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JM Stuff reacted to RockinHarry in Berlin CMRT Map
Yup. Just renaming "smoke black.bmp" file to "smoke white.bmp" did that.
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JM Stuff reacted to chuckdyke in Engine 5 Wishlist
What do you think if the Pause, Cancel all, Or Evade Buttons where available anytime during a turn when you play on WeGo?
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JM Stuff reacted to Phantom Captain in CMFB (Unofficial) Screenshot Thread
Rolbahn D, second battle, Leaving Lanzerath. Falschirmjagers on the move.
The German's camo is rather effective in this environment...
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JM Stuff reacted to Warts 'n' all in Berlin CMRT Map
I might run that healthy lifestyle regime past my doctor sometime.
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JM Stuff reacted to Lucky_Strike in Berlin CMRT Map
Since you can't relax on your holiday withut knowing the answer to this I did ...
When you get back, copy the smoke black.bmp to your Z folder and rename it smoke gray.bmp
Then you can drive around polluting the countryside with your sooty exhaust fumes - note that you may be charged extra to drive into some cities because of your emissions ... 💨
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JM Stuff got a reaction from Aragorn2002 in Berlin CMRT Map
Lucky I am unhappy now I don't have computer boooo! 😥
I was checking the long text that Harry send me a link (also find some Chinese word's 😂 but a little more clear now about this kind of files...
So when I am home I will working on, this is for me a good warm up and take good notes, some days again and...I will push the button again, first the nature...😎
JM
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JM Stuff got a reaction from laurent 22 in JM´s Corner
Some news today
to respond to the wish of my friend @Aragorn2002 I present you a model sdkfz 251 d ambulance version
the vehicle is without damages only an engine problem, that the crew have to evacuated the vehicle !
some modifications intern like added more bed
removing all weapons and amo boxes
changind plate number
added more "verbandkasten"
I cannot remove the mount behind or I will lose all the vehicle structure and can no more export it in mdr.
now I see the problem there is no engine hehehe !
hope will be helpfull
Another version in on the way but first my civilian and soldier bodies...
JM
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JM Stuff got a reaction from Aquila-SmartWargames in JM´s Corner
The new for today
The first official dead soldier 3d, in mdr.
OK with some textures problems, but the guy is in, I will check it later !
an other view
"Hope" to make more guys including allied !
Voili voilou
JM
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JM Stuff got a reaction from RockinHarry in JM´s Corner
Some news !!
Ok guys Christmas Christmas is on the door I propose you, my car dump ...
I see that some of you were making lots of news things scen map camp...I dont took much time to see the forum this last time, because I was busy, but I will check in details all these little gifts, now that I have time, thanks in advance to all of you to do something.
Time to put your socks on the chemney and wait the day after, ...this is "approximately" what I propose you, when you will click on the link below and discover like, Genesis was saying "land of confusion" my "land of destruction". , like W Churchill said, I can only offer you, dirt dead and destruction (sorry, I have to place this one) 😄...
I was trying to give a little diversion for Christmas to the Community.
...this is my introduction for the X mas package :
Part I
Civilian veh Wreks (8)
Military veh wrecks (16)
You will be able to added some wrecks vehicles, from Neutral, Allied and Axes, to yours scénarios maps and campaigns, in complement of the existing ones already in the game, via the editor, the only thing that I cannot do is, that they are burning, but some are already burned.
I give you many choice view, and sometimes they are grouped of 2 vehicles so be aware to place them.
This first approach will be for the CMRT FR
Representing
Allied lend lease, civilian and Soviet, German vehicles.
I took the system of @Umlaut exemple, with Flavour Objects, (FO) and for my part, this works perfectly, thanks Dennis.
Ok all is not perfect but i gave my best, I spend lot of time to realized it and hope that you will enjoy it.
The content of the zipped files is in details as follow.
RT_Part I_ FO_ PK1.zip
Subfolders files
RT_barrel_PK1
RT_bin_PK1
RT_drum_PK1
Thus let's start.
For every (FO) 9 slots can be used in the editor.
But to keep the original one always available, I will be starting with the Num 2.
I choose the following FO's.
Barrel = Civilian Vehicles
Bin = Allied Vehicles
Drum = Axes Vehicles
Thus you will have folders in this model.
RT_Bin2_Pk1_t34 ot45
RT_Bin4_Pk1_willys
RT_Barrel3_Pk1_Merc
To be more understanding.
>RT = CMRT
>Bin, Barrel, Drum,= FO
>PK1= Pack1
>Then the represented Vehicles name.
If the mod is well adapted and helpful, the list will be more long in the future, and will be also available for the others modules.
I choose to writing the folders on this model (is up to you if you want, to find another system).
But for the time I strongly recommend you, to follow this model, and don’t remove the file or change the name of the folder, this will only avoid some mistakes in the future, I want to added more wrecks and will follow this system, also this was more easy for me, to jumping from folder to folder in my Blender, Gimp time.
