kohlenklau
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Everything posted by kohlenklau
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Barbarossa Scenarios Released
kohlenklau replied to kohlenklau's topic in Combat Mission Red Thunder
I fixed a deployment issue in BARB BURTSEVO, now has V3 in the filename. Thanks Tim. @Vacilllator AND I think I fixed the problems with earlystug. Everybody should see a whitewash Stug with partial grey snub nose barrel. So, grab the folder again...all 6 of you. -
Barbarossa Scenarios Released
kohlenklau replied to kohlenklau's topic in Combat Mission Red Thunder
ok, I am kind of groggy from covid (wargamer pun!)... With no secretary (still!) I will talk this through so you hairy legged bad breath dudes can remotely help spot anything I mess up. Thanks A. Burtsevo's earlystug mod (actual Stug but with Blender mod to display a short barrel) needs the mdr, new ui silhouette and at least 2 new texture bmps, the Stummel gun and the Stug hull. I did not yet mod the floating icon to show it being the early stug. halftracks keep their normal icons. I think I left out the whitewash version for the 2 BMP's! B. Grossmutter's earlystugstummel (fake Stug but reflects more HE rounds?). I wonder if this mod even has a future? But it was my thought and led to the above. icon for halftracks had to be modded so it would mess with all other halftracks icons. Jeez. I guess it looks rough for the future of this lowly mod. -
Barbarossa Scenarios Released
kohlenklau replied to kohlenklau's topic in Combat Mission Red Thunder
Nice Logo! The mod conflicts are amazing to try and solve. I been telling you guys for a year now, I need a dang secretary. -
[tuffhaus] project. Building mdr swap experiment
kohlenklau replied to kohlenklau's topic in CM2 Scenario and Mod Tips
Well, this is just a little test scenario. These rich folks' houses need more elbow room and some walls and hedges and such. I have added more slots for the textures, it worked fine, it cycles fine. Added some tile roof textures. So anyway, the point is that these buildings look sturdier and should take MG fire better. No warranty for HE fire! The church IS a church of course but also the other 5 homes are really churches. I will debut this in a few days for BARB THE HEDGEHOG OF PIEPSK. -
[tuffhaus] project. Building mdr swap experiment
kohlenklau replied to kohlenklau's topic in CM2 Scenario and Mod Tips
Well, I am successfully making "something" and will use it in a new scenario. It uses church building304 but I removed the turrets and de-churified the exterior and floor. Now my premise is that in this village of Piepsk was a grouping of nice sturdy old Imperial Russian houses, rich people lived there but now they are the homes or offices of some communist party members or whatever. I will add some texture options for visual variety and see if I can cycle through 00, 01, 02, maybe a 03, maybe even a 04? I am not sure for indy buildings but will find out soon. Pictures later today... -
I recall there was a Pacific Mod made for CMBN with I think the honcho being @LongLeftFlank and perhaps it is still out there to download and enjoy...
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Get with the program Spike. It was a dramatic pause where he might have said "what the f you see kay." But then just used "heck" instead---and on purpose without a <<?>>, as it was devoid of emotion and freedom, sterilized by the pressures of the PC cancel culture environment we tread water in on a daily basis.
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The RTV pdf in your game directory should tell you exactly when they are available... I fired up CMFI RTV and had QB set at July 1944 and I saw "French Army" as playable, then in the appearance you can choose between 1FFD and "standard"... ...and if you fancy the North Africa theater, I have a Bir Hakeim mod and scenario.
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kohlenklau's CM Modding Blender adventure
kohlenklau replied to kohlenklau's topic in CM2 Scenario and Mod Tips
Hi Lee, Well, I have a few little things I did for CMRT and CMFI. That is it so far. -
Extract Heightmap from created map?
