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Tempestzzzz

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Everything posted by Tempestzzzz

  1. I guess I could do a flavor object under JUNK (or somebody else does it) and you could have an armored car or truck as flavor object. But remember the ceiling is 9 objects. ____________________ I did a FIAT626 truck and it shows on the map as a 6th Junk Flavor-but the problem is it's all black. If I let it use normal textures I don't know or haven't solved how it can only reference damaged texture bmps. Usually junk textures have one bmp. Vehicles have several. I edited the mdr file to reflect the new bit map names (EXAMPLE: fiat626-hull changed to fiat62J-hull and it still comes up black. You have to respect the amount of spaces the name of the bmp file takes when hex editing. If I don't change anything except the mdr name the truck will reference undamged textures and if I make a new hull map with damage textures with stock names-perfectly good trucks will have damage textures. GOOD NEWS: You can have a truck as a flavor. BAD NEWS: No solution yet for this junk truck to reference it's own junk textures. The truck would only be decoration-no cover and vehicles would drive through it.
  2. Looks like ceiling for milestone flavor objects is 9. I couldn't get a 10th one to show despite changes with a hex editor. But I'm not that great with hex editors. Of course with the number 10 you start to get into double-digits.
  3. HAHA yeah it really is a problem that doesn't need solved to-I don't play with building scenarios that much so no need to import a vehicle as a flavor object since you can 'buy' destroyed vehicles. Got way ahead of myself.
  4. I was afraid of this. The infantry didn't react. Thats ok. The Stuart didn't react. Thats ok. But the Stuart drove THROUGH the armored car. Is this because this is from the Normandy demo or the armored car isn't being used that's in Fortress Italy because the Stuart crew isn't coded to drive around a vehicle not in the game? Iused the 300KB and the600 kb mdr in the demo ac file-same result hmmmm Es muss eine Antwort auf diese Frage sein,......
  5. 9 sdkfz234-1 Flavor from the Normandy demo Now don't get Groggy now on type and scheme Armor values? Does it burn? Idunnknow. Will the AI react to it-well-does it react to signs? Will this block LOS? I doubt it will shot. Flavors have no people/crews. Will vehicle drive around it or -ugh-through it? Still a lot a questions I can't answer.:confused: All I know is Aris better start firing up his palette his brushes & layers for 'burnt schemes' _________________________________ And mjkerner I went looking for the junk car-the Villars Bocage sign came from the demo on Normandy-the full game is still in my broken computer. I don't think a junk car mdr got up to #8 (even though I did see the junk car in the manual). Junk went to 6 mdr files only. Now if you want a burnt Jeep or Kubelwagen.... _________________ Okay how to do it. 1) Rename the sdkfz234-1-lod-2 mdr file {from the Normandy demo}to milestoneX (X being the number next available after the last milestone mdr in your flavors file (somebody can figure a new mdr name later (hmmm JUNK?)-this is just to get it in the game.). That's all you need to do with that file. the aforementioned mdr files is about 300KB in size. What ever you number it will show in the scenario editor. 2) Dump all the sdkfz234-1-wheel bmp textures in your Z file-hull, wheels and turret. No need to rename the bmp's -BUT that could be an issue-I'm only using the stock armored car and stock scheme from the demo. What happens if you have decals-hey I don't have all the answers -yet. And I got my building graffitti addon to finish. The Mdr will reference those bmp's.
  6. Screen capture from a hex editor of an altered milestone 7 mdr file. Sorry screen capture is so small. But here are the essentials. Go to line 000006F0 in your stock milestone 6. mdr file. You should see a number 6 there-change it to a 7 and save and rename it to milestone 7.mdr
  7. Just a guess-I haven't tried-but I'm sure you can-I'm up to 10 graphics for homes in my fascist poster mod (those aren't flavor objects). The stock choice/ and number of building203 storage shed is 2. one of those 10 different textures for structure is in the background behind the alted Gela sign. I just found out how to do this with the flavor object before beddy bye.. Yeah-I'm gonna go out on a limb you can do more-but how many I don't know-you probably will run out of space for buttons on the Scenario Editor Userface. HAHAHAHA
  8. This will work in CM:BN I'm sure. mjkerner- I'll try tonight. But lets see what you can do hehehehe kholenklau- Tactical signs were a screencapture from a site off the net-just rectangular select the emblem you want from the screen capture bmp you took-with PaintNet and sized and copied/pasted them to the Gela sign. Simple decal-one side the tactical sign has to be backwards-kind of like the house fascist posters I'm doing. One side is correct facing the other side is backward facing.
