection status thanks to details such as these.
  5. Great looking SU152. Waiting for BFC to make their part fixing the guy sticking out in the wrong port... Anyway, Aris, do you have any plans for using the [tag] feature maybe creating more differentiate versions of the same skins? Maybe a really heavy mud type, or a really heavy dusty one or anything else?
  6. Very nice suggestion Repsol, thanks a lot, I will try a different version soon. Unfortunately there are very few old industrial buildings surviving in our cities, at least in western europe, so the reference is sketchy. Britains are known for having a keen eye to keep their old structures, but they also have their own styles.
  7. Comparison between vanilla walls and industrial taggeds: Vanilla: Tagged:
  8. Thanks a lot for sharing, any chance for a few preview screenshots?
  9. Thanks for sharing, I would recommend you to use something a bit more evident than a few dots to specify the tank type, if you add 1 dot for light, 2 for meds, 3 for heavies, it will be quite hard to count the number of dots every time, because they are little and put on a corner of an already little square... Maybe you could try to differentiate the image inside the square instead. My two cents.
  10. Second alternative: concrete walls for storage structures, silos, mills, towers:
  11. Very convincing rail node! Also it's the battle size I prefer the most.
  12. No please, make as many mods as possible. Especially if you are experienced with them, the more the better. Tar cover roof:
  13. Lots of stuff there, you can modify damage to buildings using key combinations, you'll find them in CM 3.0 version manual in your CMRT folder.
  14. Very well thank you a lot. I will use this feature to add more choices for the buildings. As regarding the terrain tiles I'll stick with the tag option.
  15. Modular buildings in CMRT allow for 8 variations, I tried to pack a brz file adding a folder named 9 and putting some textures there, but they didn't show up. Neither do if I make a number 9 version and add it to Z. Maybe the max number of variations is 8? Anyway, there's always the tag option, just in case.
  16. Thanks for the heads up, really didn't know about this, so, theoretically, there could be infinite variations of the building textures in game? No need to use tags for the buildings at least then.
  17. Yes I would be interested for one, but will this change all troops to wear the sidecap instead of the helmet or will there be a mix?
  18. THank you very much for your work Ju, fantastic mod, much appreciated.
  19. Hello everybody, first of all I would like to thank the few guys who program and make combat mission series game; second, same goes for all those modders who inspired me with their fantastic works. Said that I'd like to share a preview of a mod I've been working on, long story short, I was making a urban scenario with a train station and some kind of an industrial area, and then realized that I needed something a bit different to improve the idea. We have limited choices when it comes to details and 3d models, but standardized buildings can be used to make some nice looking industrial structures. So, here is a picture of the least industrial-compatible vanilla building (road and dirt terrain curtesy of Aris' latest CMRT terrain mod, on which colours I will base anything I'll do) that I decided to pick for the modification: New textures to walls, roof, Windows and door and this is the result (concrete wall substituting the vanilla stone wall on the side): A very basic layout: This is a work in progress, I have no experience with mods whatsoever so I am figuring everything out. The idea of this mod is to provide a [tagged] alternative for scenario makers (or a complete conversion to be used throughout all game, if you prefer) and to give them some more tools capable of representing some kind of industrial buildings textures and terrain tiles (you can see some coal too in the screens, which could be used to make stockpiles). I have gathered the textures from Google, so I have no idea of copyrights or such kind of things, this all started as a personal mod so I'm not positive this will be released for sure. As Always any advice, criticism or suggestion is welcome, as I said I'm new to mod making of any kind, more of a consumer here. Thanks for watching and good bye.
  20. Hm, no, it's to aim directly the MG itself, take a look at this picture: http://upload.wikimedia.org/wikipedia/commons/1/1a/T-34-85_inside_salpalinja.jpg
  21. Those holes are direct aiming ports or MG ports.
  22. Reminds me of a mod I had back in normandy, where can I download this?
  23. Thanks again, this mod truly enhances the realism of ingame tanks.
×
×
  • Create New...