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WillemO

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  1. Like
    WillemO got a reaction from xsantiagox in British 11th Armoured Division (Desert Rats) mods posted.   
    I have just posted 12 new collections of my modifications over at the former Green as Jade's.  I added tactical markings and mod tags to all the original game's stock vehicles that make up the British 11th Armoured Division's elements.  I have not uploaded every individual platoon's markings although they are in my personal collection. For each element, e.g. [45] Armoured Recce, I have selected a representative platoon. For detail freaks like me, this this is a collection to have. Later this week I will upload the same for British 7th armoured division. I have not added tactical markings to any other nor to any of Aris' weathered armour and vehicles. It got to be too much for too little return. Meaning, that most gamers do not bother to get to ground level to savour the details. For those who do ........ enjoy!
    Kandu (the Dutch-Canuck)
  2. Upvote
    WillemO got a reaction from JM Stuff in Huge New Map posted   
    4 km x 2 km map uploaded here under the title Panzer Lehr at Pont Hebert and also at Green as Jade's site. I have posted the necessary new building skins at the repository as well. Look there. Sorry for this repost but the other title did not attract much attention and I wanted people to be aware of a fantastic new map. The map can be cropped into smaller sections to create your own scenarios.
     
  3. Upvote
    WillemO got a reaction from Aragorn2002 in Huge New Map posted   
    4 km x 2 km map uploaded here under the title Panzer Lehr at Pont Hebert and also at Green as Jade's site. I have posted the necessary new building skins at the repository as well. Look there. Sorry for this repost but the other title did not attract much attention and I wanted people to be aware of a fantastic new map. The map can be cropped into smaller sections to create your own scenarios.
     
  4. Upvote
    WillemO got a reaction from sburke in British 11th Armoured Division (Desert Rats) mods posted.   
    Also thanks to Iron Cat for the kind words. However, all I did was resize and paste the tactical markings obtained form the web on top of the stock game graphics. Then dirtied some up a bit. Not much skill but just very tedious.
    😊
     
     
  5. Upvote
    WillemO got a reaction from sburke in British 7th Armoured Division Armour & Vehicle Mods posted.   
    Today I posted the British 7th Armoured Division (Desert Rats) armour and vehicles with tactical markings and mod tags added over stock skins, over at Green as Jade's repository. Again, I have not posted my mods for every single squadron, only one representative squadron randomly selected for each battalion.
  6. Like
    WillemO reacted to IronCat60 in British 11th Armoured Division (Desert Rats) mods posted.   
    Excellent work on the texture models! As a self taught graphic artist currently working in the train simulator fan modification department I think you did a outstanding job!
  7. Like
    WillemO reacted to Erwin in British 11th Armoured Division (Desert Rats) mods posted.   
    Thanks for the work you did.  But, you describe 11th armoured as the Desert Rats, when that was 7th armoured.  11th was "The Black Bull".
     
  8. Like
    WillemO got a reaction from PIATpunk in British 11th Armoured Division (Desert Rats) mods posted.   
    I have just posted 12 new collections of my modifications over at the former Green as Jade's.  I added tactical markings and mod tags to all the original game's stock vehicles that make up the British 11th Armoured Division's elements.  I have not uploaded every individual platoon's markings although they are in my personal collection. For each element, e.g. [45] Armoured Recce, I have selected a representative platoon. For detail freaks like me, this this is a collection to have. Later this week I will upload the same for British 7th armoured division. I have not added tactical markings to any other nor to any of Aris' weathered armour and vehicles. It got to be too much for too little return. Meaning, that most gamers do not bother to get to ground level to savour the details. For those who do ........ enjoy!
    Kandu (the Dutch-Canuck)
  9. Like
    WillemO got a reaction from RockinHarry in Panzer Lehr at Pont Hebert   
    After six months and untold hours, my work on the 16 square kilometer map between le Desert, Cavigny, la Fautelaye and Quartier du Pont is approximately 40% complete. Many WWII gamers will recognize the name les Hauts Vents, which is located in the south western third of my map.
    My goal is to create a master map from which scenarios and campaigns can be recreated for the period July 8 – 12, 1944, a time when the Americans were driving for St. Lo and attempting to extricate themselves from the bocage country. My sources have included aerial recon photos taken July 12, 1944 and more such from 1947 as well as French on-line sources which provided me with 5 meter contour intervals.
    I have created may new location appropriate skins for the buildings that have survived the past 75 years, most notably, those with their original 1944 red stucco or wash, still entirely or partially intact. But I have run into a modding problem and am asking for help. I want to make new ’tiled’ roofs for the ‘modular’ buildings. But whenever I alter or swap an undamaged roof bitmap (which is very easy to do) the ‘damaged roof’ bitmap no longer fits properly even though it has not been touched. I have been unable to find a solution. Any help would be GREATLY appreciated.
    This map is being created on an Alienware gaming desktop with two NVidia 1080 cards in SLI. Anything less can display the 2D map but not the 3D map. Once completed the map can be ‘chopped’ into smaller scenario specific manageable pieces. Please contact me if you are willing and able to help.
     
