missinginreality
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Posts
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Posts posted by missinginreality
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Thanks folks, have tried uploading to cmmods but can't get the zip to upload for some reason. If I PM it to someone can they try for me please?
Cheers
PS The only down side to this tile is that units can still cross it if it's based on anything but marsh. However the great workaround suggested with marsh tiles around the edge will sort that out.
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Runyan 99- I'd be happy to PBEM Red v Blue. I've not PBEM before but if you want to set one up that'd be great.
Cheers
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Ok, this is a first pass. maybe a little too much sparkling azure ocean? i can pm you the file if you want it.
cheers
J
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Ohhhh...that's visual poetry man
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No worries.Hope that opens up some great building mods. I'm working on a marble facade at the mo too. Will put it up when finally done. Be nice to have more shopfronts and urban thingos like you've done.
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nice work man, is the alpha channel missing of the balcony though? I'm not sure.hey I just found something today, that you don't need to replace the existing building textures. Just add the next number onto the corresponding file name. i.e replace all the 3's with 8's and you can shift-click change through them all. I've been making HEAPS
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will have a go tonight, sure.
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yep, if you check the Folders window to the left you'll see it branches down to the users/your user name.....virtual store folder. Seems everything saved goes into there, all the exploded mod files go there too for some reason.Glad you found them.
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Nice MOD work
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Ha, I was just thinking that on the way back home.Now that would be so choice
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Ah, good observation, thanks mate.
Still, would be nice mind :)But maybe that's just me coz I work with lights.
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I put this in the "Dynamic Lighting" topic but then thought might be better separately. Would it be possible to add streetlighting in seeing as 1.05 has dynamic lighiting and could effectively use the same code, juts make them general area lights. IMHO would really add to night ops in urban areas.
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Wow that's a great difference and really does reflect what's going on with full moon vs no moon. Though I reckon they'd spot a BMP before 3m even with no moon and sunnies on.
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awesome work man, nice one.
I was playing around with a desert tiger-stripe/long grass camo and got the lines the wrong direction - had a nice team of dudes in pin-stripe suits Excellent for urban camo tho!
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Meach - was that mounted or unmounted Reds?
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Now that dynamic lighting is included is there any chance of having streetlights working at night? Seems would be just as easy to include, if not more so, than burning objects?
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MiB - yep as soon as they dismount they're all good it's just while they sit in those darn jeeps. maybe they got the radio up too loud or something.
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PT that's good to know that it does make a difference, will get round to checking it out too
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yup, that seems to work for me and my mods.
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Or check in your "virtual folders" folder. You need to "show hidden files and folders" - all my saved games and stuff go into here;
users/my user name/Appdata/Local/VirtualStore/Program Files/Combat Mission Shock Force/game Files
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DIMA- will do that this morning. Much thanks be great for you to have a look at it and hear what you think.Thank You.
YD - Yep I know what you mean about the difference between full moon and no moon it's pretty significant in terms of available light. Will see if I can get any differences in game terms.
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love ya work man
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Yup second that, or third it. A dedicated mod section would be great
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Thanks for the confirmation on that, will stop trying to get it work for the moment then.Yep would be great if it could be done,
Water mod idea
in Combat Mission Shock Force 1
Posted
yes, craters in the water
can someone upload this for me to cmmods? keeps timing out for some reason. am happy to email it around for someone to do that.
cheers
j