  9. "Did you see that??!" 1) Explode the Fortress Italy v100B 2) Go to exploded b file---->terrain---->flavor objects---->milestone 3)Let's choose the it-mile-sign6 bmp. That's the GELA sign graphic. Open it and change the graphic color it do what ever-make it distinctive. You want it to look different when it shows up on the map-otherwise it just looks like the stock GELA sign.Then SAVE AS it-mile-sign7 bmp 4) Copy the milestone 6.mdr file and change it to milestone 7.mdr 5) Now I guess you could use a hex editor -it was late I didn't want download one so I opened the new milestone7.mdr file with notepad ++. There was typical gibberish script but not a lot of gibberish-what I was looking for was the number 6. I wanted to change it to a 7. Luck would have it the first 6 I selected was the number that needed to be changed. There weren't a whole lot of 6's to choose from-like I said-I was lucky.It evidently makes the file identify with the new it-mile-sign7 bmp and makes the new milestone 7mdr. file show up as a 7 button in the Scenario Editor etc etc. Below is a screen capture an opened altered milestone7.mdr file where the 7 is in the screen capture-use to be a 6. (Don't get confused with Notepad++ Line number 7 to the left of the added 7) CORRECTION-screncapture cut off a portion of Line 7--look for it-mile-sign7 my screen capture cut off it-mile-sign and left only the 7. See hexeditor screen capture further in this string waaaay below in replies for line number on where to alter. 6)Drop the new modified milestone7.mdr & mit-mile-sign7. bmp into your Z file. That's it. Now I wasn't using a hex editor-but as you can see it does work-a hex editor that compares the altered and unaltered file will be more specific on location in the mdr file. PM me with your e:mail and I will send you the altered and unaltered files so you can do a comparison in a hex editor-this really was a smash and grab job-not elegant at all. I'll RAR file (all total around 700 kb in size) you the altered graphic and mdr file. I live in Hawaii so there is a worldwide time difference with Battlefront fans . I will get back to you.
  10. Taking a break tonight on my graffitti mod. Next week it'll be trundled out-the readme with screenshots is a pain. There are -or were - 6 buttons to choose from for milestone 'flavors' in the scenario editor. On mine now there are ....7 Ach du lieber, Gott! Before I go any further am I stepping out of bounds telling you how to do this? I like the game and this forum and do not want to get banned. And before somebody gets all 'Groggy' on me about the accuracy of the tactical signs this was just an experiment to see if I could get a another 'flavor' instead of vanilla and chocolate or strawberry on my waffle cone. And if this can work with this flavor.... This 7th flavor sign can be manipulated and moved and deleted and saved to. You have an extra sign to play with without losing a sign. No Ying & Yang (I hope.) Let me know if it is okay to say how I did it. Really quite simple-didn't even use a hex editor. {Notepad++} Apologises if somebody already discovered this. ooooh sheds hmmmmm Nacht Ost
  11. Hope to get it released next week-just a bit more testing. Just starting on the readme now. Need to recheck the spelling to. In interim enjoy the photos. Some these pictures of various areas in Rome I saw over the years-some I really missed-going to have to look harder. http://www.flickr.com/groups/838700@N22/pool/with/3734685824/
  12. I can confirm this much tonight playing with this 'Poster Mod' for CM:FI 1. You make a scenario with this building in this mod-but another person playing that scenario doesn't have the mod. The scenario will not crash. It just defaults to one of the two stock graphics. 2. If I make a scenario or QB with a poster building-but remove the BRZ folder with the mod from out of the game; the scenario or QB just defaults back to the stock graphics. 3. If I stick the graphics BRZ back into the Z file the scenario or QB remembers the building poster graphic I had before the removal of the BRZ file. The game doesn't forget.
  13. In a stock scenario placed by me with the scenario builder-You want a specific poster you have to keep click the selection for small barns (I'll have it in the readme which selection) and checking in 3D view till it comes up and then save. I can't fix the randomness-but like I said once you select it and SAVE it doesn't change. Got to test destruction and all that-but I'm not expecting ...Oh...I better not say it... Stuff can happen Issue right now is in Quick Battle but that is because it takes awhile to set these up-but this little barn is a rare building to begin with and I will tweak it so it will show up with slogans/ and or posters-but don't worry your not going to be bombarded with Fascist propaganda-it'll be a there but just a bit above 'Easter Egg' level. Quick Battle will roll dice and it will show if you pick a map with village, rural, town. Cities you probably won't see it.. Scenario building you have control on what you want, variety and rarity. This building doesn't get combined with other buildings from what I see so you won't have graphics cut off. Best to leave it in BRZ format to add or delete if you want only stock small barns. More later -It's late. In the picture below in red is written... MOLTI NEMICI, MOLTO ONORE Many enemies, Much Honor
  14. Okay here is most of what I have. It was real witch lining them up in the scenario builder since the game selects at random. The good news that selection stays in the mission It does not change. It stays like a uniform mod, tank camouflage etc etc. You turn the computer off, get out of the game... the game keeps the selection. Why? Because each poster/slogan building is it's own building-it has own roof, floor, walls. In this case there are 2 stock 203 buildings ending in the digit (00) and (001). I added (002), (003), etc etc..... up to (009). Still Have to fix one graphic. Tweaking now the rarity. The slogans are in Italian-nothing obscene-ALL legitimate Fascist polemics and yes there will be translations on the graffiti and the posters in the readme.