  10. Like
    WillemO got a reaction from RockinHarry in Huge New Map - les Hauts Vents v2 - High Detail   
    Thanks for the tip about texture sizes. I think I'll have a look at my collection of downloaded and created textures and maybe see if these can be reduced with favourable outcome.
    Thank  you for the playtest offer RockinHarry. As soon as the scenario is completed, I will be in touch and we can have a go at it. I have completed my research of the German forces at that location and have added them to the map. Now I need to find out exactly what elements of US armour Z force (or Y force?) from CCB made it as far west as this map and as well, who are the sources referring to when they mention "attached armour" in reference to 30th inf div's 120th regiment. They had reached Pont Hebert before pulling back but 7 tanks didn't get the message and some had struck out towards the west even claiming incorrectly that they had reached les Hauts Vents unopposed.
     
  11. Like
    WillemO got a reaction from RockinHarry in Huge New Map - les Hauts Vents v2 - High Detail   
    Here I am posting my 'High Detail' version of the western half of my 16 square kilometer master map for the region around les Hauts Vents and Pont-Hebert. It differs from the "Low Detail" version not in screen resolution but rather by the inclusion of a few hundred flavour objects and a great deal of variation in the base ground tiles. All this of course will only be noticed when the camera is at ground level. As with my former posting, you must use Falaise's 22.5 degree paved road and the stock roads for this to look correct. If you want additional historical flavour, i.e. the buildings looking correct for that location in 1944, then you also need to download my building skins which I have uploaded to Green as Jade's mods repository. The map is pristine, meaning that no buildings are shown with damage and no craters anywhere.
    With this map size and detail it can be a slow load on some computers and some may not be able to load it.
    Permission is hereby granted to modify or crop the map in any manner you choose and to incorporate it into any scenarios you wish to create, only if doing so, it must remain freely distributable and may not be included in any commercial product without my permission. If you create a scenario with it, it would be very nice if you would email me a copy.
    Cheers and enjoy,
    Kandu
     
    0-les Hauts Vents HD MM.btt
  12. Upvote
    WillemO got a reaction from Vanir Ausf B in Huge New Map - les Hauts Vents v2 - High Detail   
    Here I am posting my 'High Detail' version of the western half of my 16 square kilometer master map for the region around les Hauts Vents and Pont-Hebert. It differs from the "Low Detail" version not in screen resolution but rather by the inclusion of a few hundred flavour objects and a great deal of variation in the base ground tiles. All this of course will only be noticed when the camera is at ground level. As with my former posting, you must use Falaise's 22.5 degree paved road and the stock roads for this to look correct. If you want additional historical flavour, i.e. the buildings looking correct for that location in 1944, then you also need to download my building skins which I have uploaded to Green as Jade's mods repository. The map is pristine, meaning that no buildings are shown with damage and no craters anywhere.
    With this map size and detail it can be a slow load on some computers and some may not be able to load it.
    Permission is hereby granted to modify or crop the map in any manner you choose and to incorporate it into any scenarios you wish to create, only if doing so, it must remain freely distributable and may not be included in any commercial product without my permission. If you create a scenario with it, it would be very nice if you would email me a copy.
    Cheers and enjoy,
    Kandu
     
