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Hister

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Posts posted by Hister

  1. Ah, there it is! What a delay!

    Edit:

    Excellent! Finally a proper grass texture!!! Makes the game so much immersive, awesome.The only thing that is a bit problematic from all your texture work are the swamp, mud and forest textures. Swamp (check school of hard knocks scenario to see what I mean) and mud (square like pattern is too obvious and ruins immersion) I can get elsewhere but so far I haven't found a suitable forest ground texture ( yours is too grey but looks fine otherwise). Hope someone makes it so that it melds with your textures well. Maybe I'll ask my GF (who is good with changing photos) how to make that forest texture more green and warm in colour and not so washed out.

    All in all a huge cudos to you Aris - thank you very much!

    P.S. My ancient PC can so far handle your HD textures well with 15% less framerates on big maps so it look like doubling the texture size isn't as heavy on the computers as first thought.

    P.S.2: With this new green grass the colour of trees and bocage is standing out a bit too much. I'll have to try vanilla and maybe other mods who changed this to see which one blends with your newest addition the most.

  2. Still struggling with roads,...what a headache,...these below were left from My Texture Pack, do you consider them suitable for Paved Road ?

    Roads.jpg

    Hmm, maybe getting rid of the big rocks and their shadows there will produce a satisfying result? Otherwise try showing one close up SS of the texture in question (like the ones currently are) and then zoomed out but not to the point where mini ground texture takes over. That way we can wholly understand what your changes to textures bring to us players.

    As for bigger textures you just came up - doesn't this mean they are way more demanding now and thus need stronger PC for the same FPS? If the answer is yes then I think it would be a good idea to have two packs available - one for players with powerful PC's and one for us with medium configuration. My PC can actually be regarded as an outdated one any way - it's 5 years old with a new GC. ;)

    As for your new grass colour it looks just about right - great! :eek:

  3. Ok, but just to confirm: One cannot blow up mines by themsellves with charges. So, this is a "trick" that only works if there is a minefield (or presumably something else that can be targeted by engineers) on top of the minefield - regardless of whether the minefield is AT or AP.

    I assume so. Haven't tried if they can blow up marked minefields.

  4. "the destruction of the mines only happens if there is a barbed wire or other object on top of the minefield"

    We're sure this is accurate? People post that they can destroy minefields with charges, but this is a rather important qualification.

    My experience: You can't destroy minefields that way. The charge will detonate some mines, and probably kill handful of pioneers in the process. However, the minefield stays. When this happened in School of Hard Facepalming I thought that the whole minefield exploded, and I can safely pass through it. Unfortunately it wasn't so, and some of my men were killed by the mines while crossing the bridge.

    I was referring to anti tank mines. All the anti tank mines exploded under the barbed wire and some anti personnel mines were left yes. I know that because when I sent all 5 tanks across the bridge none got immobilised (no big boom happened besides the small anti personnel going off under the tracks). All my pioneers survived - on multiple retries. Once I managed to blown one guy up and once one got injured while blowing the fence. If your guys get blown up it means you didn't split your engineers in separate teams usually consisting of 3 guys each. I send one team in the middle and two teams on the side so they can quickly blow up the whole barbed wire which consist of 3 parts.

    Also a note for all the players being eager to try the School of hard knocks scenario - it's 3 times easier to play it if you do it in WEGO then in real time mode. Reason being you can pay special attention to every units and since there are so many in this level playing it in real time makes you miss important info often.

    Am interested to see how many managed to get less then 50 casualties.

    Also, re the first battle "Hill and Dale" I found one can win with hardly any casualties by advancing cautiously up the LEFT side. (Unless there are different defender set-ups that would favor advancing up the RHS.)
    I played this scenario a few times and found the position of the enemy in this one is always the same. I agree - I accrued all my casualties on the right side and none on the left side. It would also be possible to have no casualties advancing on both sides by being extra careful.
  5. I managed to get a total victory in Hill and dale with 3 injured and 2 dead. The trick is you can advance on right-most flank and also on the left side. To do so you need to use engineers and blast the bocage where the left road leads to secondary objective. Hill will protect all your units from being hit by AT gun and other weapons but be careful not to expose your units - set your waypoints for each unit separately or you will end up being exposed to the Germans.

    So you have your mobile part of the army set advancing on both extreme sides of the map while you have your machine guns and mortars set at the starting point in all those places where they have a reasonable LOF on the ridge you need to take over. They provide a covering fire and can pin down the defending Germans and thus minimise your own casualties.

    You cannot destroy a minefield with Engineers, the only thing that can destroy a minefield is an artillery strike using guns of a 150mm and above, when destroyed the minefield sign turns green with a white cross on it.

    Oh you indeed can destroy mines with engineers but the destruction of the mines only happens if there is a barbed wire or other object on top of the minefield (just like in the case of school of hard knocks scenario) and your blast option can be used. You blow a barbed wire and in the process also blow up mines. That easy.

    @Gekkibi: Thanx for the tip on hull down position!

