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JM Stuff

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Everything posted by JM Stuff

  1. Edit Far away from Canadian sector from Caen but acceptable assumption... I say Honfleur Seine river ?
  2. And I guess they are Canadians, if yes this will reduce the way that we have to search ! Allez Normands and french brains @PEB14, @Falaise...search search !
  3. Oh good job, and very helpfull, thanks to spend your time to all detailled, this pdf is a must to understand and compare and a good tools for moddders. Good luck with yours maps !
  4. Everybodys give theirs signs for a common cause...a propos buildings in the editor : Can we put on a map a specific building that we choose, I.e. building 100, a barn or whatever ? In the editor we have only House Commercial Barn Church With lots of sizes and directions... How do you recognized that these buildings have already a mod (a new roof or whatever)? Edit, In the editor, if you want to modding a building how do you see that is the correct building that you choose ?
  5. Very nice, in this way we will have with the time a "complete" urbanisation with umlaut help, for village, town, with factories farms, cemetery, churches, castles, market, train station, grocery, police station (Gestapo), school differents stores...
  6. Very nice and thanks you, this give a real story situation on the battlefield.
  7. Yes indeed, on some photos it is possible to discover if the roads are wide enough for two vehicles, and thus get an idea of the width, the coating and sometimes indications of the roads with post signs, with national or departmental number as explained, above. This is the first time that I am making myself maps, so now I did already two for belgium 40 and soon trying to created myself scenarios, but I was also interrested for the future to the Normandy and others regions in france, and want only to know more about the trafic on this time. Thank you for your additional infos
  8. Ah ok yes, I was thinking N and D were differents, in sizes, this will be also more understanding but, yes I will wait that Stephane come back probably he will have more details, thanks you very much to take time to give more explanations.
  9. Well, here is already some very interesting informations about the Normandy roads. That's why I support Stephane @Falaise who already gives us good explanations on his mod, except as mentioned the paved1 roads, I wanted to know the difference in coating between the so-called fast roads, and the secondary roads, and it's ok, I retains N and D to have a difference between the two. (deepen the roads (hollow paths between high bocage hedges) I don't know how to give a better presentation, but think about. Narrowing the roads is already what I am trying to do, and for me it will be the difference between the highway and paved1 roads, because the width of the road is not the same, and even less the paved2, and I can try to represent. And authors should really refrain to use paved roads outside of the bigger cities, and restraion the use of gravel roads to N- and main D-roads This is interresting to know, and give a way, how we have to represent "a dday road", extern a town or village... All this remains banal, and as explained above, maybe I'm wrong to want to change the aspect..., thank you, for all infos.
  10. Thanks Wim I am very attentive of all infos, and I just discover now, that some modders are represent some kind of street with a size of 512x512 and some are representing the same road with a 1024x1024 and this is a little strange because I was trying have a mix from one and from another one and I have to resize myself the tiles road, I think I am not finish to discover things... so the game resize automatically the terrains roads...tiles like, the floatings Icons, with differents sizes. About the road sizes I demonstrated, with a video that 2 vehicles can't cross the same street at the same time, in opposite direction, one of the drivers must give a break to let the other cross in the opposite direction, deduction... there is already "a small error" on the calculations of BFC on the size of the street, but hey !! I can be wrong, this is only a personal thought. ...thanks Wim to yours advices.
  11. Like you @WimO I am a fan of CM Normandy, on this time, and so good as we can, we created the most specific things and aspects, so, I am trying to reworking the 3 streets view in CM, highway, paved 1, paved 2, and I have just a question to you and others member, like our Normandy citizen @PEB14 friend, about the street on this time, in CM we have a lot of styles from differents modders, to represent the highway, paved, and I cannot decide to choose, what do you thing is the best to represent the differents streets on this time? I was download the mod of @Falaise I think the highway and the paved road 2 is his best choice, but there is no paved 1, in his mod, and also from the others modders to compare it, I am looking also some differents photography of this time, and sometimes, I see something very different from diffents region in Normandy. Some modders represent the highway like paved road some not, secondary street with two kind of paved and colours... So my question is simple, how were the principals and secondary roads, on this time, what was the surface of the roads, good, poor quality, the colors sometime a little pink or grey, in macadam, or asphalt, with large cobblestones, with sidewalks or without...? Thanks in advance to all yours advices.
  12. A big thanks to you Wim to created as much as you can as well so good as you can, the aspect of DDay time, really appreciated guys like you that spend time to details.