    0-les Hauts Vents HD MM.btt
  13. Upvote
    WillemO got a reaction from BletchleyGeek in Panzer Lehr at Pont Hebert   
    HUGE MAP attached. Here I have uploaded the western half of my Panzer Lehr at Pont-Hebert map project. This map is 8 square kilometres (4x2) and is in low detail, meaning that all flavour objects have been stripped off, all ground tiles converted to grass only (with a few exceptions) and crops are limited to four types. If your computer will not load the 3D map then load it in the Scenario Editor and crop it as you please.
    To use this map properly you must also install Falaise's 22.5 degree paved roads or my modification of it. When using 22.5 degree paved roads you must also be using the stock paved roads and not any road mod that alters these. This map looks best (i.e. historically correct) only with my many new building skins. I tried (unsuccessfully so far) to load these to Green as Jade's site. Will try again later.
    Les Hauts Vents LD MM.zip
  14. Upvote
    WillemO got a reaction from BletchleyGeek in Panzer Lehr at Pont Hebert   
    After six months and untold hours, my work on the 16 square kilometer map between le Desert, Cavigny, la Fautelaye and Quartier du Pont is approximately 40% complete. Many WWII gamers will recognize the name les Hauts Vents, which is located in the south western third of my map.
    My goal is to create a master map from which scenarios and campaigns can be recreated for the period July 8 – 12, 1944, a time when the Americans were driving for St. Lo and attempting to extricate themselves from the bocage country. My sources have included aerial recon photos taken July 12, 1944 and more such from 1947 as well as French on-line sources which provided me with 5 meter contour intervals.
    I have created may new location appropriate skins for the buildings that have survived the past 75 years, most notably, those with their original 1944 red stucco or wash, still entirely or partially intact. But I have run into a modding problem and am asking for help. I want to make new ’tiled’ roofs for the ‘modular’ buildings. But whenever I alter or swap an undamaged roof bitmap (which is very easy to do) the ‘damaged roof’ bitmap no longer fits properly even though it has not been touched. I have been unable to find a solution. Any help would be GREATLY appreciated.
    This map is being created on an Alienware gaming desktop with two NVidia 1080 cards in SLI. Anything less can display the 2D map but not the 3D map. Once completed the map can be ‘chopped’ into smaller scenario specific manageable pieces. Please contact me if you are willing and able to help.
     
  15. Upvote
    WillemO got a reaction from BletchleyGeek in Huge New Map posted   
    4 km x 2 km map uploaded here under the title Panzer Lehr at Pont Hebert and also at Green as Jade's site. I have posted the necessary new building skins at the repository as well. Look there. Sorry for this repost but the other title did not attract much attention and I wanted people to be aware of a fantastic new map. The map can be cropped into smaller sections to create your own scenarios.
     
  16. Upvote
    WillemO got a reaction from Vanir Ausf B in Huge New Map posted   
    4 km x 2 km map uploaded here under the title Panzer Lehr at Pont Hebert and also at Green as Jade's site. I have posted the necessary new building skins at the repository as well. Look there. Sorry for this repost but the other title did not attract much attention and I wanted people to be aware of a fantastic new map. The map can be cropped into smaller sections to create your own scenarios.
     
  17. Upvote
    WillemO got a reaction from JM Stuff in Panzer Lehr at Pont Hebert   
    After six months and untold hours, my work on the 16 square kilometer map between le Desert, Cavigny, la Fautelaye and Quartier du Pont is approximately 40% complete. Many WWII gamers will recognize the name les Hauts Vents, which is located in the south western third of my map.
    My goal is to create a master map from which scenarios and campaigns can be recreated for the period July 8 – 12, 1944, a time when the Americans were driving for St. Lo and attempting to extricate themselves from the bocage country. My sources have included aerial recon photos taken July 12, 1944 and more such from 1947 as well as French on-line sources which provided me with 5 meter contour intervals.
    I have created may new location appropriate skins for the buildings that have survived the past 75 years, most notably, those with their original 1944 red stucco or wash, still entirely or partially intact. But I have run into a modding problem and am asking for help. I want to make new ’tiled’ roofs for the ‘modular’ buildings. But whenever I alter or swap an undamaged roof bitmap (which is very easy to do) the ‘damaged roof’ bitmap no longer fits properly even though it has not been touched. I have been unable to find a solution. Any help would be GREATLY appreciated.
    This map is being created on an Alienware gaming desktop with two NVidia 1080 cards in SLI. Anything less can display the 2D map but not the 3D map. Once completed the map can be ‘chopped’ into smaller scenario specific manageable pieces. Please contact me if you are willing and able to help.
     