    That could be the case. I positioned my tanks based on the tutorial and because I held my infantry back, the Germans were able to focus on them. However, for whatever reason, it took several turns for the units to finally spot each other and after a long time of no activity I had two tanks lit up within seconds by an AT gun. In the ensuing exchange I lost one more tank but claimed the AT gun and both wooden bunkers.
    I can now confirm that enemy mortars don't hit your mortar and tank units if you have some of your troops (one platoon suffices) over the bridge. You have roughly two different positions of enemy AT in that level. In the case of the video we see AT guns are positioned relatively forward so mutual spotting is quick between the tanks and AT guns - firefight between them ensues rather quickly after you put your tanks in the hull down position. In the second variant AT guns are positioned way back on the map which makes spotting them harder but it is also vice versa for them. Being so far away also means it's hard to knock them out. I counted 15 near misses before the AT crew got a direct hit - luckily one of my tank that got pounded by them was only minorly damaged. Counted 4 hits but luckily 3 of them ricoceted of the tank. Fjuu.

    I'm close to finishing School of hard knocks with a total victory and "only" about 50 casualties! That is gonna be way better then casualties taken by the veteran on the ArmChair video tutorial (90 people knocked out). Will post a screenie when I get the end briefing. I noticed prt scr button does not work for taking screenshots so how do I take one?

  6. Regading what you say about not being able to please everybody ("suddenly everybody knows how Normandy dirt looks like" and that stuff), that´s not something I take into account when I start modding, that would make a slave of other´s opinions. The aim is not to please but to enjoy, I can enjoy green grass, yellow grass, and even purple grass, that´s why I can go on modding.
    I'm with you 100% on this!

    When I was in the business I would never mod something I didn't found myself satisfactory for me. It's not that we get payed for what we do so we can do as we please. If it intrigues us we mod it, when the drive is out we stop modding. So simple. Why would anyone do anything if he doesn't have to and not enjoy doing so!?

    I'm very aware of your worth for the community, your chivalrous stance and where I fit into the equation. As long as you will still enjoy doing it I'll try to use your motivation so that I get a product out of your hands that will also suit my perception in how should things look like. It's very selfish from me but I'm sure I won't be the only one who will use that different green grass in the end. I can suggest what would be better from my point of view - I can explain why my point of view is worth being considered and that is all there is to it.

    In the end there is still this formula where the more people use your work the better result ratio you get for invested work and summarum of enjoyment you caused globally with your work. This does not show in your valet per see but can be also considered.

    Is this the color you are looking for? Would you like a perfect lawn texture instead? (That green looks nuclear to me, hehe)

    Pic took ingame.

    Well I did some experimenting myself during the day - I searched on net trying to find grass textures that would fit the game. I've converted them to .bmp and what I know for sure is that the example I suggested before is too dark and in general contrasts too heavily with your other textures. One thing is seeing the texture as is and then putting it in the game so I now see why it's hard to make a balanced choice.

    Don't know what you mean by nuclear - too fluorescent maybe? I'm just looking for the right colour, I'm not into lawn texture per see. The right colour is what matters the most. It seems it's also important there aren't any darker spots like grass shadow on the textures themselves or we get a messy result in game as is the case with my suggested texture example. Dunno, maybe a colour middle down the way between this and vanilla?

  7. @Hister: I understand your point of view, but there is not an unique valid point as to what looks better, is it ? That´s why I will make more options...but the Mod it´s the way it is for a simple reason...I Like it that way
    Oh I know what you talk about, was a modder myself once. When it comes to what one likes or dislikes it gets messy 'cos everyone knows his solution is the best one ;)

    So what kind of green did you plan to make? I was thinking down the line of anti current vanilla fluorescent green. It has to look less artificial and more akin to organic natural look. What do you think about something like this?

    I also noticed that your marsh texture looks too much blue or even viola when we have big swathes of swamp land and looking a bit zoomed out (courage and fortitude - school of hard knocks scenario for example). For the time being I swapped it with vanilla.

  8. @Histar, I think what is happening is many War Films or series like Band of Brothers are filmed in a subdued tone and a hint of sepia and grainey aswell. Since then I suppose we associate that look with WW2 and anything more vibrant looks garish and odd as the look used in BoB and other films looked so real and felt right. I do know when I play CMBN with the mod it has a washed out feeling compared to how it looked I'm sure in real life but it portrays the right atmosphere. Maybe bright more vibrant colours are alittle to uplifting and don't portray the atmosphere of War aswell.

    @Wodin: Thanx for your explanation. I prefer realism to fiction though. Also the omnipresent grass texture is not how movies etc. represent the landscape. It currently looks like a semi-arid place like I already stated.

    I will make an add-on Pack with optional textures in the following week. Greener grass, different mud, cobblestone, etc.

    Thank you very much Fuser - by doing so you will get yourself more happy customers! Much appreciated! :)
  9. I played some more with this mod and I started to like it a lot - what still bothers me though is the colour of the ground grass, distant ground, ground grass yellow and all mini ground correspondents.

    Can't you make them more green? Check how Normandy looks like in summer (google-search it) and draw conclusions from there. Currently the grass looks like as if it would be from the semi arid place.

    Pretty please Fuser!?

  10. Great, downloading now. Will see what kind of trouble I get into when trying to unzip it ;)

    Fuser (or shall I call you Aris like the majority here does?), maybe you can arrange the first post now that the work has been done, adding screenshots?

    Edit: Winzip16 is not able to decompress this so it is really needed that you guys open it with winzip 15.

    Edit 2: Don't know if I like this - colours seem to washed out especially for the grass. First level in Courage and fortitude looks like it is being fought in south Italy and not like in a lush green Normandy.

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