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Tempestzzzz

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Everything posted by Tempestzzzz

  1. Dual drives I see as a maintenance headache-though I understand the logic. Just my time around engines I suppose.
  2. Various flavor studies I worked on-I don't think anyone want a bullet riddled Fiat or Opel-all these Flavors are from either CMA,CMSF, CMBN or modified from FI. But all are in FI. The potted plants and extra toolsheds are from CMA. Guardshed is my converted Shelter flavor from the Guardshed repository file (but doesn't replace toolsheds like that file) and telephone poles from CMA are in the repository.
  3. Well you can get it here. http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=1832 But it has an issue. Per the readme "collectively change all tool sheds in the game to German sentry boxes" Well in my best efforts to correct that it only allowed you to keep the toolshed and the guardshed patterns BUT the toolshed pattern would appear randomly even if you saved it on the map as a Guardshed. Toolshed is it's own FLAVOR object. Something funny about the TOOLSHED falvor so what I did was.... turn the Guardshed into a SHELTER flavor object. I added a flavor object in the scenario editor. I renamed the toolshed Mdr file to Shelter4 (there are 3 stock Shelter flavors) and renamed the bmp to Toolshe1 and changed the text in a hexeditor to Toolshe1 from Toolshed-not hard to do-there is only one reference to change as I recall. You don't do that the mdr will paint your guard shed with a toolshed bmp. You want it to read it's own unique bmp-and you can't get fancy with names when hexediting-the file has to stay the same size. In my homebrew the Guardhouse keeps the patterns and survives after saving the map. What's in the repository makes every toolshed a guard house hence you have guardhouse in places where they they shouldn't be-like guarding a cabbage patch I didn't do the graphics so I can't rightfully upload to the repository but I will contact the original author to see if I can upload the correction. For me it was just a hexeditor exercise and I don't play e:mail just a.i. You want this Guardshed to appear in other peoples maps when playing the game (via e:mail) they have to have this Shelter4 flavor-otherwise the game defaults to a stock shelter-much like my telephone pole mod-you don't have that and you are playing a map with the new poles-but don't have that new flavor-the game defaults to the old telephone pole flavor.
  4. I took the file from CMA and put it in brz format for FI. I tried hex editing certain roof names like taking roof and changing it to roo1 (to preserve the integrity of the size of the file) and renamed certain files roo1 but that didn't work. The buildings in CMA can be configured in MODULAR bldg in the Scenario Editor. Interestingly you can just drop the stock CMA BUILDING file in the FI Z file in as a normal file setup or brz format. But either way you can't get the roofs to work. You need to reexplode the game file from CMA -their in TERRAIN FILE named BUILDINGS.
  5. stikkypixie: Well the names are the same on the files-so that won't work. I tried to structure the files like in SF: A-Stan, but that didn't work either. Names of graphic files (facades are the same as I recall). I deleted the files but I will put in an upload this afternoon on this this string via Mediafire (it's a bit slow this morning but it will get done-it weighs in at 85 MEGS) the STOCK buildings from SF: A-stan and you can play with it. I hope you can do it. I can't. The roof for FI have graphics for the roof tiles and eaves on one bmp-just put one texture on that bmp and the corrupted graphics are gone. Anyway-you got questions I'm here. What I am up loading is the stock building file-which is located like in FI in your TERRAIN file.
  6. Yes-but BF is a small operation-I give them credit for a quality product. And they can't take too many chances with their resources. They're not EA or Ubisoft. Graviteam is the same way-I think they are only 3 or 4 guys.
  7. Tried that-doesn't work. Also all the building slots are taken. I'm a born American-military brat-Half American and Half German. Old photo. Don't ride anymore but still have the bike-from my cold dead hands. Did my own maintenance (i.e adjusted valves, pulled seals....) stikkypixie : I use HxD it's simple but gives me the feature I want i.e. I can make multiple replacements throughout the file with one command. Makes sense about the your roof observations. Found it strange the buildings could come in but the roofs wouldn't work. Strange thing is you can have the facades and windows and everything change for something in Syria or A-stan and have a pitched roof like in Europe. With a few little edits and vehicle changes BF could have had a N. Africa module-of courrse the Grant Tank wouldn't be in it.