  18. Like
    WillemO got a reaction from Lille Fiskerby in Panzer Lehr at Pont Hebert   
    After six months and untold hours, my work on the 16 square kilometer map between le Desert, Cavigny, la Fautelaye and Quartier du Pont is approximately 40% complete. Many WWII gamers will recognize the name les Hauts Vents, which is located in the south western third of my map.
    My goal is to create a master map from which scenarios and campaigns can be recreated for the period July 8 – 12, 1944, a time when the Americans were driving for St. Lo and attempting to extricate themselves from the bocage country. My sources have included aerial recon photos taken July 12, 1944 and more such from 1947 as well as French on-line sources which provided me with 5 meter contour intervals.
    I have created may new location appropriate skins for the buildings that have survived the past 75 years, most notably, those with their original 1944 red stucco or wash, still entirely or partially intact. But I have run into a modding problem and am asking for help. I want to make new ’tiled’ roofs for the ‘modular’ buildings. But whenever I alter or swap an undamaged roof bitmap (which is very easy to do) the ‘damaged roof’ bitmap no longer fits properly even though it has not been touched. I have been unable to find a solution. Any help would be GREATLY appreciated.
    This map is being created on an Alienware gaming desktop with two NVidia 1080 cards in SLI. Anything less can display the 2D map but not the 3D map. Once completed the map can be ‘chopped’ into smaller scenario specific manageable pieces. Please contact me if you are willing and able to help.
     
  19. Upvote
    WillemO got a reaction from Heirloom_Tomato in Panzer Lehr at Pont Hebert   
    HUGE MAP attached. Here I have uploaded the western half of my Panzer Lehr at Pont-Hebert map project. This map is 8 square kilometres (4x2) and is in low detail, meaning that all flavour objects have been stripped off, all ground tiles converted to grass only (with a few exceptions) and crops are limited to four types. If your computer will not load the 3D map then load it in the Scenario Editor and crop it as you please.
    To use this map properly you must also install Falaise's 22.5 degree paved roads or my modification of it. When using 22.5 degree paved roads you must also be using the stock paved roads and not any road mod that alters these. This map looks best (i.e. historically correct) only with my many new building skins. I tried (unsuccessfully so far) to load these to Green as Jade's site. Will try again later.
    Les Hauts Vents LD MM.zip
  20. Like
    WillemO got a reaction from PIATpunk in Panzer Lehr at Pont Hebert   
    After six months and untold hours, my work on the 16 square kilometer map between le Desert, Cavigny, la Fautelaye and Quartier du Pont is approximately 40% complete. Many WWII gamers will recognize the name les Hauts Vents, which is located in the south western third of my map.
    My goal is to create a master map from which scenarios and campaigns can be recreated for the period July 8 – 12, 1944, a time when the Americans were driving for St. Lo and attempting to extricate themselves from the bocage country. My sources have included aerial recon photos taken July 12, 1944 and more such from 1947 as well as French on-line sources which provided me with 5 meter contour intervals.
    I have created may new location appropriate skins for the buildings that have survived the past 75 years, most notably, those with their original 1944 red stucco or wash, still entirely or partially intact. But I have run into a modding problem and am asking for help. I want to make new ’tiled’ roofs for the ‘modular’ buildings. But whenever I alter or swap an undamaged roof bitmap (which is very easy to do) the ‘damaged roof’ bitmap no longer fits properly even though it has not been touched. I have been unable to find a solution. Any help would be GREATLY appreciated.
    This map is being created on an Alienware gaming desktop with two NVidia 1080 cards in SLI. Anything less can display the 2D map but not the 3D map. Once completed the map can be ‘chopped’ into smaller scenario specific manageable pieces. Please contact me if you are willing and able to help.
     
  21. Like
    WillemO got a reaction from Badger73 in Panzer Lehr at Pont Hebert   
    After six months and untold hours, my work on the 16 square kilometer map between le Desert, Cavigny, la Fautelaye and Quartier du Pont is approximately 40% complete. Many WWII gamers will recognize the name les Hauts Vents, which is located in the south western third of my map.
    My goal is to create a master map from which scenarios and campaigns can be recreated for the period July 8 – 12, 1944, a time when the Americans were driving for St. Lo and attempting to extricate themselves from the bocage country. My sources have included aerial recon photos taken July 12, 1944 and more such from 1947 as well as French on-line sources which provided me with 5 meter contour intervals.
    I have created may new location appropriate skins for the buildings that have survived the past 75 years, most notably, those with their original 1944 red stucco or wash, still entirely or partially intact. But I have run into a modding problem and am asking for help. I want to make new ’tiled’ roofs for the ‘modular’ buildings. But whenever I alter or swap an undamaged roof bitmap (which is very easy to do) the ‘damaged roof’ bitmap no longer fits properly even though it has not been touched. I have been unable to find a solution. Any help would be GREATLY appreciated.
    This map is being created on an Alienware gaming desktop with two NVidia 1080 cards in SLI. Anything less can display the 2D map but not the 3D map. Once completed the map can be ‘chopped’ into smaller scenario specific manageable pieces. Please contact me if you are willing and able to help.
     
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