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Kieme(ITA) got a reaction from agusto in Kieme's modding corner
Thank you people, the buildings mod is 50% done, roads mod is 30% done, roofs mod not yet started, add-on for buildings is 50% done.
Meanwhile, this is the last ready to go mod I got, but I'm not 100% satisfied with it.
I wanted the modern concrete slabs in lieu of the vanilla blocks wall, because I belive that the original texture concept is more suited for a full urban setting, while in most cases we do need a modern wall to fit most situations and the concrete slabs are quite modern and common sight; the brick wall has Always been a troublemaker for me, you might want to consider this one as a gap filler (that's what I do) until someone comes up with a much better version:
Kieme CMBS alternative walls (HD) mod
Download link:
https://app.box.com/s/syqg4s9yz98y4vw8it85ik1b08fb2nh4
Changelog:
-new brick wall texture (modern red bricks) in HD
-new stone wall texture (concrete slabs) in HD
-new editor buttons for stone and brick walls
Notes:
-this mod is in HD (2x original texture size), despite that, it should have little impact on game performance since the original textures were of a very low resolution.
Previews:
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Kieme(ITA) got a reaction from Fizou in Kieme's modding corner
Kieme CMBS improved doodads mod
Download link:
https://app.box.com/s/6zw49zm80pzq860yd3q3p05qdl9ld8ws
Changelog:
-new bush in doodad brush
-new bush and weeds in doodad brush2
-new clover doodad
-reworked flowers4
-new marsh grass doodad
-new marsh reeds doodad
-new rock doodad
-new plant in weed doodads
-desaturated weed doodads
Preview:
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Kieme(ITA) got a reaction from MOS:96B2P in The TOW-2 Ball-n-chain // abandoning heavy weapons?
Spartans Always came back home either with their shield or on top of their shields...
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Kieme(ITA) got a reaction from Rinaldi in Having a ton of pretty grevious spotting issues lately
In my opinion the game engine is forcing into much reduced visual distance capability for all units for simulation reasons. Given also a random factor that will most probably be there I'd say the game engine is doing a good job in lowering visual distance capability of units given the scenario setting and time.
In conclusion I see no bugs or problems here but a precise game design feature, that is aimed to simulate the conditions.
We could discuss all day long on what our own opinions are, and if a vehicle could be spotted at 100m of distance we would have a forum complain about it being not realistic enough, but all of this doesn't change the fact that the game design is there for the above reason and it is doing its job.
Given the actual development of the game I belive this is fine with what the engine rendering capabilities are.
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Kieme(ITA) got a reaction from Shorker in Unofficial Screenshots & Videos Thread
MikeyD I say I am positively impressed by the Italian stereotypizing, (if this was not a verb, it is now).
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Kieme(ITA) got a reaction from astano in Recon HUMVEE - any tips?
My two cents, without having half the experience in game as many have here..
My suggestion is to use the recon vehicles with these concepts: first of all, is it armored or not?
If it is armored you can sustain at least the basic infantry fire, if it is not armored avoid any kind of contact with enemy infrantry.
Then, are you attacking or defending?
In defense you might want to place your scout vehicles in a bit more risky positions, but bear in mind to keep a backup point, which can be easily reached by the vehicle if it get spotted. Be sure to not place it with obstacles behind it or the vehicle might get cought trying to retreat on its own.
In offense I'd recommend to use the vehicles merely as carriers for the infantry spotters they carry, reach a distant safe point, disembark your observation team, and proceed on foot for the recon. If needed move the team back to the vehicle, reposition and repeat.
