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mjkerner

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Everything posted by mjkerner

  1. Sarge, yes. They are bmp files in the terrain/posters folder in the 101b brz file.
  2. I had that same experience with Allied fighters....when playing Americans! Just like real life. I'd like Flak/AA, but more for fighting ground targets.
  3. Good point, it may be last--not sure. The game will choose files from folder with the more z's in the name.
  4. nox... 1) No, just a space before the number. 2) Yes, it will use the original game bmp name, unless somewhere in the z folder you have amod with that name. The game reads the z folder first, before all othe folders. And it will read infinite number of z folders...always striving to start reading from the end of the alphabet, if you get my drift. I have a zzz folder within the z folder...when I mod a mod, I throw it in the zzz folder, and the game reads the modded mod in the zzzi folder first. 3) Basically, no, but if you have another mod with the same name by chance, it will read the one in the subfolder that is named with either the "highest" letter of the alphabet, or highest number. See above. 4) I used to know, because I trieds it when one of the first, none Aris armor mods came out. I believe it does mix them, but can't remember.
  5. I like the option of having "levels" of dirt, Aris.
  6. Yes, it does. There's a thread about this, IRRC.
  7. You may only be partially wrong??? I haven't really watched it too closely when I play, but it "seems" that I get Allied when I play Allies and German when I play German, but then again maybe it's based on who is the attacker, regardless of which side you play. Or maybe it is random....
  8. Nope, it's just that the ones that are in the original game files are that way.
  9. Oh man, I get to say it...sorry Michael, but you're wrong! The umodded loading screen images are titled "force-specific background red" or "force-specific background blue" with a number following the name. They are, erm...force specific. Somewhat ironically, Blue are the pics of the Allies (but in a reddish sepia tone) and Red are the Germans, (but in a blueish-grey tone).
  10. What he said. @Erwin, yes, it's always a good idea to do that.
  11. Yes, the brz files can have dozens of files in it. With uniforms, you can have an infinite number of bmp images by naming them correctly, and then adding a number at the end (german-uniform-m43.bmp, german-uniform-m43 1.bmp, german-uniform-m43 3.bmp, etc.). Since all uniform mods for a particular model (german infantry, say) have to have the same name, mods could mix. The mix would depend on what mods you have, what their file folder name is (how many z's are at the beginning of the folder name) and how many variations of the uniform are in it. That's why it's best to remove any similar mods you have in the z folder before you put in the one you want. Hope that explanation is clear.
  12. That doesn't sound right at all. But could you be more specific...what uniforms are mixing? I assume they are uniforms for the same model, i.e. US Infantry showing a mix of different US Infantry mods?
  13. Ricroma, your "c1)"...that's what I do and it works just fine. I also have a "zzz" subfolder in the "z" folder just for experimental mods that will override any other subdirectory in the "z" folder while I'm testing things.
  14. The para uniforms use a different image and 3D model than the infantry, GhostRider. That's hardcoded into the game. Glider infantry use the regular infantry uniform/model. My mod is set up so that if you use the glider infantry mod, you get the regular infantry uniform...which glider troops wore, but with appropriate glider infantry patch.
  15. Thanks for the feedback, Ghostrider. Unfortunately, the game code randomly assigns helmets/headgear, regular gear, and uniforms randomly on the 3D models, so if you get a match between camo headgear and camo blouse, it's just luck. Also, as of yet, no infantry models have smocks or soft hats (only armor crew get the soft hat). Presumably we'll be getting them in the Commonwealth module.
  16. It's a lot easier to upload and download on GaJ's site, though.
  17. Hey, thanks for the nice plug, sdp. Those scenes look great! I can't wait for your "sunny Itlay" version of your mod. Since I have the uniforms out of the way, I want to get back to playing some. By the way, I've been messing with trees and ground a bit, using textures from CM:SF and CM:A to get more bare trees and more meditterean foliage, with a dried-out look: http://www.battlefront.com/community/showthread.php?t=100855 But I probably won't need to bother! P.S> Man, that top pic looks like a color photo from 1944, and as usual, your buildings really scream Italy!
  18. Hi nik. These trees do take over an existing slot. Those slots are apparently hard coded in the editor...I haven't found a way to increase the number of trees available in there. I also tried with these trees the same naming convention used to add variety to uniforms and vehicle textures to get the game to randomly select different versions...so that "Tree a", for example, would show some with leaves and some without. No luck yet. I've been messing around with modding tree, brush, hedges/hedgerow and ground textures from CM:SF and CM:A to get more drab fall/winter variety mainly to supplement sdp's Italian Mod. I may do an entire terrain mod for public consumption, but more likely will just do bits and pieces separately, so people would better be able to pick and choose what they may want to use for fall/winter in France/Belgium, Holland and Germany, rather than Italy. Probably three: Trees/Brush; Hedges/Hedgerows; and Ground.
  19. Yes, in several scenarios, including some of my own made for "home use". I have no idea why this occurs.
  20. Yes, that is a beauty, nik! Very Nice flak nest. How did you pull that off? Did you mod a building to mask the lower walls?
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