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JM Stuff

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Posts posted by JM Stuff

  1. 2 hours ago, Combatintman said:

    I appreciate that this is stating the bleeding obvious but if you're looking at a particular area then find period photos or maps.  The maps should tell you what type of surface and width the road had.  If not looking at anywhere in particular and you're in the game of making a generic map then go with percentages of rough vs paved in the general area you're trying to recreate.

     
    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
     
     
     
  2. 27 minutes ago, PEB14 said:

    To be sure you I was clear enough…

    There is no necessarily a difference between N and D roads. This classification allows to know the importance of the road (N = main roads of national importance, D = local important roads). But at the time you may find D roads of the same standards than the N ones. Uncommon but possible.

    Once again, let's wait for Stéphane who certainly will have more precise information.

    And of course one can rely on photographs when available.

    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.

  3. 2 hours ago, PEB14 said:

    I'm not a specialist of the road look in Normandy during thr WW2 era, I think that @Falaise probably will be more useful.

    Gravel and paved road seem to be a good approximation of the main roads, that were really few at the time: Caen-Bayeux-Cherbourg, Caen-Rouen, maybe Caen-Lisieux. The main road are numbered N-something (N for Nationale). D-roads (Départementale) were secondary, narrower roads.

    I completely agree with @WimO that the main failure of the game engine is the impossibility to create very narrow roads from the bocage country. Veterans frequently mention the fact that many roads were cart trails, not even wide enough for a vehicle to pass. For my forthcoming map of the Baupte area I'm also using the "parallel bocage" trick; even today, roads in the area are sometimes very narrow in between bocage hedges (even though they're asphalted).

    To sum up, I don't feel necessary to mod the visual aspect of the roads to enhance CMBN's Normandy look; it's really more a matter of making the roads deeper (sunken roads between high bocage hedges), and narrower. 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

    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.

  4. 2 minutes ago, WimO said:

    It is appreciated that you are trying to recreate the Normandy roads JM. I have no answer about the appearance of the surface.  I am bothered more by the inability of CM's editor to recreated the very narrow aspect of many town streets as well as the bocage. I have sometimes attempted to recreate this by placing bocage parallel to each other on adjacent squares leaving no space to place a road graphic tile but still sufficient space for vehicles to pass through.

    I suspect that few roads were paved and I reserve these for the highway or primary roads. I never actually use the double-width 'highway' tiles. In town I still frequently use dirt and sometimes cobbled. But I have no justification for doing so.

    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. 

  5. 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.

  6. 11 minutes ago, Vacillator said:

    Whatever the number, you can add me to it Wim.  It did show 92 views so far if that's any indication.  I gave it a ❤️ too.

    Thanks for the hard work.

    43 minutes ago, WimO said:

    Like Kohlenklau, I would also appreciate seeing a download counter. Curious about how my creations are doing. Although adding a d/l counter now seems to be 'after the fact'.

    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...


  7. 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.

     

  8. 3 hours ago, StieliAlpha said:

    Sounds good and like you already put some thought in it. Probably more than I did. I just fired off some ideas that came to my mind.

    I’ll be happy to see your first results.👍

     

    2 hours ago, Aragorn2002 said:

    Pretty spectacular!!!!

    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

    I1WFyta.jpg

    Sept 17, 1944 DZ Sector Veghel (Holland) 101 us 1145am

    sD0612Z.jpg

     

  9. 3 hours ago, StieliAlpha said:

    Hmmmm, some general ideas:

    More adaptability. Horizons adapted to the context. Lush green fields are quite off for Battle of Berlin scenarios, as well as most FB scenarios.

    The “burning cities” were more meant as a joke, referring to “Fire and Rubble”. I doubt there were many battles actually near burning cities.

    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).

    3 hours ago, StieliAlpha said:

    Not too much detail. Usually, the horizon is quite far away in any case. A dog fight in the air would probably be just to black pixels. The burning convoy a black smear.

    Brings me back to bullet point one: Adapted to the scenario size may be worth to consider. I dare say, in most platoon, company sized scenarios, the horizon may be quite close. Just behind the barrel of the rifle…. In battalion sized scenarios it probably should be farther away.

    Which results in: Link horizons to the current zoom factor?

    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...

  10. 3 hours ago, Aragorn2002 said:

    Burning city skylines, or burning towns or even woods, convoys or fields. Yes, that would be nice to have. I remember i use to light whole grain fields in CMBB in the background, just for the atmosphere.

    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...

  11. 2 hours ago, StieliAlpha said:

    Thanks for coming back on that.

