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Tempestzzzz

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Everything posted by Tempestzzzz

  1. Look for SHOCK FORCE PALM TREES PACKED. brz file. at http://www.mediafire.com/myfiles.php#myfiles Drop in the Z file-this is a very early BETA. Issues? Who knows.
  2. ALWAYS be closing... Palms stand by themselves. But a few details. Made the sale-but no handshake yet or signature on the dotted line. Extreme Extreme BETA Scienario Editor TREE F game file with Tree6 files SHOCK FORCE Palms Game saved perfectly the trees. Went in and out of game (picture below). I wouldn't want to be an Italian F.O./ Radio man in WWII-He might as well have a strobe light attached to his helmet. Gimme a minute to bundle file and upload to media fire. It'll be BRZ format
  3. There is a difference-but I don't make maps very well. So drop in the SHOCK FORCE ground sand. bmp from the media fire link below and tell me if there is a Sand Dune appearance overall. Not all sand is equal. The ground sand. bmp share the same name in SF and FI so all you need to do is drop the bmp in your Z file to check. http://www.mediafire.com/myfiles.php#myfiles
  4. It's the little touches. Looking VERY Good!
  5. If you have CM: Shock Force and Afghanistan they share the same Mosques and single small building really haven't investigated in depth the file structure. But what I propose is to snatch the single story small building with a Mosque roof option and using worm holes, The Space/Time continuum, E=Mc2 and Black Magic. I recolored the turquoise dome to something simpler (I even recolored the damage textures to to get rid of the turquoise color-finally mastered that damn magic wand tool.). The outside walls are the right color-but could be a bit more bleached white with dirt and dust at the bottom of the walls. But that eye candy can wait. Got to get the building in game. If it can get in the game you can change a bunch of texture stuff like the roof, wall textures, sill, parapets and doors etc etc in the Scenario Editor. Tunisia was very, very poor back in the day-Their Mosques were not elaborate affairs and small. So this is I think a good representative of what was out in that desolate area. If it works (not making any promises) will be in BRZ format for easy addition and removal from your Z File Oh yeah-don't ask me to get your Rangers Javelin equipped STRYKERS, AK-47s and SAGGERS to deal with der Deutscher Afrika Korp. Ain't gonna happen. Just going to have to learn to dominate the battlefield with an M1 and a Stuart.
  6. Yup the game isn't talking right with the shadows to -but I got the textures in. Surprised the game didn't crash with 2 different trees sharing the same tree slot. The number of mdr files don't match between the palm trees and the stock trees to. Shock Force palms have fewer mdr files as I recall. What I'm going to do-but real life stuff is in the way now- is add missing mdr files with the appropriate names but with nothing in them-just empty mdr files. The shock Force stock palms come with enough files _I think-for them to do what they need to do. It's just fewer files then stock trees. The screen capture with the black palms show the the same Tree F in the scenario editor (designated Tree F in the Scenario Editor-but tree6 series of files for mdr and bmp's). 2 trees sharing the same Tree F slot. I want to override the communication the game having to the stock trees. I think I can do that by mdr files that over ride the files with the same name tree 6 names only they being empty of data. Put them all in Z and it may show and act like it should. Still amazed the game didn't crash in the Scenario Editor. Real world stuff now though.
  7. Sorry this post should be in the Modification forum. It's late here. But what the heck. Still not a done deal. Game isn't talking right. Below-this how they look in SHOCK FORCE-a bit fuller not as anemic. Something is in conflict in FI with these palms.
  8. So close but it just doesn't want to give it up. I'll attack it tomorrow. This screen capture proves my foots in the door-now I just gotta make the sale and close the deal.
  9. Kohlenklau-No haven't seen the film but will do a GOOGLE. With a small one story Mosque, cactus, palm trees and 'Partisans' you can have a North African Theater and a Balkans Theater of Operation. You listening Battle Front. DAK vs the USArmy (later Desert Rats with the Brit module) and Tito's Boys getting mauled by Prinz Eugen Division backstopped with crappy Italian tankettes. Broadsword 56-Yes I think it looks better to. These Sicilian country towns probably had running water at communal fountains rather then at their homes and electrical power was not that widespread-and they certainly didn't have 'cherrypicker' utility cranes that could haul men up for maintenance and such-real close to the ground-simple stuff. And when the power went down oh I bet it was a while before it came back up. In a word-Primitive. { To be fair there were more then a few places in the USofA in rural areas where electrical power was sparse.} CMSF only has tall palms-I have potted palm and cactus flavor objects ( a release later from SF). The BIG foliage Palms I'm still working on-but first I think all CM games are tapped out on the amount foliage you can add so EVEN if I can get it in game that means it has to substitute some foliage tree-which means some map that had regular trees has palms all over the place. :mad: I spent a whole evening on it -but no luck. Same way with a small Mosque-there are X number of slots and only so much you can shoe horn in with buildings. Flavor objects the ceiling is 9 items per category of flavor-and then that depends what is in the mdr. file I can hex change. Somewhere in the game it is written that 9 flavor ceiling-where -well - I'm looking.
