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JM Stuff

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Everything posted by JM Stuff

  1. yes in fact I think that I will leave you the direction of the manufacture of the tiles, but assist you if necessary, and created the textures for the tracks traces and wheels, and return to my previous project of the wrecks, I have a lot of vehicles to prepare allied axes, and some dead bodies (in mode of tests for the moment) quite independent of the objects used by BFC ... adieu hedgerows hell, bonjour terrains tiles hell ! no not actually, it's just a little joke that gave the impression that, a German speaking with a French accent, was saying about you! "Ah ah, I knew you were a big trickster, a trickster like a fox" (regarding to all the knowledge that you put into practice and shown us on the forum, with some substilites to hide some parts of the tiles to give a better appearance and much more...) yes they would be welcome, and I could like quote do some new tests that already brillant cher ami ! I thought so too, this section is very interesting and represents very well, the grove and the covered paths and escarps of Normandy terrains view, soon if I am not mistaken, we will have a statement from my friend, Stephane Falaise. it's good that everyone adds their convenience their critics, their wishes, and knowledge their personal talents, and only be made known in this way, we can create something concrete affordable and appreciated for the whole series of games of CM. for the moment the flame is largely attributed for this knowledge to Lucky Strike ! I am going to test it because it seems to be promising ! JM
  2. Very nice result nett difference and seem more natural !
  3. Absolutly the mill always needs to be powered ! yes the editor does not always give the right interpretation but your results are already more and very concluisive for me very clever I didnt think about this ! these are just the ones I was looking for I knew it had a much better texture than the one I was using but I couldn t find it just found it today from my forgot hd my idea was to replace it it is much more "speaking" and the textures are much sharper Ahhhh this Aris where are you ? this guy was also a master in CM. simply woaaww your find and tres prometeur, very promising ! Yes the idea also came to me but than I let it fall and do something else pity I could perhaps have a better result now ! Holy craps keep these wonderfull textures I have a lots of wreck vehicles just waiting to burn and that I intend to produce the mod and with your textures of burnt scrap I feel the smell already ! And I will stick it on believe me ! Ach che zavais que tu etai eine grosse filouss ! gomme eine clever fuchs ! well I am not really interresting of your burning textures... you want my death or what it is the texture that I miss for my wrecks which have been waiting in the garage for months ! Really these last 20 minutes you surpasse and revoluitonzed the knowledges that need himself BFC and Cie ! Really interresting and very promising ! adieu hedgerow hell bonjour terrains tiles hell ! JM
  4. Everybodys is free to espress himself, most of the time I make joke somethimes... really heavy I know, and anoying for certain personne, but is my nature like this, a little like a stamp stiking of my... we can share all the knowledges because guys like you, that give theirs opinions as you, and allow us to go ahead with a project. dont worry I will for sur one day, knoking on your door ! For the time I take some knowledges of @benpark , guy, with lot of knowleges that I admire and respect, his job is always almost on the top, giving always lot of interresting infos, I took already some Idea from him that mine can see the light, the tiles, are a very good job that I missed to check before, almost all is there done, we have only to take it, and make our own, ...with approbation of the owner of course ! Politesse oblige !
  5. Just a joke guy you have to know me untill now !
  6. You read my mind... they are also working on tiles... who can be Herbert
  7. So but now we have a lot of ink, but who can do what ? @Falaise for Historic knowledges and certainly a place to come back in case of incertains aspect ! @benpark and @Lucky_Strike to finalised the tiles supported by @slippy! @Warts 'n' all and @Sgt.Squarehead and @Erwin to issue a few criticisms that are sometimes well-founded but also give some good advices! Hope to see perhaps @Aquila-SmartWargames to give us more infos about 3D and perhaps mds (not valid in this topic but really awaiting and appreciated )! @JM Stuff to learn a lot about all of them and keep a dirty version of the track for @Erwin ! Just a joke guys ! But who can help physically * to realised this starting mod ?? * read concreatly instead physically
  8. Yes me too I think Ben and Lucky, have to take the head of the tracks traces mods, they have enough knowledges to realized it I don t think to have enough knowleges as them I like also very much the way "not too clean and fade out towards the edge of the road". @Falaise explained about the real aspect of the road in Normandy he has also the advandtage to visit it and see some real older photography to compare,... and the "chery on the cake" this is his passion and almost proffession an allied for every situations !
