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Everything posted by Vein
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You need to create a Z folder in your DATA directory (where the 1.00, 1.01 etc files are). Then place the mod .BRZ files into the newly created Z folder.
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I would imagine it's too subtle for most players. For me the large bases got in the way of seeing where the units were. They are really only there to tell me who needs buddy aid etc. That's why I appreciate BFs indulgence with modding: it allows us to change things to our tastes. I prefer the information feedback to be as subtle and unobtrusive as possible, however most people who play wargames are only secondarily concerned with visuals (as observed in all those hex based strategy games), and want the feedback somewhat screamed at them. And of course there is nothing at all wrong with that.
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Erwin: Yes, replace it completely. Eagle2: It's up there under the shock force base directory. Called Vein's X2 Base Markers. Link: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=select&id=2&orderby=2&page=3
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And here it is. It is unmodded at present so you'll need to unpack it and search for the text line: Soldier State Display. Then change what you like, save, repack and you're good to go. CM Afghan text.zip
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You will need to remove the old one. I don't think it will work with CM:A. You would need to amend the text from that module. If you like I can upload a base mod for CM:A when I get home and you can unpack it and modify it to your liking.
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Yeah the bases are subtle. Not for the people who like to play from above all the time. But I like to get in there with the troops and find that for my tastes the less obtrusive the (necessary) feedback the better. And with the casualty text added on there I find I use the text info more than the base info.
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The text folder is in the latest module data file you have (Brit/Marines/Nato) which would need to be unpacked. The one I use and have attached in my post is from the NATO module I believe. Using earlier ones would mess up some menu text.
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Gah! I got it right in the post though. Ah well that's what you get for rushing. Good job it's only a forum file and not on the repository!
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I have uploaded the bases mod to the repository. I have attached a zip to this post with the casualty text file. :cool: Steve Veins_Casulty cross.zip
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I just edited the incapacitated (bright red) and dead (dark red) bases to be light red and dark red blood pools.
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To change the text you need to edit the: Text/Strings.txt file. I have been using crosses at the end of the Casualty report and it works nicely. Steve
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Judging from the screenshots seen so far the effects are the same as the other x2 games (CM:SF, CM:Afghanistan), so the mod should be applicable to all x2 engine games. I wil release an updated effects mod for CM:BN anyway... along with a few others. Steve
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Combat Mission x2 Up in the air mod
Vein replied to Vein's topic in CMSF Scenario and Mod Design Forum
Yup. They will probably work in Normandy too when it comes out but I will tweak and rerelease them for CM:BN anyway. -
Dan said this in the German DAR thread regarding the foxholes: 'They are just place holders guys... I'm not sure we can do a hell of a lot with them, but I'll be looking at them shortly.' So I'm sure he'll come up with something good.
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Re the pimply foxholes: perhaps not making them round would get away from the pimple/mole-hill look. I cobbled these up over lunch time as an example. And a quick mock-up: Even if you didn't want to use sandbags for some reason a square earth mound is perhaps more man-made looking than a round one. Steve
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It's a shame that deformation trenches are such a drain, but I think above ground foxholes and trenches could work quite well. Here's a few examples of foxholes that work graphically as 'above ground' (if the WW2 guy is the second pic is kneeling that is).
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New skys for all conditions. new sun :cool: and softer moon. Download from the repository soon. Steve
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Combat Mission x2 Effects mods/Image heavy
Vein replied to Vein's topic in CMSF Scenario and Mod Design Forum
You are most welcome. Glad you like them. Steve -
Combat Mission x2 Effects mods/Image heavy
Vein replied to Vein's topic in CMSF Scenario and Mod Design Forum
The explosion was taken from a video (not a movie) of an airburst shell of some kind. The muzzle flash is half new and half nicked from Crysis. I did create a 'realistic' rifle flash. It looked mostly like a puff of smoke. It looked great for the rifle but utter pants from an MG. So I compromised on the one I've used. Uploaded to the repository now. Called: Combat Mission x2 Effects -
Combat Mission x2 Effects mods/Image heavy
Vein replied to Vein's topic in CMSF Scenario and Mod Design Forum
As you didn't specify I assumed you wanted all of the effects. On their way. Hope you like them. Steve -
Combat Mission x2 Effects mods/Image heavy
Vein replied to Vein's topic in CMSF Scenario and Mod Design Forum
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Combat Mission x2 Effects mods/Image heavy
Vein posted a topic in CMSF Scenario and Mod Design Forum
With the impending release of CM:BN I thought it was time I got the effects I have been poodeling around with for the last few years finished. If anybody wants them message me with your email and I'll bung whatever you want over. If there's enough demand I'll get around to sending them to the repository. I'll release them when CM:BN comes out anyway, along with a few others no doubt The effects are: small arms muzzle flash big guns muzle flash all smoke explosions tracers flames Here are some pics. I won't bother labeling them as I'm sure they're pretty self explanatory. Video: More... -
Oh Please Field Grey uniforms
Vein replied to tiger123's topic in Combat Mission Battle for Normandy