  13. Magic word is "hope" that we use in any situation of the life.
  14. CM Modding and Forum is a drug...everybodys come one day back, just perhaps only for a short view, but you will always come back !
  15. That's what I was asking a long time ago, it's interesting and kind of a motivation for modders, knowing if your work is welcome and useful, actually it gives us the smile we hope for when we're working on the mod...
  16. Don't worry that was my thought about the parachute too, and I was thinking already about, thanks to confirm, in fact I should have shown you the horizon with the parachute rather than the one with the plane. you only have to remember one thing if you add "objects" such as parachutes or any other objects in a "horizon" view. You have to match the image to the scenario, and probably the horizon image cannot be used twice in a row, for two different scenarios. Let me short explain we need to add "objects" like parachutes or something in the right direction. Imagine you want to reproduce a scenario of Arnhem, where the Germans are coming from the north and you put a horizon view with parachutes or paras also coming from the north where real English paratroopers are coming in the scenario, from the west side of the battlefield, like the position history there will be something wrong... It is true that introducing a plane even in flames was a bad idea, a plane that has just crashed would have been more justified. Just as fallen parachutes would be welcome without paras hanging around, in fact any immobile element is welcome, apart from smoke, fog dust, cloud destructed vehilcles are acceptable elements that dont move or slowly, and in the scenario context, and no explosions, this give a nice effects on a picture but don t reflect really the imersion on the battlefield, we can only imagine that far way from the battlefield there are some explosions and this around the battlefiled, this is why a simply explosions very small were better on place. Our eyes will not have always these full colored explosion in the front this will become to be disturbing with the time, just littles far away shadows of explosions could be "accepted" and will not be disturbing. I wanted to show you how it might look on a general horizon view, without really thinking about making this view with a flying plane or explosions, this is a no go! Thank you for your opinions and recommendations.
  17. Thanks guys here another one for a specific scenario or region, Market Garden, for exemple, you dont have to put so much explosion or smoke or whatever, is only to show you the effect that these horizons pictures can give to your "background NSEW" in fact the tittle of this scenario can be "The plane that never fall, or never come down" hahhaha funny ! I change and make my own background destruction and rubbles with a mix pictures of Syria and Kosovo, and I find the result is already acceptable. If you see something "chocking" or not in the good place, let me know I have always time to correct some details! But like I said, this is only an exemple. I did already more like crashing plane, and burning forest, but I have to working more of them for now ! Sept 17, 1944 DZ Sector Veghel (Holland) 101 us 0530am Sept 17, 1944 DZ Sector Veghel (Holland) 101 us 1145am
  18. Winter Horizon? Based of @umlaut destroyed town I think Stalingrad, this is only an exemple of what I mean in my text with, fog, explosions, dirt, smoke, clouds, artilery barrage...and a tank, that you have to discover ???
  19. when I talk of cities on fire I am not thinking of setting the entire battlefield ablaze to the point of being burned, even the fingers playing a scenario (joking) but simply a few straight columns of smoke rising left and right in the sky (or taking into account the wind where a modtag could be added to give realism) but not absolutely essential... on certain part of the map (NSEW). The idea would be to immerse the player in a view of a battlefield devastated by war, and not surround the player with an impassable brazier, some colone or abandonned vehicles in fire or not but not too much just one or two. Like I said I have my little idea and try to apply it ! In the zoom factor we can created more or less details horizons pictures and playing with the blur, this will give already a good effect...
  20. I am busy to trying something I like also the idea burning convoy, if you have more Ideas is time to let it on the table ! No promises you something correct but a try is on the way...
  21. Interesting burning city skylines, that doesn't exist at the moment, @umlaut was already doing a rubble or destroyed city for Stalingrad and Novgorod mod, but no flames horizons, also @NPye are very nice effects in his mod, maybe check it there -down ? I guess the "fog" may have something to do with when the storyline is built and will start time, like early morning or a few hours later when the sun comes up, I don't know, it's just a question ? Already that these horizons can also be used with modtags it's a good thing, maybe we can use a system to change the horizon from time to time and use some shader effects or the flames images system ??
  22. Why we have to prove to some brains that dont want buy some others modules of CM are really useful, and playable, if they don't like it they don t have to buy it and that it, certainly there are some things that BFC can improve but I think for the time is already and always one of the best game,... read and test yourself is a good exercice...
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