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Kieme(ITA) got a reaction from rocketman in Kieme's modding corner
Kieme CMBS reworked horizons mod
Download link:
https://app.box.com/s/qcxm6o3sx6wztbtreszl3cd0qamdkrm8
Changelog:
-added electric high tension towers
-added industrial complex
-added civilian antennas tower
-added concrete water tower
-added grain silo complex
-slightly darker sky color
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Kieme(ITA) got a reaction from rocketman in Kieme's modding corner
Kieme CMBS reworked foliage mod
Download link:
https://app.box.com/s/1s1yiq0fab62k5vrxf1jwjax2wix1o7x
Changelog:
-hedge saturation and brightness
-sharpened tree 1 bark
-tree 1 saturation and brightness
-tree 2 saturation and brightness
-tree 3 saturation and brightness
-sharpened tree 4 bark
-tree 5 saturation and brightness
-sharpened tree 5 bark
-new tree 5 leaves
-new tree 6 bark
-new tree 6 leaves
-tree 7 saturation and brightness
-tree 8 saturation and brightness
-new bush 2 leaves
-new bush 3 leaves
-new editor foliage buttons
-new editor foliage Tiles
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Kieme(ITA) got a reaction from Thomasew in Kieme's modding corner
Kieme CMBS alternative crops mod
Download link:
https://app.box.com/s/7aia2idxkivf2hfm8r7w6dzrnsf11piz
Changelog:
-new crop sunflowers (changes cabbages)
-new crop corn (changes potatoes)
-new texture for grain n.2
-sharpened texture of grain n.1
-new texture for sugarbeets
-new editor buttons
-new editor tiles
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Kieme(ITA) got a reaction from Thomasew in Kieme's modding corner
Kieme CMBS ground mod (HD)
Download links:
Part 1
https://app.box.com/s/ywtyid56b1t7dphm4fg7et7668q0egdg
Part 2
https://app.box.com/s/2arjajmarl8gd33j3j3bad939iks1n9l
Changelog:
-new textures for all terrain tiles (27) in HD (2x original resolution)
-new crater texture
-new distant ground texture
-new mini tiles
-new editor tiles for hard ground, pavement and pavement2
-new editor buttons for pavement and pavement2
Notes:
-download split in two for uploading reasons, can be placed in the same folder;
-this mod does not include a texture for "ground cobblestones", I suggest to use Aris' Combat Mission Red Thunder ground mod's cobblestone texture to improve over the original;
-this mod is in HD, which means its contents have 2x (or even 4x) the resolution of the original textures, therefore it will require more computer resources overe the official suggested requirements to be used without performance drops;
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Kieme(ITA) got a reaction from rocketman in Kieme's modding corner
Kieme CMBS alternative overcast clouds mod
Download link:
https://app.box.com/s/uz4z8t8crw7vbaiijwju3wq9ttmjoqfi
preview:
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Kieme(ITA) got a reaction from rocketman in Kieme's modding corner
Kieme CMBS alternative crops mod
Download link:
https://app.box.com/s/7aia2idxkivf2hfm8r7w6dzrnsf11piz
Changelog:
-new crop sunflowers (changes cabbages)
-new crop corn (changes potatoes)
-new texture for grain n.2
-sharpened texture of grain n.1
-new texture for sugarbeets
-new editor buttons
-new editor tiles
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Kieme(ITA) got a reaction from rocketman in Kieme's modding corner
Kieme CMBS ground mod (HD)
Download links:
Part 1
https://app.box.com/s/ywtyid56b1t7dphm4fg7et7668q0egdg
Part 2
https://app.box.com/s/2arjajmarl8gd33j3j3bad939iks1n9l
Changelog:
-new textures for all terrain tiles (27) in HD (2x original resolution)
-new crater texture
-new distant ground texture
-new mini tiles
-new editor tiles for hard ground, pavement and pavement2
-new editor buttons for pavement and pavement2
Notes:
-download split in two for uploading reasons, can be placed in the same folder;
-this mod does not include a texture for "ground cobblestones", I suggest to use Aris' Combat Mission Red Thunder ground mod's cobblestone texture to improve over the original;
-this mod is in HD, which means its contents have 2x (or even 4x) the resolution of the original textures, therefore it will require more computer resources overe the official suggested requirements to be used without performance drops;
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Kieme(ITA) got a reaction from Apparatchik1 in Recon HUMVEE - any tips?