  9. Outstanding was the right word to use yes !
  10. Exaclty for me the tile road b and e are the most difficult to reallize but I am further with it now ! But you know also that the result in Blender is not always the same result when is imported in the game I am talking just now about the 3D and textures some textures that bring you headaches !
  11. Yes a careful work Ben, I like it gives a good vision of reality this mod could also be valid for CMFB it is welcome, in fact I think that the textures that I am forcing myself to do for CMBN exist more or less already, and I must see all the textures of the new module in details CMRT FR which I have not yet done quite, and especially, those that you, have already done, I have only added some basics vehicle tracks for the moment, but I think that all the essential tiles, for each separate game, have already been created. I only have to devote myself and concentrate on the realization of the tracks and wheels of the vehicles. But I intend to try to have 3 furrows of the tracks, one in the center and one on the sides for the reasons mentioned above very high in the text, ... correct me if I am wrong, thank you Ben for these additional informations, it is a good opportunity to review what is wrong with mine.
  12. Ah ok thank you, to take the time to check it, yes I let the "original tile like I did I forgot to take it out ! sorry I don t understand correclty ! "the main problem with this as a mod is where two different types of road tile meet. The contrast is very stark." I guess you mean the tracks on the side is more bright as in the middle, I have to check it out ! Perhaps I have to make one tracks signs only in the middle of the road, and not on the side as well, if this is what you mean !? Everybodys have to understand why I put more tracks close to the others, and sometimes let them overlap, that also let it more dark... It is difficult to imagine that two tanks or vehicles, can roll in the tracks of the others, so my opinion is to created at least two tracks signs necessary to appear more real, as well, as at least one track on either side of the center..! But of course this give a mess for the eyes, but also give a better aspect of reallity !
  13. Did some of you downloaded the little zipped file in the link below, I would like to know if the link work, let me know, and if yes give me also some advices about the tiles in your own game that I can go ahead with the job ! Thanks in advance JM
  14. Tony I like also this view but dont forget I put a little text "All tiles are basic mean don t have any effects any blur..." mean that all is to be done ! nohing is apply for the time I present just the terrain to have an overview of your CM differents modules that you can apply yourself on your own game ! When the fine job will be done this will give also with relief and more... JM
  15. Ok guys, I see that my wacky ideas let you use ink, that's why I offer to test for yourself differents textures to use for the roads, and only the roads, paths are not allowed, because of the restrictions see my post above more more above..., we can of course create our own by a mutual agreement, we can also eliminate those which do not seem suitable to us. This is the new one, the dirt is gone... to give a smile to @Warts 'n' all (just joking) his idea was right this was too dark ! This is the model of @Falaise that kindly give me the tile for the rain for a futur modtag ! All tiles are basic mean don t have any effects any blur...go in the dirt yourself Later on a common accord we can choose the one to keep it ! J insiste first priority CMBN than CMFB... I put in the link in my loading space here that you can use for your differents modules of CM, only one tile is available for the moment, but that will give you an idea of what this look like. Try the link first I don t know if it is already available !! Let me know if the link is working !! Procedure put them in your z folder and choose one folder one by one to test it, all files have the same name so copy only one folder to see the effects. (personally I created like our smart Guy, Aquila Smart game a ZZZZZZZZ folder himself in my Z folder so that only the last modifications are taken into account of your mods, when you already have an original file in your simple z folder, which will be read by the game at launch but will not be taken in account) the folder ZZZZZZZZ yes, I advise you to also try it ! Hope everybodys follow my text untill now ? everybodys understand or is only me ? Try to enjoy and see you, I guess here ! JM
  16. Ils se font des galanteries ! Ah !! the black British humour !
  17. Yes but we are always with some unplesant surprises, that we not really need for the time, letting us loosing time,... but we have to go ahead and do the best of !
