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The Steppenwulf

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Posts posted by The Steppenwulf

  1. 1 hour ago, 37mm said:

    I'll be posting about his techniques seperately but I'm sure @The Steppenwulf & @sbobovyc would be especcially interested in his work (check out the giant cargo ship flavour object for one thing)

    It's crossed my mind to create some very large "background" flavour objects, purely for extra eye candy. That ship is neat though - well executed. Thanks for the head up 37mm, I shall follow this thread with interest.

  2. On 7/13/2019 at 8:30 PM, sbobovyc said:

    with the meta data import enabled

    Is this a different step from installing the io_scene_mdr.zip file in preferences? I see no custom properties as additional data blocks in the outliner window - I assume this is what you mean by custom properties being visible in the "trunk" object?

    Thanks by the way for this update - I'm excited to discover what further clarity about .mdr objects this could offer.

  3. Regarding checkpoints, safe zones etc.. (for anything fortified really), I wanted to increase the selection of sandbags (some stacked higher & longer). With these varied sandbag objects, the scenario designer can assemble stacks as required. A diorama screenshot will illustrate, but obviously these objects can be combined with all others to embellish the scene/situation:-

    sandbags.png

  4. One feature that I believe is missing from all CM2 games is the capacity for scenario designers to make realistic roadblocks. Ideally these would vary from military style stop points to full on barricades! Application of current flavour objects and a new set of manipulated objects will offer more possibilities. With this aim I have extended the range of objects from which roadblocks can be constructed Below is a very simple mock up but could be integrated with all sorts of other flavour objects (stock or modded ) to dress up the situation, it's just a question of imagination.......more examples to follow. 🐺 

    tire-roadblock.png

  5. On 6/7/2019 at 11:24 PM, General Jack Ripper said:

    viewing the objectives and OOB of the other side in a pre-made scenario,

    The other possible insight/advantage a player might have gained is from having played a scenario before. This must happen a fair deal - though less perhaps in Normandy with its sheer quantity of content. In most cases it's probably accidental since a player might not realise until the game has started. The best policy is always to be honest about starting a game that you are already acquainted with.

    All said and done, for me CM is not a game where winning or losing is particularly important. I think most of the community approach it that way too? It's a shame that there are some players (a minority) who treat it like a high stakes poker game!  

  6. On 5/14/2019 at 1:26 AM, 37mm said:

    Holier than thou?

    I should tell you about the time I was a Messiah!

    Either way, Squarehead has it right... I only advised asking Pete as he released an SF2 flavor object pack just a few months ago.

    @37mm- You are right, I read this wrong. Please accept my apologies!

  7. 4 hours ago, Mord said:

    Problem is they don't function like real vehicles for blocking incoming.

    Yes it's a good point to highlight and is a major drawback. Can anyone confirm that stock flavour objects do affect incoming to some extent, or not at all?

     

    1 hour ago, Sgt.Squarehead said:

    Blimey had a some rusted BMP and soviet truck hulks made a long time ago but they never got released.

    I could port these into SF2 but given the limited flavour slots (more limited than BS), is it useful to use the slots up with so many different vehicles? How useful are BMP's etc for scenario creation, esp given the fact that they can be put in any scenario as a destroyed/abandoned unit? 

  8. I've opened threads for my "newbie" mods.

    These modifications are all thanks to sbobyvic's "newbie" blender import export scripting skills and it is only due to this extremely skilful "newbie" individual that I have been able to create these 3d mods for the community.  All this work is humbly dedicated to "newbies"... regardless of your talent or humility!

    Steppenwulf's adapted SF2 flavours: http://community.battlefront.com/topic/135033-steppenwulfs-modded-flavour-objects-for-sf2/
     

  9. 3 minutes ago, Sgt.Squarehead said:

    If either of you could see your way to making some more civilian vehicles, I'm sure they'd find a lot of use.

    Various half finished models on my hard drive though most are unlikely to make it to fruition.
    Half-finished German BMW motorcycle, a bus, a lorry, even a train coach, but they'll never get completed because I would never have any spare time to do anything else.

    What is feasible are at least one more similar vehicle to the civ cars and turned on their side/turned over and burned out. I think the latter examples I have had in game and looks great, but there was just a stretched texture that really needs a complete remap.  All takes too much time I'm afraid. 

  10. industrial-chimney-sceenie.png

     

    This is just rough mock up mind, so you get the idea.

    Okay so firstly you did not have a manifold object it had no inside only an outside. Even a very flat object such as a sheet of paper has more than a single material point on each side. Your texture might work for a poster on a wall where you cannot view it from another angle, but otherwise a 3d object has to have form.

    Secondly you needed to triangulate the faces: select the whole mesh - edit mode - select mesh from the menu - then triangulate faces. -CTRL T is the shortcut.

    Thirdly remember that all models need naming after stock models (otherwise they won't be read and loaded into game). By exploding the relevant .brz you'll access all the models and find out what you can use. I named this one aircon3.mdr, which  isn't a natural home for an industrial chimney flavour object, but I did this just to get it in game to take a screen shot as above. If you get as a far as releasing any flavours, I think it would make sense to coordinate our work together, so that we are using an agreed catalogue of slots (as far as that's possible). I'll pm you further about this when i find time to create a pdf of shots of my own flavour pack. I haven't done an industrial chimney (it's a good idea by the way), but I have created other objects which you need to know about - otherwise we'd just be duplicating each other and duplicating the stock slots. I'm thinking about the community using them for creating scenarios really. 

    Finally remember that textures must be .bmp image file. A .png is only useful for your .blend model in blender but not one exported as .mdr.

    Hope that helps
    Mr Wulf

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