Mean that for the second pack the same name will be used from the FO's, BUT the folder with have the name Pack2 (PK2) and another vehicle wreck will be represented.
But this mean also, that you will have to "pay attention" if you have folders in your Z folder, to don’t use for example Two folders with the same FO name, cos one will be only available, from the editor.
Avoid for example (in the future)
Bin2 PK1
Bin2 PK2
But you will be able to use for example
Bin2 PK1
Bin3 PK2
Following the vehicle of your choice.
Pack2 (PK2,) will follow!
But let's talking first of the first Pack.
Thus, the procedure!
>Check the small picture in the folders, representing the vehicle wreck.
>Put the FO's Folders of your choice in your Z folder
>Choose and remember the (FO name and number) regarding to the picture wreck.
>Let s start the game and go to the editor.
>Load a map campaign or scenario
>Click on the category of FO's Bin, Barrel,...of your choice, and the choosing number.
>Check the 3d view on your map and place the wreck correctly, save it eventual in a different name as the original.
>Then let start.
ATTENTION
I don't know if this will take lot of memory in the game so be aware about this...and remove eventual the "not welcome Folders".
I was also reworked on Telephone poles FO's, included in this folder zip
TelephonePole_zip, is up to you to replace the existing ones.
===============================================================================
I am busy also to make a part FO's, for CMCW also used for Berlin or town close to the border.
With only 3 vehicles for now.
Same procedure as above but here we have the particularity with 2 different "kind" of country.
West Germany town or used to West Berlin
East Germany town or east Berlin.
Thus
Western Cars
Eastern Cars
To keep a touch of reality I was trying to keep vehicles from 1970 to 1980.
Following
Part II
(trying available Christmas)
Tanks traces and junk streets (also in snow)
Part III
(trying available Christmas)
Dead bodys
Part IV
Camo military vehicles
Part V
Deployed weapons
(same as CMBN)
I hope this will be helpful.
Thanks to :
@umlaut
@kohlenklau
@NPye
@Falaise
@Lucky_Strike
@Bootie
For some differents infos and tips supports.
I think I was added something new but perhaps not usefull for everybodys, to answer to our member @Tomiko
link below my signature
I ask to @Bootie to be kind and send to him on the CMMODs in a week, I don t want to keep all on my HD, thanks in advance !
Enjoy
PS
Sorry the telephone poles are not include now I will added later !
JM
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JM Stuff reacted to Unremarkable Sunray in CMCW Unofficial Screenshot And Video Thread
Spent a bit of time day dream a BAOR expansion over the weekend - used a mix of assets from CMSF, CMA and CMBN. Sadly no idea how to take it further as a playable faction mod.
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JM Stuff got a reaction from quakerparrot67 in RT Unofficial Screenshot Thread
Very nice screenshots and satisfactions to see some of my wrecks in the street, soon @Bootie will have a lot of work with news ones @NPye make beautiful movies on the forum, to others threads... @Lucky_Strike and @RockinHarry are making a revolution with news stuffs I hope to see all from these guys wonders.
JM
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JM Stuff got a reaction from RockinHarry in Berlin CMRT Map
CNTRL-Z is a must to know almost everywhere is used also in ps gimp... but in blender is a necessity also make x copy of your jobs to avoid bats moments or crashes ...
JM
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JM Stuff got a reaction from RockinHarry in Berlin CMRT Map
@Lucky_Strike @RockinHarry @NPye Hold down guys you are making a lot of beauties here, supporting by @Warts 'n' all comments and infos.
I don't need news paper in Holiday I have the CM Forum.
There is so much to read and to check only of this threat that I hope to don't missing nothing, but hope also that a mod pack will see the light one day.
@Aragorn2002 yes I am working on the dead bodies don't worry but is difficult to apply some textures because the models dont have any, I will let you a view after the holidays.
Crossing fingers to yours job's guy's ✌
JM
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JM Stuff got a reaction from NPye in Berlin CMRT Map
@Lucky_Strike @RockinHarry @NPye Hold down guys you are making a lot of beauties here, supporting by @Warts 'n' all comments and infos.
I don't need news paper in Holiday I have the CM Forum.
There is so much to read and to check only of this threat that I hope to don't missing nothing, but hope also that a mod pack will see the light one day.
@Aragorn2002 yes I am working on the dead bodies don't worry but is difficult to apply some textures because the models dont have any, I will let you a view after the holidays.
Crossing fingers to yours job's guy's ✌
JM
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JM Stuff got a reaction from NPye in Berlin CMRT Map
CNTRL-Z is a must to know almost everywhere is used also in ps gimp... but in blender is a necessity also make x copy of your jobs to avoid bats moments or crashes ...