  18. Totally agree this is just a detail. Good deduction and good example is more or less what I was imagined. Yes it s true I imagine the scenarios makers are pulling their hair out of not being able to create what they would like. I agree with Warts and Lucky on this point my idea on this road anyway I can be wrong ! The mod I am trying to create is based on what I think with added some little imagination, the road is accessible in both direction but at reduced speed because the road not seem to be very wide...but again, I can be wrong. Let s imagine that two shermans cross each other, they do not have the possibility of crossing at high speed but well at reduced speed (see litlle clip), so this road is for me I will say to have one lane but with the possibility of crossing each other and not get stuck on the sides the vehicles roll in the middle of the road, and in the city with the cobblestones roll sometimes on the sidewalk but maybe my idea is wrong. This is why I took compare and even integrate the same tile road 1 of another modern CM module, CMCW, also because I was not sure myself if these road is with one or two lanes, now I am fixed for CMBN this is a two lanes with some restrictions like describe above. I like very much the color of the road that you present here, (and I think I will use the tile that you present in large just above these picture in form of mud, this is more the Idea that I had from the road and not the one that I have for the time, tell me guys what you are you thinking about)? Stephane can you provide to send me copy please ? I mean the road in brown here above ! I wouldn t want to make deep borrowings for the road in question at least for Normandy, because I think it is a hard coating, but simply to leave traces on the mud road of passage of vehicles and therefore light but visible...is quite different for CMFB where the footprints will be deep sticky and let the vehicles get bogged down for a while, and will be much dirtier as this one... "if @JM Stuff can make relief imprints in the mud then and in particular for CMFB it will become essential" Yes I can do the footprints, and you are right, and modtag is esential , just to agree on what we want, first priority CMBN, than apply differents others stuffs for differents modules ! JM
  19. Thanks guys for yours welcome comments ! At the beginning I did not think to making a mod accessible for all, but now that I see this idea is good welcome, I do it now for the community, and that is why I asked you all, for comments, and yours opinions, thank you in advance I read them carefully! is true that I also find the tracks too black now, my intention was to reserve a darker part more or less in the middle of the road making think of the passage of a convoy, the sides being reserved for the tactical situations. Giving another color to the traces would be a huge job for me, because the whole trace is not represented but only a form of imprint that I delete some part left and right, what I can do is simply soften it. In addition I would have liked to add some traces of wheeled vehicles I will see what I can do. Now I can also reduce the effects of dirt but again my intention was to give an impression and a moment to use the corner like hidding position with some shoots...letting also vehicles loosing some stains of oil...(too much imagination...) I have to reduce and make a choice ! Very good idea to use a modtag for certain situation, I will think about the question, I like this idea a lot, and it will give the choice to the players, according to their situations and saisons. Thank you, I take good note of it and will do my best. Regarding the dimensions of the tanks tracks, I took a model on the Sherman, so everything is based on it, also the curves difficults to to realise, for the moment, I think the road is too narrow to allow vehicles to circulate in opposite directions, but as I say, I took a model on the American tank, which just falls in his own footsteps, and this is nice to see when he move on, this is why also why the street is so dark from traces cos it was difficult to stick it always on the same traces...the German player will have probably larger gaps between the tracks, so I have to make a choice, or make two sets an allied,one axis, for a single choice of tank of course, but I would like include wheeled vehicles or minum halftrack. The only tiles available for a mod with tanks tracks are the roads, and nothing else, I don t have any others possibilities, and this is already a good thing, but not sufficient. I made already some tests of the others terrains but one tile only is by categorie of terrains availaible, agains, 9 tiles for the roads tiles, exemple of 9 for the paved road 1, 9 paved road 2 9 paved road 3...and the size is totaly different. It’s a pity I would like too liked to see engulf and see the tracks of the tanks in small winding paths. Perhaps the famous CM3 will give us more possibilities Sigh !!?? Thanks for now JM
  20. One thing important is " first to darken the texture before creating the BumpH file" thanks to these precious infos, of this link, I will try to do "something similar" for my own ones hope like you said that CM will accept it ?! Thanks to you comments ! JM
  21. Ok guys because a picture or videos are better as a text let me show you these ones ! Overview from my dirty roads in normal view ! Overview of the same video in movie view ! Sorry in advance to the bad way to created it, I am not an expert to make some movie of games ! I want only to show you the reworking tiles, these ones are more soft and more blurry as the first try and I think is acceptable to the eyes, in case, I can provide a softly version with not so much dirt ! I think this can give a little touch of fun, and the files used are without normal map, only a relief and a touch of blur, and are not heavier as far as the original file ! Waiting to yours advices critics recommadations...hope this will be helpfull ! JM
  22. Yes I will try to make them more soft ! Just to compare the green tile in the front is black tile ! Reduce the relief and push the blur !
  23. Thank you guys to yours advices, I will check in details what I can do !!
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