  10. Trying to import a small Mosque in from CM:Afghanistan and Shockforce (cuz that is what they have Tunisia (Mosques) and palm trees into Italy (Tunisia and Italy have palm trees to-just like California).... and this little exercise in frustration produced this ...mouse. Anyhoodles as soon as I post this I'll be uploading the file to BF- Screen capture says it all. You get 3 extra buttons (over the stock 2) in the Telephone Flavor selection (3,4,5) in the Scenario Editor. They act and save and delete like any flavor. But if you download and add scenario or QB made with these you need this addon file in your game in order for them to show. I think they better reflect the poor electrical infrastructure in Sicily circa 1940's-the stock poles look like for a city. IMHO. The poles show up in the NORMANDY demo-still waiting for my other computer so I can't say there are issues in the full NORMANDY-but I doubt your computer will explode if you put it in a NORMANDY Z file. Name of the file will be Extra TELEPHONE POLE FLAVOR OBJECTS NOTE: CM:Afghanistan and Shockforce {I own full copies} Sense of scale
  11. Ok here goes. Using helmets as an example. Eggers helmet mod brz file when exploded held 16 bmp and 16 normal map images I looked the mdr. file (hex editor) and it does not reference a specific named or numbered bmp file like some flavor objects mdr files (yeah I know a helmet isn't a flavor object-but the files act pretty much the same on what they reference for a graphic-sometimes.)-so it's a random dice roll what is assigned. To find out I would just do 20 bmp files and 20 normal map files (keep the naming and numbering like eggers and add 4 bmp and normal maps till you get 20 of each helmets. Or simplier-take eggers mod copy 4 of his helmets and number them #17, #18, #19 and #20-then repack your experiment mod To number Open up a paint program and with it's text editor give each helmet a number. Or just color them with a wild color Doesn't have to be pretty-your looking for a ceiling number on assignment. Pack it in a brz file. Load it in a scenario. Now look at the numbers on the helmet. Or the wild color of the 20th helmet. I'm guessing but the helmet mdr "dice roll' will assign 'x' number of helmets-more then others. Now why the numbers (or colors)-say you got 40+ soldiers on the map-you might get a bunch of #2 helmets # 11 and #12 helmets and a #18 helmet. If you see a #20 helmet you know it goes up to a quantity of 20 helmets. May have to load a scenario several times to verify. If you don't get a #20 helmet on the first 'dice roll'. Only way your going to find out is to test. You want to do more then 20 then go ahead. I don't know the ceiling number on 'decals' and I wouldn't venture a guess. Now comes the tricky part-if you save the new scenario-does it keep the same helmets or randomly gives NEW helmets every time. I only ran into this problems with shed flavor objects whose mdr file didn't reference a specific graphic file by name ( I wanted 3 shed-not the stock 1 [ 2 colored as were guard shacks]-it can be tricky. May not matter since nobody notices helmets unless they have different camo and have to match something. Good luck. 250 helmets or 250 of anything-do you really need that many.:confused:
  12. Little Organization TODT sign action here. Obviously Normandycentric. Lager aufbau (Warehouse). Got a real ACHTUNG! ACHTUNG! ALLES IST VERBOTTEN! feel to it. Textured the sign and support as wood. Just nailing down some technical details. Don't know if I can release this one since I snagged the capture off eBay and oooh it's got a politically incorrect symbol to being clasped by the a chicken-so you probably can't download it in Europe oooohhhh. . Still and all I think I can get a total of 3 signs minimum now-2 different on one mount and 1 different one by itself. Good night.
  13. Fuser the rear machine gun on the stock and recent weathering addon for the Autoblinda 41 looks totally black-like it was never textured-am I correct?:confused: Picture below of stock paint scheme.
