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Everything posted by sbobovyc
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I am adding numpy as a dependency for the mdr scripts.
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Funny that you mention SA80. It's actually a series that has a rifle and an LMG. The LMG version had even more problems than the rifle. UK ended up hastily buying a bunch of FN Minimis when the War on Terror heated up.
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Sure, you can import into Blender, scale up and export. Editing the global transform matrices in the mdr is another way, but right now you would have to do it with a hex editor. Try Blender first and let us know how it goes.
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What icon mod is exsonic01 using?
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That map is a bit out of date. http://syria.liveuamap.com/
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how can i fix this hilarious thing
sbobovyc replied to kr0114's topic in Combat Mission Shock Force 1
T pose. Looks like one of your animation files is messed up. -
Have not put out updates in a while, so just wanted to let you guys know that I am still working on the mdr tools. For now, I leave you with this bull shot of a BMP-2 with a few "enhancements". https://drive.google.com/open?id=0B982H8gQa3LZaG8za1dEZ3JpamM
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Can a modder help me with tracer .bmp?
sbobovyc replied to weta_nz's topic in Combat Mission Final Blitzkrieg
Scroll down to Textures with alpha channel https://github.com/sbobovyc/CM2Tools/wiki/Blender-plugins -
Third echelon forces such as militia/volunteer units
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Thanks! Can't wait to see what he community comes up with. Keep in mind you can use whatever tool you like to model, texture, map, etc and then import your work into Blender then export into MDR.
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Who else would buy an animation DLC/Expansion
sbobovyc replied to Wodin's topic in Combat Mission Final Blitzkrieg
If I recall correctly, DCS went through a major redesign in which old titles were brought into a single game as DLC. It's not likely that CMx2 will ever get the same treatment. -
You can use the -o flag to specify an output directory.
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Exporter now has the capability of exporting multi-mesh objects with anchor points. For example, here is an ACW-R with working muzzle and ejection.
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Can you show me the whole command you are executing? Are you using Python 3?
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I have a very basic Blender mdr exporter script
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You are conflating ease of modding with modding capability. Look at OP definition of mod friendliness. It is very easy to modify textures and copy/rename files in CM2, but that is the extent of officially supported modding. Content creation for TOW (and other games) is complex but allows for extensive modification of the game. Leonardus, I suggest you do a search of these forums to understand Battlefront's stand on modding and business strategy.
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That's a strange looking rock1.mdr https://drive.google.com/open?id=0B982H8gQa3LZTlJKSk0tWGl2d0E
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Who else would buy an animation DLC/Expansion
sbobovyc replied to Wodin's topic in Combat Mission Final Blitzkrieg
My first pass at this suggestion is "No nickel-and-diming please!". -
Unofficial Screenshots & Videos Thread
sbobovyc replied to agusto's topic in Combat Mission Black Sea
Don't rely on TacAI to move vehicles through the city in a tactically sound fashion. -
python3 unmdr.py -p -v myfile.mdr > out.txt Now, open out.txt with any text editor and search for "Alpha." Every sub-model will have an alpha constant except for the very first one. Right above this output, will be a bunch of hex addresses followed by a float: 0x35884 1.000000 0x35888 0.000000 0x3588c 0.000000 0x35890 0.000000 0x35894 12.800000 0x35898 1.000000 // This is alpha Alpha 1.000000 Using your hex editor, you can modify the float at 0x35898 to change the object alpha.
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Figured out how transparency on some vehicle windows worked. Instead of alpha channel in the texture file, the object's meta data in the mdr file contains a float constant representing the alpha value for that object's material. https://drive.google.com/file/d/0B982H8gQa3LZT0lodDh1TXJKeDA/view?usp=sharing
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Source for the tools is moving to https://github.com/sbobovyc/CM2Tools
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Latest unmdr script is able to dump T-90AM: https://goo.gl/photos/ZkC9x8sq54XvD9jW7
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I just pushed an update to unmdr which makes it compatible with Python 3 and from now on I will be developing it as a Python 3 codebase. This will ensure a smooth transition into a Blender plugin.