  8. Well I'm flattered by your faith-but really Afghanistan buildings AND Shock Force buildings (they are the same-but I tried them both) aren't going to work. The game takes the building file but does not recognize what is written in the coding on roofs-hence not only no Mosque roof-but roof orientations are unrecognized. You can see how the parapets and roof are on Modular Bldg #3. just won't orient with the walls (and some parapet walls are missing) when you orient the building in the Scenario Editor in the 4 differnt directions you are given- I can only go so far with hex editing-I saw nothing I could use to correct this problem. The walls, windows, door and blast openings choices work BUT in the end it's the roofs that don't work or can be transferred to Fortress Italy. Would have been nice if it could work. Believe me - I wanted to deliver this mod.
  9. Well progress is now measured inches rather then feet. I'm trying to understand the file structure. I got one roof texture showing right-trying to leverage that. Haven't solved the dome part yet for the Mosque. I got a bunch of textures but only one shows up when looking for roof choices. Oh yeah Trick or Treat.
  10. Sum total tonight . Nada. I structured the files different-something just isn't writing the roof texture and blocking the mosque roof-same story. Building 2 you see has parapets now around the roof. I guess that's progress.
  11. HAHAHA yes I got the parapets on the roof to work-partially on one building and fully on another. The mosque roof fails to appear. The issue on the roof is caused by roof files in the stock game. The walls and doors and window sills change-it still the damn roof. And it isn't a question of repainting the roof-one roof is reading at least 3 different roof textures. You have to take a break from that area-there are so many files-it will drive you crazy-junk flavor files are just 1-3 files to examine. You ever pull an all nighter in college-by morning you can't remember what studied. It's a blur. I do have a job that requires me to think to you know-I have to pay a mortgage-what you got was the last 3 days was my off-time.
  12. Yup you got it. HAHAHA you got a 50 50 chance the otherside might be there to around the burned out vehicle. HAHAHAH Oh look Tempestzzzz eye candy junk armored car-looks pretty *WHACK* battles are what 20miutes to little over an hour-being spoofed, fooled or unsure can cost you some seconds and victory. There are only 9 slots in JUNK Flavor so there is a finite limit. I was hoping by now someone would post a screenshot of the M10 burnt out or the German HT burnt out. I really do not have ARIS skills. It cost you nothing to download from the link I provided. It's a BETA. I'm still working to see if I can get it to block LOS or provide cover. But as was said JUNK may be coded not to react that way. You have to understand I have to work with in the confines of the game engine. I would give you more if it was possible. After all-I play this game to.
  13. The game would default to the stock bigger poles. The Hot Mustard Map I put in the new poles. I removed the BRZ file from the Z folder and you get the old big city poles. Game picture below shows what happens. Actual battle-not map preview (Ignore the beta flavor M10 and German HT - I use this map for my mods when playing) I put it in the readme that the pole mod should be included in any scenario, QB or campaign file-or failing that the readme for the scenario, QB or Campaign author should state in the readme the player needs this mod for the small telephone poles and go here to download. I've seen such caveats in readme's in other game addon's i.e. you need this in order for that to show.
  14. These are M10 and Sdkfz251 flavor objects-nothing more-like a shelter, tires, sign... Vehicles are from CM:BATTLE FOR NORMANDY Yes you can place them on a map, move them just like a flavor object-I don't believe the ai will react to them-their like a dead cow or an abandoned vehicle or a potted plant. They do save. I had no CTD's. What I would use them for is as burnt out vehicle (somebody else has to supply that artwork) or motor pool setting. "I'd really like most would be things like wrecked cars, dead cows, tents, etc." Sorry-I'm limited by what is in the game or in other BattleFront games/demos-I have no way to import NEW 3d objects and BattleFront hasn't released a utility for that. You make a scenario/QB or Campaign with this and share it and the other player doesn't have Junk flavor 7 and 8 in their Z file the game defaults to another JUNK flavor-in the case of the German HT turns into a pile of lumber junk." Dust thou art..."