  15. HAHAHAH Yeah Baby the term is called Ghost Sign -you can do a GOOGLE that is exactly what I'm talking about. They were common in USA, England and France. Not Italy from what I can find. It ain't your Grandpa's Combat Mission anymore . Pete-like MORD said I want to be able to give options to people for posters-and I want the building to be destroyed without a hanging sign. What I did last night means you can have a lot of Ghost sign walls along with the stock walls. Your not just confined to hmm what two slighly different fronts to the same building. MORD - But I got 7 fronts of the same 203 Building 1 is stock plain and 6 have posters and/or slogans. I'm mentally fried tonight-gonna get confirmed tomorrow per your comments
  16. 4th 203 building added in yellow -on the far right. hehehe the game only came with two 203 Building. I guess the only way to fix the randomness is to keep deleting the 203 building till you get the one you want with the right poster when you build a scenario. Anticipating the problems and solutions down the road (save when you get the building you want to freeze it on the map?). I'm restricting this mod to single independent buildings buildings for now. Getting ahead of myself here. Can't see why this can't work in Normandy. French Town names (CAAN, St LO etc etc, Michelin name , Remy Martin, Railway name painting on the masonry etc etc) just a touch to give the town a bit of identity. Rather then the same grey anonymous 'ville.
  17. I think I nailed it-added another bmp to a 203 building folder with only 2 bmp's. Man it's late. In a nutshell I added a 3rd set of colored bmps to a building file-the altered faces all had their own floor, roof, side, floor etc bmp-in this building the number is (03). You'll see what I mean if you look at the file numbers. Can't treat it like a decal. Then I packed it in the BRZ file with the associated two MDR files. My apologies MORD if this is like your shed experiment (I couldn't download the file to see). The upshot is I can add more then 2 sets of posters to one building. Now I can do 3. I don't know what the upper limit is. So yeah-I'm not tied to the flavor object hanging files in the air stuff or limited to the amount of fronts and rear sides in a building file. Of course as you can see randomness of the scenario editor is still there. Sorry if it doesn't make sense. Off to beddy bye.
  18. Sublime-are you the same Sublime I played Close Combat 3 with over the internet (dial-up) near over 10+ years ago? I'm located in Hawaii as back then.
  19. Great AAR-I played this map in the demo as the Americans-real nasty. I fought the AI Germans on Elite settings to a draw due to the clock running out. AND I WAS damned happy with that-but in real life the Germans wouldn't have taken a cease fire. I was shuttling mortar men without mortars and machinegunners without HMG's to plug holes. Another 5 minutes and it would have been a Total Axis Victory. Nasty Objective for the Germans-City on a Hill -!ugh! If I played a human opponent my palms would be all clammy.
  20. Berdgdorf, Krebs, Jodl stay-everyone else leave the room.
  21. For myself-Well I'll let you know-I'm sticking that old hard drive in the refurbished 'puter and going to do some attempts at recovery per some suggested freeware from GOOGLING. http://pcsupport.about.com/od/filerecovery/tp/free-file-recovery-programs.htm Last time I tried this was on a WinME machine 5 years ago. I was able to do it with to demo recovery tools-but man it made the OS so unstable -blue screens left and right. Hope the new stuff is better. I ythink it was just the motherboard that croaked (cross fingers).
  22. Baneman-try FRAPS as was suggested by GreenAsJade. It works-it defaults to the F10 key as the default. I'm using the demo right now and it works like a charm. Don't even get me started on the Win7 small issues that are BIG issues for me-like simple screen captures. Why it works and others don't-I don't know.
  23. Good Stuff! Ok I understand now-If the texture is on the wall bmp map-it's gone when it's destroyed. The down side to that though it restricts the number of times that building can be placed on a map since you will have the same poster and graffiti all over the place. But by making it a flavor object-it hangs in the air after the structure is destroyed? But the upside is you get variety. Correctomondo? You can actually add new walls with the posters on them without over writing the stock textures...just add the next biggest number in the sequence. EX. If the texture ends at 10 for each piece of building...create your poster walls and end the file name with 11...it'll give you a whole new texture set to cycle through when you are making a map. -Mord The Sabatoge poster wall structure file is named building202-front (00).bmp I tried putting a space and a number like the tank decals and I didn't get a variation when using the same bmp with different posters. So do I number it building202-front (00) 2.bmp (there is a space before the number 2.)?
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