missinginreality
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Posts posted by missinginreality
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maybe if we read his thread backwards a clue may make itself apparent?
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the.......the......
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Also X-mouse utility, then you can map a mouse button [if you've got more than 2] to a keystroke combo.
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Have you tried the ATI left click option in the Options panel of the game? And highest priority option too?
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Much thanks, too.
Perhaps I'm just seein things, but I think so far the only consequences might be longer loading times if you use a huge amount of textures - I havent' noticed a speed issue ingame, so far.
Good to know thanks mate; will keep an eye out.
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Nice work Birdstrike, very handy, thanks for going to the time and trouble.
One thing I wonder is that increasing the number of textures in use may affect graphics speed in the same way that multiple building textures does?
Great reference material, much thanks.
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Someone has done a scenario of this from what I remember coz I playtested it as they were having probs with the AI..will see if I can find out who it was..
ahah, was Andro
http://www.battlefront.com/community/showthread.php?t=82454&referrerid=26402
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Usually one soldier will stay kneeling to spot, don't they? If you don't issue a hide order in CMSF, the troops will be spotted from ~100m+. Buildings and maybe trenches help in that regard, but vanilla concealment from bushes and trees is pretty bare if you aren't hiding.
not that I noticed recently they all just stick their heads in the sand [that's syrians mind you]
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I remain unconvinced that "Hide" and target arcs enable the player to mount ambushes with confidence. In fact, I would say that real ambushes are not possible in this game without a "Hold Fire" command.
You're right in that Hide and target arcs don't constitute an ambush as from what I've seen;
Hide limits spotting ability [forcing players with Hiding units to use Borg spotting, and
Units wont automatically come out of Hide when something comes into the target, only when they are fired upon.
This makes EGO and PBEM ambushes especially ineffective.
Indeed a Hold Fire command would be a useful thing
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just wanted to drop by and say g'day and sorry haven't been around for ages; wednesday night [thursday mornings here] are not good for me right now and the sunday night time is way way too early for me monday morning hope to catch up soon though
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The only way to fix it is to restrain the camera so they cannot be seen or correct the engine.
Adam you raise an interesting point here; in Medieval Total War 2 that is how the camera works; restrained to within a certain distance of your units; from high up one can see the whole area but the closer the camera gets to the ground the more restrained it becomes; it is a nice system.
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Blender is hard. My venture into 3D modeling was torpedoed pretty badly by it.
I have no doubt the UI is very powerful but oh boy is it hard.
Boy oh boy indeed The absence of offline help makes it harder too, but then again the access to online help is HUGE and has really helped my progress with it. It certainly is a different beast to most 3D modellers and animation systems out there but for an open-source product i have found it truly outstanding.
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Thanks for the clarification Steve; as Scipio offered though-be nice to add flavour objects
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Yes indeedy BF officials seem conspicuous by their absence on this point
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I believe an ani file is a standard animated cursor file, edited by things like Microangelo and such like, might be worth a look see? They're kind of like a wrap for animated frames.
The fact that the models are in mdr/mds format seems to lead to the fact that BF have sensibly written a custom export plug-in for MAX to export models in an in-house format so they can't be re-used elsewhere.
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3D Studio Max? Mh...I have once tried to load models and/or animation with the 3DSM Test version, but without success. But I'm no 3D buff, maybe I have made somthing wrong?
Scipio, the .max format is the most picky unfriendly 3d format IMHO. Unless you have the exact version it was made in plus all the plug-ins that were used there's no way to open the file. Added to that one can't convert MAX format files without the entire installation makes it a very unfriendly piece of software. But seeing as it's autodesk that's no suprise.
I'd like to at least be able to mod gear on the troops. No game-play implications that I could see.Apart from poly count though ND - given things are slowing down for some people in places, one would need to be aware of the impact of higher poly models that may come from adding extra gear/extra polys onto troops.
What would BFC say too people making models and textures for the small accessory things that are missing 3d models at the moment? Things like aircraft weapons and certain AT rockets.This would be a very neat thing to be able to do indeed and would be great to be able to create new flavour objects
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Gpig -have you used Blender? It takes a bit of getting used too but having used Max, Viz, FormZ, Architrion and Lightscape I'd certainly rate Blender up there with the best of them as far as modelling and animation goes. And best of all, it's free
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Update Steve has just posted over at Tech Support that Point 2 has now been fixed
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Sweet Thanks Steve
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Point 1 I believe has already been fixed in 1.11 and I've sent a savegame PBEM file to Betatesters that shows Point 2.
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I've also noticed that a unit calling in on a "strike vehicle" point target will track that vehicle if it moves
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Chops,
In the script file, check the entries about REFIT, REPAIR RESUPPLY, REST etc.
This is percentage chances of each action on the core units file
From the manual:
The next section in the Battle Entry percentage chance an individual
unit has of being completely replaced if lost, repaired if damaged
(vehicle only), topped off with full ammo, and brought
back to a fully rested sate.
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Sry for my bad english as im from germany
Mate, your english is better than some english people's.Am shamed that I couldn't even string more than a few sentences together in a foreign language and you're apologising!
Dude, none needed
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well handy,
cheers birdstrike
Game observations from a returning CMx1 player
in Combat Mission Shock Force 1
Posted
ASL, your outgoing emailS are well hidden by vista in your virtual folder:
check here:
C:\Users\YOURUSERNAME\AppData\Local\VirtualStore\Program Files\Combat Mission Shock Force\Game Files\Outoing Email