JM
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JM Stuff reacted to RockinHarry in Berlin CMRT Map
Think it´s named "Exhaust", "Exhaust2" etc. Moving them should be no problem as is maybe adding more to "thicken up" smoke output? 🤔 Haven´t tried yet but that seems beeing the basic principle.
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JM Stuff got a reaction from Lucky_Strike in Berlin CMRT Map
@Lucky_Strike @RockinHarry @NPye Hold down guys you are making a lot of beauties here, supporting by @Warts 'n' all comments and infos.
I don't need news paper in Holiday I have the CM Forum.
There is so much to read and to check only of this threat that I hope to don't missing nothing, but hope also that a mod pack will see the light one day.
@Aragorn2002 yes I am working on the dead bodies don't worry but is difficult to apply some textures because the models dont have any, I will let you a view after the holidays.
Crossing fingers to yours job's guy's ✌
JM
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JM Stuff reacted to Lucky_Strike in Berlin CMRT Map
Nice. As Harry says we could try moving the fire action point to adjust where the smoke comes from.
I think I'll have a go at some of this once I get a couple other things out.
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JM Stuff got a reaction from Aragorn2002 in Berlin CMRT Map
@Lucky_Strike @RockinHarry @NPye Hold down guys you are making a lot of beauties here, supporting by @Warts 'n' all comments and infos.
I don't need news paper in Holiday I have the CM Forum.
There is so much to read and to check only of this threat that I hope to don't missing nothing, but hope also that a mod pack will see the light one day.
@Aragorn2002 yes I am working on the dead bodies don't worry but is difficult to apply some textures because the models dont have any, I will let you a view after the holidays.
Crossing fingers to yours job's guy's ✌
JM
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JM Stuff reacted to Lucky_Strike in Berlin CMRT Map
Do you use the Object > Apply > Location and Object > Apply > Rotation commands? With an object selected, one which you have moved, using these two commands seems to fix most of the jumping issues. It resets the origin and confirms your transformations. Object > Apply > Rotation & Scale is also useful but I find that really only works properly on newly imported NON CM textures, stuff one has found online for example. Applying Rotation & Scale to CM items that have been manipulated can actually wreck things like action points and undo work.
It's a real pain. Took me ages to figure out where the hatch was disappearing to; it would spin off like a frisbee. I had to put the Pz IV on a bridge in the end to see where it had gone. Have only fixed the commanders hatch as I figured the only reason the rest of the hatches are going to be opened is when the bunker is hit and the crew bail out, then it just looks like the hatches were blown off.
Getting anything out of Blender becomes a game of chance! 🎲🎰
For sure!
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JM Stuff reacted to quakerparrot67 in RT Unofficial Screenshot Thread
well, i've finally got something to contribute- all comment critiques, etc. welcome.
cheers,
rob
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JM Stuff got a reaction from RockinHarry in Berlin CMRT Map
You and Harry are making lot of stuffs interresting for now, nice to see a train moving on his rail, with what are you becoming it, ?
I guess, with the vehicle ready in CM like Opel Kadett ?
You know that you can use lot of vehicles "movable" when you replace it from the opel Kadett as name (vehicle) !
I was making some test with the tractor and excavator in CMBS and its work !
JM
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JM Stuff got a reaction from RockinHarry in Berlin CMRT Map
Impressing test, sad that the ground is not affected this must stay normal a crater by these explosion, nothing to say about you Harry, is only about the system of the game and effects, but I hope that we can added your job in a future mod.
Really interresting what you created with Lucky and the wish of Nigel !
JM
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JM Stuff reacted to Lucky_Strike in Berlin CMRT Map
Nahhh mate, doesn't really sit well.
What about ....
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🤪
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JM Stuff reacted to RockinHarry in Berlin CMRT Map
From my observations thus far any 1m (or larger) gap is valid either a straight or diagonal one. It´s just a vehicles (and pixeltroopers) center/pivotal point used for determining a valid path. Yep combining flavors and hedgehogs can be done this way. There´s surely a number of more combos that can be tried out yet. 😎
I´d surely try out something like that. I find using ground textures more convenient, but for fine tuning a map, particularly vs (unwanted) TacAI/AIP movements I´d try everything we found doable ATM. There´s surely more that we´ve not thought of yet.
From what I´ve seen added from various modders I´d say yes. At least for eye candy. When combined with the vehicle NOGO terrain and individually placed flavors I´d say constructing these should be feasable. Would be interesting seeing how the TacAI and AIP will deal with these. Damage (any big HE) and blasting through (NoGo) could provide some issues though. For "blast" command to get work some the viable terrain types (walls, bocage...) need beeing added to the construction somehow.
Lol 😁 that would be gorgeous. If we can get this to work then way different (from westwall) constructions could possibly be made as well. Think of reconstructing some the older fortification types like those around cities of Brest, Metz or Cherbourg maybe. Or Maginot/Stalin line?
Good old Monty. 😬 Is that (not Homer) Simpson beside him?