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puje

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Posts posted by puje

  1. 2 hours ago, 37mm said:

    Campaign & voices done, manual update started. @mjkerner has also done some work on the Special Forces uniform from @puje ...

                            10ePlpM.png

          

    That little band around the barets, it that intentional? I don't believe mine looked like that.

    BTW I've been taking a break from pc gaming for a while, so I won't contribute much to the discussion, but I'll keep following here. 

  2. 58 minutes ago, Erwin said:

    Some of the Asian faces look v good.  Others a bit strange (pinched?).

    Yeah some of them are a little less satisfying. 

    My major problem was that I'm not very good at color correction. So I was limited to using picture sources where I was able to achieve a color match. Couldn't find enough pics for all faces, so some are Frankensteined together. They aren't all great I'll admit. There's one made mainly from Jet Li parts that looks kind of like a monkey 😁

    rFGkfm3.png

    This guy's nose doesn't line up very well. It looks okay from the left, but not from the right. I corrected it a bit, but it's still off. I figure he's just an ugly dude 😏

    Here he is from the front (left). 

    The first I made was the best, it was Kim Jung Un's glorious mug (right). 

    fPohjEm.png

     

  3. 12 minutes ago, Bulletpoint said:

    I'm just some half-baked hack, but...

    ...I'm pretty sure the first is the correct.

    I've played through several campaigns where I won some missions, and lost others, but at the end of it, I still got the message that I won. Which is a bit funny after actually losing the final, climatic battle.

    Exactly what happened to me (in my own campaign). Kind of sucks as I'm trying to do a narretive story. I think I will leave out the win/loss text and do something else.

  4. Calling all experienced CM campaign makers!

    I'm currently doing a campaign for the upcoming Heaven and Earth mod for CMSF2, and I'm having some issues with the script.

    In a mission I set my "[WIN THRESHOLD] minor victory" and during testing I cease fire immediately and recieve a major defeat. Still I get the campaign win message??

    I've come to the conclusion that the game either calculates the average mission result and uses it to decide whether to shot win/lose message when campaign ends. Or, the script reading is broken.. Can anyone confirm or deny this?

     

    My script for that mission:

    /*Battle #17*/
    [BATTLE NAME] HE 0017 Commies in the wire b
    [WIN THRESHOLD] minor victory
    [NEXT BATTLE IF WIN] HE 0018 Ending
    [NEXT BATTLE IF LOSE]
    [BLUE REFIT %] 0
    [BLUE REPAIR VEHICLE %] 100
    [BLUE RESUPPLY %] 100
    [BLUE REST %] 100
    [RED REFIT %] 0
    [RED REPAIR VEHICLE %] 100
    [RED RESUPPLY %] 100
    [RED REST %] 100

  5. 2 hours ago, IanL said:

    Not sure how this will feel but how about an IED? You can place it during scenario setup and you can make it so that neither side can move the wire or the IED then you can ensure that they can breach - as long as the trigger man is alive. I think you can also choose a version of the IED that requires LOS so the player would have to move a trigger man up t use it.

    How do you figure this would work? I don't want the player to blow their own wire open if that's what you're saying. 

  6. 9 hours ago, MikeyD said:

    I'm building a scenario with a loooong length of barbed wire, myself. I'm entirely reliant on tanks over-running the wire and opening gaps. One thing I haven't tried, having the AI advance engineers/sappers to the wire and wait to see if they'll take any action. I've seen AI engineers blow holes in walls and such on the own. I should test that out.

    Engineers unfortunately seem too dumb to use the blast if they can't get a clear view of the extent of the wire. 

    In my experience they will blast a 10x10m wire square just fine, but once it gets larger and they can't see through to the other side, they just try to find a way point and loop endlessly. 

    Armor will probably be the solution, even if I had hoped the map would be infantry only. 

  7. I am currently working hard on a campaign for the Heaven and Earth mod.

    Now, I won't spoil anything, but in a mission a need the red AI to cause an explosion to remove some (blue) barbed wire.

    A preplanned 130mm artillery strike on the wire fence seems to work best, but in some playthroughs, the AI switches the shells to airburst in stead of impact explosion, and airburst does not damage the wire. FUSTRATING! What I'm looking for is a surefire way for the AI to break down the wire, unless of course the player manages to stop them fair and square. I don't mind if a bit of "designer trickery" is involved, but I need that wire to come down.

    Does anyone have an idea for this, because I'm tearing my hair out here....

  8. One of the main issues with CM is that it is very difficult do anything other than "Overwhelming Blue attacks objectives - Red tries to hold on to those objectives". The moment you divert from that recipe, there will often be some way to break the game's scoring system. It is simply not built with enough flexibility. If you are creative enough though, you can work around it.

    But I still think it would be nice if they included at least some of the SFO units.

  9. 5 hours ago, Xorg_Xalargsky said:

    I'm fairly certain the devs said there wouldn't be any additional content for Shock Force 2.

    However, provided certain ghoulish characters get what they want and war errupts between Iran and the US, maybe we'll see a Combat Mission title (complete with CM3 engine hopefully) 20 years down the line featuring all the favorites from the conflict zone - which no doubt means the IDF would be included.

    We need that war to happen so we can play a game about it! 🤪

  10. If you're still not sure where to start try to look at this. As you can see, the "new texture" is super simple. I just put the tiger stripe pattern side by side to fit the right areas and drew in some pockets. It won't win any awards, but it is a good place to start.
    2025029157_uniformmod.thumb.jpg.5b5f699696285dde8ff7d9864f3902c0.jpg

     

    CM Shock Force 2 2019-06-11 20-32-39-727.png

  11. 3 hours ago, 3j2m7 said:

    Alpha channel is the tranparence "color" of certain files like  .png... files are composed from  red, green and blue channel colours  this is a fourth channel colours...

    My answer is probably not exactly explicitly but I  hope to give you a short overview to your question.

    Okay I know about tranparence in pngs. But since the game files are BMP and can't be transparent, I guess that's beyond my knowledge to mess with. 

  12. On 5/24/2019 at 1:01 PM, 37mm said:

    I can't see why not... alpha channel the helmets & I think it would leave the heads underneath exposed (alternatively we could use some tanker gear/berets).

    Face bitmaps have a full head of hair on them.

    How do you do this alpha channel ting? Is it something everyone can do, like making new skins, or does it require specific programs? 

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