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missinginreality

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Everything posted by missinginreality

  1. Vista screenshots - I found that if you ALT-TAB to desktop first, then switch back to CMSF the PRINTSCREEN button will then capture the CMSF window instead of just the desktop.
  2. I'd second [or third or whoever many] that a mid-game working AI artillery is a pretty important factor. there's no reason why AI would just call in arty at the start and then leave a handy resource like that sitting doing nothing when there's ample reason to use it. seems like a pretty darn important thing missing to me.
  3. LLF - The Alpha channel is a separate greyscale channel saved along with the image. I don't think Paintbrush allows you to edit the Alpha channel however if it gives you a choice on saving you just need to save as a 32 Bit .bmp file though in my version of Paint it doesn't allow that. maybe give GIMP a try?
  4. Very honest of you Louch, much integrity. And yes, the photoshopping part of it is where most of the work lies lets face it [although kudos to the graffiti artists themselves too ]
  5. Man your graffiti art is awesome. Totally nice work
  6. Yep I tried some experiments with AI Arty and just wasn't happening. Seemed pretty simple to me to bring it in as a reinforcement mid game but nothing would ever happen Be good if this aspect could be fixed up as it says in the manual.
  7. Oh mate, "that is art", one for the pool room there
  8. Yes I got similar grim performance with my sniper in the 3rd Crossroads Scenario [NICE Campaign by the way, very nice work Webwing]. range about 250M onto an RPG all by himself way away from anyone else. TARGET LIGHT for about 10 mins in constant LOS then TARGET allowing the whole team to fire for another 10 min and he was still OK and not even pinned. Added another fire team lobbing rifle grenades onto him for a further 5 min and still not even pinned. Eventually had to send a whole assault team across the map to root him out.
  9. Yep, nice one MikeyD, distribute alternate Z mod folders with campaign zips that can be swapped in and out as needed.
  10. TRON units....hmmmm now there's a thought
  11. MikeyD raised a good point - make sure you include the alpha channel and save as a 32bit .bmp file to create the transparency. Also check the alpha channels if modifying windows as I have a feeling these greatly influence LOS through windows.
  12. This is a good point. Scenarios that may be dependant on specific mods [i.e I'm working on a mansion marble facade and a warehouse concrete slabbed facade at the mo that are integral to the campaign "look"] would need to have the texture files included in an accompanying zip to be dropped into the data folder. A little hassle I guess.
  13. Thanks Steve, good on Charles. Any thoughts on Red units not spotting/firing out of UAZ's ?
  14. "would be possible to have a special command a bit like blast which is only used for building assaults?" I guess if one used ASSAULT directed at a building then there would be two states from that point that were possible: ASSAULT into a known occupied and ASSAULT into unknown.In both cases a couple of grenades through the door or windows would seem an obvious starting point.
  15. yes I've noticed some frustrating things like that too. Assaulting into a room where they've identified OPFOR's and then walk over the other side and get mown down is especcialy frustrating. I'm wondering if an ASSAULT is ordered into a building surely the lead untis going in would lob a few grenades in first wouldn't they?
  16. Mord, yep exactly. neat huh? Though as I understand it using 20 different building textures in a single map will really add to processing time but being able to choose from 20 at scenario design time and using a few of them is a great bonus.
  17. Hi Dima, thanks, nope it's the other way around. red teams in the UAZ can't see the blue teams. I make the blues have real small 360 target arcs and they still spot the reds in the UAZ anyway, it's just that the mounted reds don't do anything about the blues there.
  18. the redrawing sounds like might be a double-buffer issue? I have that with a couple of 3d modelling packages I use and just disable it on the software with no advers effects and that stops the problem. there's also an option to disable double and triple buffering on my video card options. maybe try that?
  19. Yep it is a bit of an issue that and mounted/dismounted. Dima was looking at a example file I sent him over - did you have any joy with that mate?
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