My two cents, without having half the experience in game as many have here..
My suggestion is to use the recon vehicles with these concepts: first of all, is it armored or not?
If it is armored you can sustain at least the basic infantry fire, if it is not armored avoid any kind of contact with enemy infrantry.
Then, are you attacking or defending?
In defense you might want to place your scout vehicles in a bit more risky positions, but bear in mind to keep a backup point, which can be easily reached by the vehicle if it get spotted. Be sure to not place it with obstacles behind it or the vehicle might get cought trying to retreat on its own.
In offense I'd recommend to use the vehicles merely as carriers for the infantry spotters they carry, reach a distant safe point, disembark your observation team, and proceed on foot for the recon. If needed move the team back to the vehicle, reposition and repeat.
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Kieme(ITA) got a reaction from Fizou in Kieme's modding corner
Thank you people.
Hopefully, I will find a good place to start uploading today.
Meanwhile, 4th building done, it's the only wooden one I'd like to keep (could port 4 of them from CMRT). I really dislike wooden modular buildings, because in most cases modulars are large structures, and large wooden structures are uncommon to say the least.
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Kieme(ITA) got a reaction from Desertor in The TOW-2 Ball-n-chain // abandoning heavy weapons?
Spartans Always came back home either with their shield or on top of their shields...
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Kieme(ITA) got a reaction from TAKODA in Kieme's modding corner
Thanks everybody.
Another side to side with the brighter vanilla brick building:
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Kieme(ITA) got a reaction from Canada Guy in Kieme's modding corner
Thanks,
about making new threads I will consider it, eventually only for the final releases, while this thread could be used for previews.
PREVIEW modular buildings (HD)
vanilla building (modded dirt)
modded building:
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Kieme(ITA) got a reaction from AkumaSD in Kieme's modding corner
Thanks everybody.
Another side to side with the brighter vanilla brick building:
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Kieme(ITA) got a reaction from kendar in [WIP] modding CMSF into HD
You are welcome, in ground 10 part you'll find the distant terrain, it should fix the problem with that and give a better look to large maps.
Generally speaking, some texture colors are different than the vanilla ones, so the entire mod might have a better or worse look in some maps, due to the fact that in some cases the Tiles were chosen by the scenario creators because they blended toghether nicely, and it might be not the same with the HD mod on.
I have checked some maps within scenarios and campaigns and was pleased with the result in most cases.
All in all I'd say that the mod fits the game but for the only exception of "optional highway mod", which is good only for new maps, because all older maps/scenarios/campaigns won't have a good looking highway with that mod on.
Anyway, horizons/sky etc. have been submitted too. Unfortunately there are some glitches I couldn't find a way to correct within horizons textures, but I decided to release them anyway.
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Kieme(ITA) got a reaction from agusto in The game is out!
This is very childish and uncalled for, I will report this for removal.
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Kieme(ITA) got a reaction from Kobradelta1000 in The game is out!
This is very childish and uncalled for, I will report this for removal.
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Kieme(ITA) got a reaction from Vherid in The game is out!
This is very childish and uncalled for, I will report this for removal.
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Kieme(ITA) reacted to Capt. Toleran in An update on the update!
Your words -- the only point of the preorder is for materials estimates. So why do they get to download early? What does their download have to do with their preorder then? Why can we not all download now, if it is indeed ready? Even the playing field, the complaints on this issue stop. But I'm done on this thread (I'm sure folks are happy), and for those with the personal comments, I guess I know who not to interact with here. I find the image of all these middle age crisis men staring longingly at their "special" box copy pretty funny. Almost like the first world version of Animism.
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Kieme(ITA) got a reaction from sburke in The game is out!
This is very childish and uncalled for, I will report this for removal.