kohlenklau replied to SchnelleMeyer's topic in CM2 Scenario and Mod Tips
Here is another fantasy... Like with BETA testers (I guess, I am not one), BFC gets a trusted, capable and mature community volunteer ( @Kevin2k ....?) and has them sign an NDA and then provides them the sufficient necessary insider knowledge and lets them do all the work to produce this "REZTOPO" or "CMTOPO" or "topo tool" or whatever for the community. We all enjoy it and the encryption is all safe and sound. -
If I owned B-F-C Ya ba dibba dibba dibba dibba dibba dibba dum If I were a biddy biddy rich yidle-diddle-didle-didle man I would make all the early war.... Ya ba dibba dibba dibba dibba dibba dibba dum
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[tuffhaus] project. Building mdr swap experiment
kohlenklau replied to kohlenklau's topic in CM2 Scenario and Mod Tips
It makes me wonder where is the rotten fish? In the 75's data or the building's? I am starting to think it must be the 75HE wunder waffen? You too? In the scenario I am writing it will be nice as I have only HMG fire being dealt with and some semblance of an orderly world can be seen as troops take cover in the stone house which is really a CM church. -
[tuffhaus] project. Building mdr swap experiment
kohlenklau replied to kohlenklau's topic in CM2 Scenario and Mod Tips
I am writing a CMRT BARB scenario, a translation from ASL The Hedgehog of Piepsk and I think I WILL TRY TO DO the building mod to use in the scenario. Because the scenario just has infantry and HMG fire and no infantry gun HE direct fire. Maybe then my [tuffhaus] mod will use churches that look like stone houses and provide more protection for this battle. I think it is worth a try. house004 and church005 are my guinea pigs. Both are 1 floor in height. Both are 8x16 but unfortunately they are 90 degrees different. The house is turned 90 to how the church sits in the editor. I will try to modify it in Blender. But first I will double check there is not another 1 floor 8x16 house that doesn't need turned 90 to align with the church. -
@Kinophile Relax, no worry. I am experimenting with a building mdr swap and somebody said there was an old thread or 2. I searched for it and found it. Sometimes there is value to digging up the old stuff. Sometimes there is not. @LukeFF You're on my ignore list (since I think 2015) so I will not read whatever you wrote...
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Extract Heightmap from created map?
kohlenklau replied to SchnelleMeyer's topic in CM2 Scenario and Mod Tips
well, thanks for running that down. -
Extract Heightmap from created map?
kohlenklau replied to SchnelleMeyer's topic in CM2 Scenario and Mod Tips
I was thinking (dangerous activity) that the mdr files were somehow ALSO like these btt files and now we are importing them into Blender. But maybe they are apples and oranges? @sbobovyc wrote the Python script so that Blender could read the mdr files. But maybe?/probably? this is not at all related to trying to "crack" the btt files and "see" the height info to make/export a topo map as a playing aid...? "Help me Obi-Stan Kenobi, you're my only hope" Stan is probably the man. Here is his btt mutator Python script that he was working on...although looking at it with my untrained eyes it seems it may only have been a tool to try and make a CMRT map be rewritten so it could open in CMBS (for example), in other words just the header and not our encrypted main area of the btt. https://github.com/sbobovyc/CM2Tools/blob/master/btt_mutator.py -
Extract Heightmap from created map?
kohlenklau replied to SchnelleMeyer's topic in CM2 Scenario and Mod Tips
No worry. I got the cat back in the bag. Goodnight kitty. -
Extract Heightmap from created map?
kohlenklau replied to SchnelleMeyer's topic in CM2 Scenario and Mod Tips
Oh. Thanks -
Extract Heightmap from created map?
kohlenklau replied to SchnelleMeyer's topic in CM2 Scenario and Mod Tips
oh lordy. I tried but am definitely in an area I have no idea what I am doing. sorry. I made 2 files and all that was different in the editor was one was dirt and one was grass but in HxD they had maybe 2% the same (in the header area) and the rest was totally different. I thought somehow I would see intense similarity and spot the differences. OK...nope. nope. I will slither back to my little desk and crayons. -
Extract Heightmap from created map?
kohlenklau replied to SchnelleMeyer's topic in CM2 Scenario and Mod Tips
I will try to reverse engineer some btt files. Dial down to 208x208. I guess that is a 26x26 array? Compare files in HxD to see what changes with going from 208x208 to 208x216 or 20m to 21m or changing grass to pavement. Try to see where the elevation data is... Alcohol addled brain...go go go -
Extract Heightmap from created map?
kohlenklau replied to SchnelleMeyer's topic in CM2 Scenario and Mod Tips
@Artkin @Jace11 Do you have any interest in being on this team? -
Extract Heightmap from created map?
kohlenklau replied to SchnelleMeyer's topic in CM2 Scenario and Mod Tips
Solving this could benefit all titles players. I fantasize to run a program that imports the btt then exports a topographic map file/image for my battle. This could be saved as an image or modified with text and typical map features and sent with the scenario. Can we assemble a team to tackle this? I volunteer. I offer my time, curiosity, persistence, sense of humor and bartending skills (virtual). -
Barbarossa Scenarios Released
kohlenklau replied to kohlenklau's topic in Combat Mission Red Thunder
For the sinister 6, my 6 buddies... Go in your z and delete the earlystug folder that I had created with Grossmutters Haus back a bit. Go in my Goody Box and in CMRT down in Barb is a new earlystug folder to get Grossmutters Haus V1 is also there to get as I changed the modtag. Delete your old GH scenario...