  15. heh-you wish. BETA download here-look for Junk Flavor 7 and 8.brz file M10 is Junk number 7 as I recall. http://www.mediafire.com/myfiles.php#myfiles Test it tell me what you think -issues-don't get groggy on me though with the paint schemes. For you forensic types who want to explode the file and see how it's done I hex edited the the renamed M10 junk7. mdr file containing the text m10 to an m1j for the junk vehicle to pick up it's own bmp. And you don't need every mdr file of the vehicle-just the 1st one as I recall. BMP file names reflect the j to-you want to change scheme-copy and paste what you want into the current bmp file names-they have a small j. I'm not an artist-but I'm sure someone can make these sooty and burnt looking or if you want a depot or motor pool setting. No purchase screen with men with the destroyed vehicles. Just FLAVOR 7 & 8 button And why j? Their junk-they don't do anythin' and the mdr will read the stock vehicle bmp's not your junk bmp's which is b.s.-we don't want that do we? Once these puppies show up in future BattleFront modules as we make our way up the Italian Boot this will eliminate that issue. EYECANDY of things to come from BattleFront...... I don't get feed back I'm not uploading this up to BF.
  16. I really should spend more time on the mosque addon rather then this JUNK (7 & 8) Damn those telephone poles look good in the Hot Mustard Map.
  17. Thanks Broadsword56 -really was not that hard. It's BF intellectual property I just renumbered some files. BF Flavor section in their Scenario Editor is a true Sleeping Giant. There is soooo much that you can do with it. Scenery addons-radio masts, tents, derelict vehicles, aircraft & aircraft wreckage...
  18. When you have a CTD doing these kind of things-that is kind of good. CTD means it just isn't going to work. When you have corruption like this -ugh- means stock file & addon are crosstalking to each other-something has to be hex edited Ugh. Your knee deep in the Big 'muddy'
  19. First the GOOD NEWS I got the CM: Afghanistan building in game. Wall textures and blast holes do appear. Now the Bad News :mad: Roof textures, parapets and the domed mosque roof isn't appearing. You can see the corruption on and around the roof. And I'm tying to limit to 2 story buildings-note the 3 story to the right. Right now this is in the Modular Building screen of the Scenario Builder I'm going to do something a lot of modders don't do now-I'm going to take a rest and actually play the game tonight-which I enjoy a lot. Later.
  20. They are stored b file when you explode Fortress Italy v100B.brz-look for terrain-->roads-->highway italy w bump maps
  21. Hmm can you try fooling or spoofing the game that the ground texture is pavement texture.(I don't know if there is a ceiling on the number of bump mapped pavement texture to be in game. But there may be.) the pavement texture is numbered in a series to be called up in a scenario editor. highway 3a.bmp but it also may be a code to tell the game to combine the bmp with a normal map. Somethings reading the files numbers to combine. Take our friend again terrain texture ground pavement2.bmp and rename it ground pavement2 1a.bmp and the normal map ground pavement2 1a_normal map.bmp Note there is a space between the file name and the next 'x'a digit. ___________________________________________ And just because the other road map tiles doesn't have bump maps doesn't mean they wouldn't work-what is so special about the one in highway italy w bump maps EXCEPT they were provided bump maps.
  22. I'll make an attempt to answer that-looking at the vehicle mdr files they don't reference the bmp vehicles files by name i.e. fiat626-wheel.bmp or fiat626-wheel_normal map.bmpThey have the name hull and wheels. Is this the wireframe , the bmps I don't know. (NOTE: Some mdr flavor object mdr files DO reference specific bmp's) But the game somewhere reads the vehicle mdr and combines the hull and wheel bmp with the normal map. The texture files for the terrain have no mdr file. What I would do is just make a normal map of the texture and see what happens. Name for example for the normal map for FI's ground pavement2.bmp would be saved as ground pavement2_normal map.bmp and drop in the Z file and see what happens. FWIW _________________ I looked at the file for pavement-it has no mdr file-but it has the bump maps.:confused: That may be good news-somewhere the game combines the two.
  23. What you are seeing in the screen capture is 2 versions of the same small Afghansistan building-just different textures and roof has been changed (one has the dome and one has the roof and parapets.) You make your changes in the scenario editor 3d map preview (click on walls and roof) on how you want the bldg to look. If I understood your question.
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