    Yep, the horizon mods for BN, FI and CW work without an issue. Same with @Falaise brilliant environment mod. Though I admit, I am using @Lucky Strike

    Re other, more specific horizons: Perfect! Let them come.

    Just some thoughts re city horizons: First of all, the time frame: Show intact cities, or fire, or rubble?

    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 ?

    2 hours ago, StieliAlpha said:

    Second: Clear or hazy? I once had a short exchange re the CW horizons, which seem to be too hazy for me. I love the crystal clear BN horizons, but had to learn, that some prefer it more hazy. May be ok for the long distance, but in cities, I would prefer them clearer. What makes it more difficult to match the time frame.

    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 ??

  12. 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...

  13. @StieliAlpha  the others BFC modules horizons doesn't works...?

    Is this only the horizons or all around, like Falaise mod seasoned terrains and trees?

    Perhaps can you working on one that already exist and have the perfect aspect from what you want...

    For infos I am working myself on horizons view for Belgium 40 but for the spring with real Ardennrste pictures, this is my first one I will see if this works...

    Edit @Aquila-SmartWargames was making also some test with real towns city's pictures, is a question to check how we can have the best way that we want...

  14. 23 minutes ago, kohlenklau said:

    FRANCE 1940! Where am I with this? I have gone off on vacation for quite a while. :D

    In the background, I am working with @JM Stuff on a Belgian sub-mod with the famed Chasseurs Ardennais. A pack of maybe 5 small scenarios during the first days of the campaign 10 May 1940 near Bodange. JM loses his cherry on his first ever map and first ever scenario. We must cheer him on! This will not be ready until later this fall I predict.

    I have a few tasks to fix things on the Char B1 bis and the Panzer I and Panzer II. 

    The Gold Pack needs a fair bit of work. None of the scenarios are ready.

    Anybody want to write a France 1940 scenario?

    volunteer.png

     

    Just recieve some help she is beautiful but hmm !! wait a minut, !!!  when we meet her she was in civilian clothes, this picure is from the english intelligence services, no doubt she is from the other side, probably a spy !...2 maps will be to you, available soon, working nice so far with beautifuls trees...

     

    68soOXZ.png

  15. 2 hours ago, PEB14 said:

    It looks like there is wire between your telephone poles. I don't think I ever saw this before! Did I miss something, or is it your new magic trick?

    Oh Oh Oh is magic 🎼 ...Like I said, it's a bit of an "illusion mod" because the telephone poles are Flavours Objects (FOs), they appear to be "connected to each other,... in fact only half of the wire is connected, (to give the possibility to the player to turn the FO, approximately to the place that he wants on the ground).

    You can understand in this way that the connection of the two wires is very difficult, and more when you try to "connect" a third one, but as the wires "float in the air" they disappear with the view and the distance, and seem to be connected, this is why another telephones poles is on the way (that I have to created), to have only one wire side to give more "facility" to be connected, to eachothers, of course if you look more closely at all the details, you notice that the wire is cut, but this way it gives a nice effect, but that's only my opinion.

    So yes this is a magic trick !

    Mais il fallait y penser ! 😉

  16. 24 minutes ago, kohlenklau said:

    Idea: When you are in your scenario try hitting alt-T a few times as this cycles (full trees-->stumps-->nothing)

    Ah good advice i will try this, thanks, I didn t know this combination was also working for the editor !!! 

     

    Just do it now... course it s work maps look like more differents now thanks again Phill !

  17. Hola guys

    Activities today !

    Since, today... you will be able to have internet, and light on the battlefield, I' am working on maps and scenarios, with help from Phill, and I just made a (little illusion mod), just be awake when the mod comes out that will cost you, a bit of gymnastics to pose your telephone poles...so they are not perfects !

    So far there are only two telephone poles I've been working on but I think it will be up to 8 variations with some broken ones I'wil  see!

    Just a question:

    My trees dont appears correctly on the field with the editor, how is the procedure, I guess this is the differents levels ???

    nzFnbNo.jpg

     

    Tdnn3rH.jpg

  18. 5 hours ago, StieliAlpha said:

    Gents, is there a winter horizon mod for CMRT?

    I thought, that I saw it mentioned somewhere once, but don‘t find it in the mod depot.

    Here you have one from the CMMODs III @StieliAlpha 

    Hope this is the one that you need,  let it couple of days on my Dropplace !

    Exist also the one from CMAF and CMBS I guess you can use some elements for CMRT !

    https://www.dropbox.com/s/d4131x1otzbbu3p/3_0267 CMMODs.zip?dl=0

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