Offshoot
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Posts posted by Offshoot
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I don't know squat about the modern uniforms, but some of those close up shots are really highlighting the funky sternocleidomastoid muscle in the neck. It should angle from behind the ear to the inner part of the collar bone (rather than going straight down the neck from the back of the jaw). I think it is like this in the WW2 games too, but if you are revisiting the textures and have time, it might be something you could look at.
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There are some young males in the art mix but the underlying facial structure makes them all look the same.
Sculpted normal maps could compensate for that pretty well. The problem is that modders would need to reproduce the shape of the head as a 3D model first. I've looked at this for the heads and other parts but get fed up pretty quickly trying to work out outline shapes and wireframes from in-game screenshots.
In the absence of getting hold of the actual models, is there any way that modders could be given orthographic views of some of the model wireframes or, at the least, copies of the textures with the wireframe guides overlaid?
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1C, the people behind 'Theater of War' as sold on BF's site, made some medieval combat games. Titles include 'Real Warfare 2: Northern Crusades' and 'Real warfare 1242'. They have a more Eastern European slant and the very few reviews I found were generally positive, but I haven't played them myself.
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it is an immediately clear and unambiguous indicator of which way the wind is blowing.
Is it? I mean, does this mean the wind is blowing towards the east, or does it mean it is an easterly wind like a weathervane? I guess the former would be a good fit with the backwards 'compass'
To be honest, I think one of the few or even only reason I look at the compass is to figure out which way the wind is blowing so would be happy with just a wind indicator and ditch the compass.
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Really nice textures though I can't help thinking they would really come to life if we could normal map these objects. Is there some horizontal squashing of textures going on here (both ends of the right-hand stretch of brick wall and a strip towards the right-hand end of the left-hand stretch of stone wall). I'd never noticed this before but maybe I just hadn't looked properly. Can walls be less than just one action square in length?
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You can split squads in different ways, so if morale was tracked at the team level, the engine would have to be able to keep track of 'semi'-arbitrary groups of troops. In that case, I'd be more inclined to think morale is tracked at the individual level. How unit morale is then calculated (in your case, the men in a shaken unit became broken when combined with a broken unit) would be an interesting follow on question. It might be posible to split broken squads to get teams that were still able to put up some fight.
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I'd buy it, but then I admit to my addiction.
There was an interview with Robert Capa about his iconic photograph that makes it sound like a SCW mod would be right up your alley - http://www.theguardian.com/artanddesign/audioslideshow/2013/oct/29/robert-capa-spanish-civil-war
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I'd be happy with a model viewer so I could check out the wireframes. Being able to export the models so we could use them as a base for adding/sculpting details that could be used to generate normal maps would be nice. Being able to repack models so we could fix some of the UVing issues and perhaps try to reduce polygon counts would be fantastic.
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Thanks for the suggestion, but which kind of grey should I use?
I use a mid or slightly lighter grey. Absolute values aren't important so I've never check percenatges or RGB info. You're just after something that has no colour info but will provide enough contrast so that the shading caused by the normal maps is readily visible (not too bright, not too dark).
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If you want to see the effects of a normal map in-game, just add a temporary modded file of the associated colour texture that is plain grey. This will help you to see better the shading effects being driven by the normal map.
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No, don't put it in mod tools. The old way was to create a sub-folder of the Data folder and call it 'z', then put all mods in that. I've done this with CMRT and it works
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It may be possible that you could open one of those code files and change the red text to something else (kinda like how Vin does his mod) but how that is done is way beyond me
The word "Casualty" is in the file <strings.txt> in BRZ v100a. You can change this text to read something else but unless there is a tag somewhere I don't think you can change the colour, font etc. I assume Vin uses 'pictogram' text, which you could do here, but it would still be an overlay and in red.
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NOTE that for now I'm NOT uploading to the repository as I've switched from Winrar to 7-zip archives, which the repository does not seem to allow
Thanks for the mod - it's always a must have and seems like a huge amount of work.
About 7-zip, you can use it to '.zip' files as well - just right click the file, go the the 7-zip listing (assuming you have the right click function enabled) and it is one of the last two options. Likewise, 7-zip can be used to unzip plain .zip files as well.
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I prepared some lists of all moddable files in the BRZ files, found here - http://www.battlefront.com/community/showthread.php?t=114631
The terrain list includes all flavour objects (easy to find by the folder name). No pictures I'm afraid but the file names should be self-explanatory.
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Is this the same issue? - http://www.battlefront.com/community/showthread.php?t=114393
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This thread - I've never seen such an old load of шваль
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Thanks a lot: do we also have these precious lists for BN+ and FI+?
Lists of files for CMBN and all current CMBN modules are in this thread - http://www.battlefront.com/community/showthread.php?t=112480
PLEASE NOTE: use the files from posts 2-5 in that thread (NOT those in post 1)
I didn't do this for FI as I don't have Gustav Line (yet) so the lists wouldn't be complete.
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-Buildings (bmp)
-Special effects (bmp)
-Terrain (bmp)
Buildings_Red Thunder v100 brz file list.zip
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-Soldiers (bmp)
-Vehicles (bmp)
-Weapons (bmp)
Soldiers_Red Thunder v100 brz file list.zip
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Lists of moddable files in the CMRT brz files as rtf tables showing file name, brz, folder name and file type. Find files easily or add columns and track which files have been modded.
-Shaders (tga)
-Sounds (wav)
-Text (txt)
Shaders_Red Thunder v100 brz file list.zip
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For possible increased compliance the download is in post #6 in this thread - http://www.battlefront.com/community/showthread.php?t=114405
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As said, forum searches often require words of at least 4 letters. They can also be quite bad at searching generally. If you aren't against using Google, you can do site searches that are often better than forum searches, for example:
site:http://www.battlefront.com/community/aar red thunder bil
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The later iterations look really good, and they have an internal consistency and logic to them. I don't think the arrow is needed in any of the versions and is inconsistent if used for close but not for far. For me there is enough differentiation that it is immediately apparent what they represent given that you have to read the manual anyway to understand what they are (there isn't anything in the UI that says 'these are the levels of C&C), though I think I prefer the one with the speech bubble and don't have a problem with the three lines (thought bubbles have a different format usually). You could probably remove the grey border and make the whole thing the whiter shade for better contrast and maybe try a horizontal squiggle if the three lines aren't liked.
Very shiny!
in Combat Mission Black Sea
Posted
It looks like the max attachment space has changed too. Under my manage attachments section it reads 860KB of 500KB (100%) used. Does this mean that some of my existing attachments won't appear on the forums now (the majority of the attachments are file listings of moddable files in the game brz files).