  14. I guess I was wrong. You can put Shock Force flavors in CM Normandy and Fortress Italy. Unweathered generic FI street sign with tactical emblems {BETA} on the left. I already cooked one up with some German unit emblem in France. Gotta work on the graphics for the 2 signs from ShockForce-it reads the bmp differently. 2 files reading off one bmp with 5 to 6 different locations drawn on it. See how it repeats one Syrian location on the both signs. I think I can fix it so it doesn't repeat the same name on the sign twice. Damn dice roll. We shall see. Oh yeah the Shock Force signs can be moved, saved and deleted like NORMANDY and ITALY signs.
  15. And another thing. Even thought the film is faded-I think it's safe to say the color on the vehicles were washed out by the Italian sun. I've been to Italy numerous times and it is HOT and it is very, very sunny. A very bad day for someone. Archive title: Italien, Rom.- Fallschirmjäger-Regiment 6 (FJR 6) im Kampf um Rom.- Schlacht um Montagnola in der Via Laurentina. {Laurentina is a suburb of Rome} Dating: 10. September 1943 Via the http://www.bild.bundesarchiv.de/
  16. Yellow fades very fast in sunlight. I know this from reading about Aloha shirts (I live in Hawaii). The color loses it's vibrancy real quick from the UV rays. You can do a GOOGLE on it.
  17. Thanks sburke worked like a charm. see post #3 http://www.battlefront.com/community/showthread.php?t=106828
  18. Good News-Bad News. First the bad news- Shock Force mdr flavor files are totally different then later Shock Force Mdr flavor files plus they have the graphic embedded in that file. Transferring won't work. Now the Good News. I can import the flavor road sign from FORTRESS ITALY into BATTLE for NORMANDY. The screencapture is from the scenario editor in the NORMANDY DEMO. Like I said earlier my full game is in the broken computer-but I have no doubt it will work in the full game. I redid the graphics so you have blank wood to paint on. See GOOGLE drop box below for mod. File will include mdr, blank wood bmp and the FORTRESS ITALY sign bmp as reference since letters on sign graphic go backwards. Plus I created an additional .mdr (milestone3 mdr) file so we may be able to increase amount of signs this mdr 3 uses to as many as the two stock mdr's. So in the future you may get a a bit of canvas to paint all those Wehrmacht tactical signs. Right now I just supplied one .bmp for graphics. I got too much on my plate right now with another addon and real world stuff. NOTE: the modified mdr file is from FI not CM:BN. You can get this flavor object from the free FI demo-so I don't think anything is compromised here. Consider this a BETA for testing. GOOGLE drop box https://docs.google.com/file/d/0B4WdULP5kioDczhrMTBIamN0T0E/edit Put it-mile-sign1.bmp & milestone3.mdr in your Z file. The it-mile-sign6.bmp is strictly for reference with the backward graphics.
  19. Get the picture. What I prefer MUCH PREFER TO DO is hex edit the signs and send it to someone more talented then me to do the graphic so they can release it-what I did was a rough job just to see if I could add an extra flavor object. With the Combat Mission: Shock Force signs from Syria you have a bigger canvas for signs.
  20. I want to make available more sign flavor objects in Normandy. Currently I have the demo-my full game is on a broken computer (along with my graphic software). The demo shows 2 flavor object milestones. My experments with Fortress Italy is that you can have up to 9. I don't know what is in the full game but suspect it may have more. Not promising that it can be done with Shock Force -but Normandy and Italy you can transfer certain flavor objects. Is it permissible to put these CM Shock Force signs in CM:BN? Want to know before I fire up the hex editor -UGH! I know you can get one flavor object in one game to another: Note Villers Bocage sign in Fortress Italy. The object of this exercise is to provide more flavor signs the CM community an exercise their creativity on.
  21. Same limitations. There are trains in this game? I pretty much showed you can import a flavor object from other Combat Mission game. Is there a way to import a new 3d model.:confused:Object editor:confused:
  22. Something I can imbed in a forum message-no fuss, simple-Not worried about max storage space since it's going to be for this and a few other ideas I have for testing before sending to the Battlefront Repository here. I want to release a beta and don't want any problems after release (none found in testing.) But it's only my computer.
  23. Erwin and Smeel: The only limits I see on using other models is that they have to have. 1) One bmp to reference. Haven't figured out how to get a new flavor mdr file to reference it's own multi bit maps. 2) Depending on what flavor you want the upper limit is 9 flavors-not all the flavors have reached that limit yet. Haven't looked for the dead soldier model yet. But if it only has one mdr and one bmp-it will show.
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