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The Steppenwulf

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Everything posted by The Steppenwulf

  1. There no image for your texture - perhaps that happens if you save the .blend without the image in the same folder, I'm not sure. You'll have to attach the Woodbox-singlepanel.png image you used for this texture.
  2. @sbobovyc will have a better idea of the error message than me. I can however take a look at the file for you in blender and go through the steps to see if I can deduce what's wrong. If so save it as a blend file (though you've probably already done this) and attach it to a post so I can grab it.
  3. Two player campaign e-play would be enough for most!
  4. @Bootie How long approximately before you're happy for creators to sign up and add new content to cmmods4?
  5. Rubalcalvas problem loading mods several times a day would be totally solved by tags yes/no?! Therefore I wonder, is it a worthy idea, as a community, if we developed a standard set of accepted tags. This could be accessed as a shared auto-updating online document linked somewhere visible from the forums or cmmods, and each tag containing a brief description of its use/content and provide a direct link to the mod pack concerned). This way mission creators could consider already listed tags and their pack content for inclusion in a scenario, or alternatively, designers might want to use a standard pack and amend it slightly in which case they'd "register" the new content with a "sub-tag". A completely fresh build of modded files would use a new main tag and could be registered by the creator. From the players perspective the z folder would just be a set of usual stock mods (without tags) but a zz folder would be full of folders each labelled by its registered tag name and full of the tagged material. If this became a standard practice, it would become a standard community tool and would make for a better experience all round (both modders and users). Anyone see why this is not a good idea? Or what the pitfalls are? Otherwise the only thing preventing such a grand solution is a bit of community effort and cohesion!
  6. Might just have earned yourself a well justified ban there!
  7. Shipped to UKR from UK for target practice only... UKR military had better ideas!
  8. I've not touched Normandy for over 18 months now because of a broken game in a stock campaign = broken campaign. Got to be honest I would never have purchased the rest of the Normandy family if I'd known it would take this long to get the issues fixed. I've played half a campaign of the CF and MG modules as a consequence. Considering the cost of these games it begs some serious questions about value!
  9. I just had a quick look at the various Syrian helmet textures; there does appear to be what looks a like a netting overlay texture, complete with netting normal map, but this doesn't appear in game on any of the models I looked at. Unless I've overlooked the specific truppen sporting them, this netting texture, or decal isn't functional. smod_syrian_helmet-reserve 1.bmp smod_syrian_helmet-reserve 1_normal map In general I think the helmet skins do not seem to be of the same quality as some of the later CM ww2 textures, furthermore the later helmet skins are easier to mod because of how they were mapped. Despite the difficulties new helmet textures can be created from scratch. Just need to open them up in blender as I have done then remap and reskin them.
  10. Further to Frenchy response above, it may well be that you have created maps with a negative bump texture, it's easy to get it wrong. So you'll have to play around and experiment to get it right. Scouring the internet for art tips and tutorials is always recommended because the info is out there if you look for it, but ultimately the key to a polished mod is simply sweat, grind and sheer persistence!
  11. You can have multiple files of helmet textures, so the strong white netting intermixed with others, I think would look fantastic. Need to get the colour of the netting right first, then you can create a fresh bump map with settings for a strong bump effect. Similar netting with a good bump effect will exist on some modded CMBN US helmets so it might be worth checking out what they look like as textures for comparison. You might have to do some digging to find these textures, they were done as far back as 2012, and in some cases probably don't work in CM anymore because models were renamed or even reskinned. Free normal map (bump) software: http://www.crazybump.com/ The apparent lighter green colour helm in the pics above I think is partly explained by the effect of higher contrast pics. Unfortunately there are no specular or diffuse maps in CM that would ordinarily give metal that natural shininess in the game environment - this is why most metal objects look dull in CM. Not pretty!! If you have a good image editor and try experimenting with higher contrast settings, you could something much better though. Again go look at some modded photo-realistic German and American helms textures for BN. Can't speak for the other CM families because I don't have them unfortunately...
  12. Currently I have a UI mod for SF2 in the works. I wanted to release it before now but I'm trying to go one step further than the BS mod and improve on some things. I hope to get it to a place where I'm happy with it in a month or so There'll also be an update to the BS mod since many aspects of that mod have evolved since the last version. Here's a screenie shot from my SF2 version (by way of preview) of what you'll get.
  13. This video about the development of AI's L96 Sniper Rifle recently went up on Youtube. Great background info on the British sniper weapons depicted in Shock Force - more videos to follow! :-
  14. Yep me too - I think all will help me for background info with an idea I have for modding.
  15. I'd be interested in seeing this - are you able to post it or upload document please?
  16. Could be a number of things and the message will always tell you what the issues are (on export keep the mouse on the message to read it), but you could try applying "rotation and scale" to the object - it is a required step. The other thing is the texture. You won't see any object without a skin. If I recall correct there is rule with the mdr format that the object children must be lower case and I think there must be single parent for the object. You'll find that sbob outlined all the requirements in the tools read me supplied so please go check all this. I should add for interest that I've successfully got a pack of various objects working in game (in various states of completion) and I promise to release once I get time to finish everything. This is one of those projects that I spend a few weeks on holiday indulging and then unfortunately it gets sidelined when work commitments bite back. But I do have 3 weeks holiday for Christmas so I should be able to invest some more time working on this.
  17. Sure but this discussion is about how to limit the clock as a parameter not increase its importance/consideration for the player?
  18. In which case I'll draw the conclusion that I am definitely getting worse! Even so, this does not apply for multiplayer games only sp right? Yeah I don't get this either, but if it's immersion we wish to enhance (which is what most CM players would want) then giving designers the scripting means to raise or lower the bar that trigger a general surrender would be a useful editing tool and add great variation to scenario design.
  19. The timer in the current game engine is a necessary evil. Consider how a game could actually end without the timer forcing a points calculation?! One could capture all objectives and the game would still not end! However for me, this begs a question and a nagging idea. Was it not the case with earlier versions of CM that at some point in a battle, the ratio of points acquired become so imbalanced that one side (*the computer side only) is forced to capitulate (not local surrender but game end capitulation) !?! That does not seem to occur from version 3 engine onwards at all - it always seems to go down to the clock now?! If "forced surrender" were reinstated as a editable scripting mechanic (for mp games as well as sp), it could be employed to force a game end without time being an important parameter! For example, providing the designer with editable scripting tools to vary the "capitulation ratio" would help move scenario designer away from the clock and towards battles that terminate way before the clock has run down. This hypothetical capitulation formula could be adjusted by the scenario designer by merely selecting an overall force morale variable (not unit morale) which dictates the extent to which the ratio tilts before forcing general capitulation: A higher morale force obviously having more staying power than a force with very low morale. This would increase immersion which is what I'd suggest lies at the heart of this observational-complaint!
  20. I think this would only affect one modular component of the engine code. You've still got all the calculation tables (movement and ballistics) and under the hood coding for all other aspects of the game that could be transposed into a new game engine - theoretically. I wouldn't say though this is where the bulk of the work is anyhow, it's designing and creating a new game environment and developing a tool kit to build the environment. Then you've got to amend all the game interactions to tie into the changes made to the new game environment. The most complex coding changes I would think would be developing new collision data - assuming CM3 would be a fully destructible environment, not merely decals. That means changes to model data, and overhaul of all the animations (I question of BFC have anyone that even touches the animations because they really are dated), well the list goes on....
  21. Great mod you made for Black Sea Music Blimey. I wondered if you have something planned for SF2? For that matter; I've never heard your offering for Shock Force as mentioned in the thread. Would it be possible to upload and offer a link?
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