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MOS:96B2P

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Everything posted by MOS:96B2P

  1. I can also make a copy of what I have and give it to you via Dropbox.
  2. I didn't change any file names when I moved the Stummel from CMBN to CMFB so not sure if that is a problem. I got my zip files from CMMODs 3 originally. They will still be there or at CMMODs 4 now if Bootie got them transferred.
  3. If we can focus on one mod and get it to work we should discover the problem. I just picked the Sdkfz 251 / 9 since I moved it and it worked. Are you re-starting the game after moving mods into it?
  4. I have a Z folder inside the mods folder that I use when I'm testing experimenting with mods or temporarily using a un-tagged mod for a scenario. Other than that the Z folder is empty and all my mods are just in the main Mods folder. However having sub folders and using them should not be the problem. In CMSF2 I have several sub-folders and they work. My Aris sdkfz 251 / 9 mod folder has four files inside of it. Do you have all four and are they showing in CMBN no problem?
  5. File path on a PC - This PC / Documents / Battlefront / Combat Mission / Final Blitzkrieg / User Data / Mods /
  6. Just did it for the SPW 251/10 and it also worked. File path on a PC - This PC / Documents / Battlefront / Combat Mission Battle for Normandy / Data / Z Folder
  7. I copied and pasted Aris CMBN SPW 251/9 mod from CMBN to CMFB and it worked!! Was not expecting that.
  8. I looked at the actual zip files (that I saved) from Aris vehicle mods. They are labeled Aris-Hetzer-Pack-FB. All the zip file names refer to CMFB. So the mods I have from Aris were intentionally made for CMFB. I'll try to move an Aris vehicle mod from CMBN to CMFB (that I don't have a CMFB mod for) to see if it will work.
  9. I'm using Google Chrome and they are thumbnails for me also.
  10. I have some of Aris vehicle texture mods in CMFB and they work. I got the mods from CMMOD's 3 back in 2016. I don't remember if the mods I have were specifically made for CMFB or they came from CMBN but they do work. Aris vehicle textures that I use in CMFB are: Aris M5A1 Stuart, Hetzer, Tiger I, All in one Panzer IV pack, All in one Panther pack, All in one Stug pack, JgdPz pack and M10. In another thread you asked about the plowed field distortion, fixing mod. While looking at my Mod notes for CMFB I noticed I downloaded Kieme's plowed fields in March 2017. However I could not get them to work (the distortion remained) so I uninstalled that mod.
  11. Interesting stuff. @37mm recently created an invisible vehicle in CMSF2. So the vehicle can be made to burn but only the flames and smoke are visible. I wonder if his invisible burning vehicle could be placed in such a way to make those tires look like they were on fire................ lots of possibilities.
  12. +1. The ability to throw grenades into open top vehicles from the upper floors of a building is very cool. Cool game.
  13. Interesting. From the linked article. by 1979 the finalized weapon was adopted as the M231. Although most of the Bradley AFV's ports have since been removed, these weapons are maintained, and are used by crews for self-defense, close-quarters situations, and for firing from the rear door firing ports as intended. Now to see if infantry can fire out the back of a Bradley in game .................. EDIT to add: Nope. Checked both CMBS and CMSF2. The UI will allow you to assign a Target or Target Light order to infantry inside the vehicle but they will not fire until dismounted. In game the back doors of the Bradley have the firing ports (nice detail). The crew and passengers don't have the M231 so can't use the ports I suppose. And even if the crew had the M231 if they were given a Target order they would, of course, fire the Brad's weapons. I was just curious. The game is so detailed, you never know. I remember how surprised I was to learn that the rear facing machine gun on the back of the Soviet IS-2 tank actually fired.
  14. Nice video. It was interesting to see the gun ports on the Bradley so weapons (M16s ?) could be fired from inside the vehicle.
  15. Just bumping this thread so it's easier to find. Looking forward to the above flavor objects being introduced into CMSF2.
  16. Below is in updated C2 post without the photobucket vandalism.
  17. The mdr is provided in the download. You just drop it in the Z folder with its bmp friends.
  18. In CMBS the VBIED is all black so easier to ignore. In CMSF2 it is a normal white painted VBIED looking bomb with wires coming out of it. I wish it was all black as in CMBS. Of course I may have done something wrong in CMSF2 with the mod....... not sure yet. I got the normal tires back. Thanks for the explanations.
  19. I agree. So I think I may just use the normal tires. In CMSF2 the wrecked vehicle is showing up with the VBIED in the backseat. Not blacked out as it is in CMBS. I'll keep working on it. I may have done something wrong. If / when you have time for some questions: I noticed you changed the file names. Example: taxi-interior to taxi-interioi At first I thought it was a typo and changed it. But then it didn't work so I changed it back. I then noticed all the file names except taxi-window were changed. Why / how does shortening the name make this work? And why is taxi-window file not changed like the others?
  20. Well, I just learned something new. I was able to make this mod show up in CMBS (still working on CMSF2). There is only one vanilla vehicle slot in CMBS under flavor objects. It is the forklift. There are a total of four vehicle slots in CMBS when using @Kieme(ITA) civilian vehicle mod. His mod adds three vehicles flavor objects. So I numbered @JulianJ mod of the wrecked vehicle as vehicle number 5. Then slot number 5 in the editor/flavor objects just appeared as a number 5 button. I was expecting to have to tag the wrecked car mod to over-write one of the existing slots (1-4) to make the wrecked car mod show up. Or jump through more hoops to create a number 5 button for the wrecked car mod. But the editor just added the next button, no problem. I didn't know adding additional flavor object buttons in the editor was so easy. Cool game. Now to see how many flavor objects I can cram into the open slots........ I'm guessing nine buttons is as high as the editor will allow.................. ?
  21. Also, this third link in your opening post just takes me back to the top of this forum thread.
  22. I just got a free Mediafire account. But to download all the files at the same time Mediafire wanted me to buy the premium package. So I just downloaded them one at a time. I'm going through the files now. I noticed you have two taxi-wheel files. One is a flat tire and I think the other is a normal tire. Did you intend to have the normal tire file in the mod? EDIT to add: Also I'm not finding a modded ground wreckage tile. There is a jpg file of a photo of the modded ground wreckage tile but that is the closest I can find. I think the modded ground wreckage tile would need to be a bmp file?
  23. +1 No problem my friend. I always enjoy reading your knowledgeable, informative posts. +1. Yes, I bet they have some interesting stories.
  24. Maybe a language / translation issue my friend. I said often which means frequently. So, frequently the Soviet squads do not have an assistant is what I related. This is based on my experience in the game and following topics on the forums. Also, are you talking about in the game or in real life (RL)? If you are talking about how it was in RL I'm sure you, @Aurelius and many others know more about it than I know. Other than mild curiosity I'm really only interested in how it works in the game. I'll let others, smarter than myself, debate how it was in RL.
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