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JM Stuff

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Everything posted by JM Stuff

  1. 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 !
  2. 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.
  3. 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 !
  4. 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
  5. 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
  6. 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
  7. Ils se font des galanteries ! Ah !! the black British humour !
  8. 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 !
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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 !
  14. Thank you guys to yours advices, I will check in details what I can do !!
  15. Big thanks to you to push me to created a relief effect, I have probably to manage a little more cos this could be too strong or too deep and can created distortion when we want to use some shadders ??! I will check on different tiles also cobllestone ! JM
  16. Thank you Tony don t worry probably I missing @Mord mods no joke was probably somebody els e, but no joke missing new version of CMBN portraits Mord hola are you there ?!
  17. New test Result not with a normal map but with some relief !! Personly I found this really really nice ! Ps I don t test it with shader and all specials effects only some reliefs ! bluffing ! Thank you very much for this advice ! JM
  18. Ok Slippy following your advices this is the result ! I can see the difference ! Zooming appear the famous bumps ! Two comparasion with differents tiles the green has one the other without ! Thanks for your advices personly I am satisfait, but perhaps this news file(s) will be more heavy cos the bmps format ??? Regarding that I dont have perfect graphic card but I am happy with the result remains to be seen if these bmp files will really help in graphics given their weight ?? !! I dont know, this is my opinion ??? Comments ??
  19. Hi Slippy thanks to your advices with bump mapping you mean added some normal map isn t ?
  20. New test !! This one tell me that only the road with more tiles in pack will be available ! I took today a test of ground dirt road with only one tile available result ! What a mess !! The dark blue tile is almost finish and this was already a chalenge, but the little path left and right cannot be used pity !
  21. Thank you Tony I am almost happy with the result, but this is a lot of work, and is not finish, and lot of tests, so my game is probably restarting 50 60 times to joining all th tiles behind and after a job to thinking a lot, but I like it ! Thanks Mark ! This is the paved road 1a to 1i but some are on work I am not finish now, but the matrix almost yes, a lot of time and tests, and patience, no time to drink a good glass,... the street will not be straight... and so I can try to use it on differents terrains and road perhaps also include in the snow and the Bulge I willl see... now, just wait some days weeks to see more result in Normandy ! The circle in color give me advise when this is another kind of road crossing, corner or only straight...this is my way to work to don t be lost myself in the street ! On the corner or crossing I can created lot of things cos this will not be repeated or only on the next crossing, and I think this give a good result for now...so in the corner I can created for exemple bulllets, stain cigarette butt, younge ladies waiting to kissing some soldiers, blood stain... this is not possible when you use for exemple the road 1a where the objets that you want to repeat will be "almost borring" to see always the same form and colour, like on the first picture ! The paved road 1b is difficult cos you created another street also straigh and the tile is repeated automaticly to the other direction, if you can see the dark green circle you will see the same, but on the oposite side, from the street, this is for me the most difficult to created, cos "the size of my tracks will be differents" as the original, and no more coordonated correctly with the real size of the tank but also the next tile, but I have also to draw in oblique, so this give some incertains points to working solution is to creates more traces to try to joint the other in the front but also joint the tile behind ... Hmmm I dont know if you following me ? but I think I keep it in a good way for now, this was a chalenge but I am almost happy with the result. !!! News of the day !!! Today a Spifire give me advice, on his own risk, to tell me that all tiles are not finish orange and dark blue color, but also that (a picture is always the best to explain something ) This map give me only 6 differents tiles colors of 9 "in the pack of paved road 1", I have to load another map to find eventual the missing colours tiles and prepare it as well ! Only that i am not sure to using all the bests mods, to have the best effects, I have to check if a mod is not already done for the paved road 1, if you can give me advices this will be welcome I think @Mord was also making a terrain mod very effectiv but I can t find it ! So guys waiting to some critics, advices news ideas, something new, that you want eventual see, (but not the younges ladies above) all is welcome...thanks in advance ! I do my best thanks ! JM
  22. Dirty project ! Part 1 Only valid for roads and path ! Ok ok perhaps a little too much dirt on the street, but believe me is not really easy to aim the tracks and follow it for created the traces ! I was imagined 3 ways that a tank or others vehicles can take. Middle for speed and normal movement in colonne for exemple. Left and Right for tactic movement having in a corner a place sometime to shoot and take a little pause to take a welcome coffee or cup of tea for english gentlemen ! I try to added some engine oil stain, when some vehicles are stoped on a corner, and sometimes some bullets from a last shoot before drinking and smoking a cigarett butt...sorry not in 3d ! JM
  23. tchin tchin ! I like the Glenfiddich 12 year old, just in case we see us one day ! hehehe ! The look of the smokers is only for the fun but personly I would like to have a 3D model (God give us access to the .mds files), like explain above soldiers in the world have only "these sweet moment" before be ready again to the fight...I would like have it also in CM, the smoker is purely simbolic and take part of my funny moment, the cigarett appear only in the good form in when you have a front view of the soldier, otherwise on the side view this appear ****ty like you can imagine and nothing to do with a 3d view, because we dont have access to the mds files to manage faces and the rest of the body, you know what I mean ! So, because all soldiers look similar in CM (valid only for USA) have the same structure of uniforms, helmets, from simple private to officers without forget NCOs...only some gears are differents, not valid for British and CW as well the German cos they have separatly their officiers and nco uniforms bmps also helmets and gears...is more easy to created a mod, cos you have only to replace it with a model of your choice, "your mod that you want to added " ! I give you a details in a PM soon ! Thanks guys to yours comments JM
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