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Zveroboy1

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  1. Upvote
    Zveroboy1 got a reaction from George MC in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ---------------
      DESCRIPTION
    ---------------
    This is a modification pack designed for the Battlefront game Combat Mission Shock Force 2 which replaces the textures of buildings and walls.
    This pack draws its inspiration from the Syrian city of Aleppo. While it is probably suitable for any area in the Middle East, it is specifically based on pictures of Aleppo and the surrounding region and tries to capture the particular architecture, building materials and colour palette of this city.
    Almost all the textures are twice the size of the default textures, except building interiors, floors and minor details.
    It includes twelve new buildings; eight that replace the default ones and an extra four as a bonus. These four extra buildings shouldn't appear in any existing scenarios. They are designed to be used by scenario designers or map makers in their future projects and will require the players to also have them installed in their mod folder to be visible. Otherwise they will just be replaced by the game with a random building texture.
    The four extra buildings are :
    building n°9 : an affluent residential house cleaner and less derelict looking than the rest.
    building n°10 : a school or an official or governmental building.
    building n°11 : an extra sandy coloured house that doubles up as a mosque.
    building n°12 : an additional dirty white greyish building.

    --------------
       MODTAGS
    --------------
    There are two modtags:
    [aleppomosque]
    This modtag modifies the building n°11 to make it look like a Syrian mosque.
    [alepposhop]
    This tag replaces the facades of four of the single storey buildings with shopfronts or garage doors. It only replaces single storey buildings and doesn't affect multi-storey buildings at all.
    It is best used to represent bazaars or small shops placed in between taller buildings.
    Indeed, since the shopfront texture will show on all sides of the buildings it is preferable to place normal buildings adjacent to the left and right of the shop(s) to get a better visual effect.
    The other downside of this modtag is that you automatically get four less single storey buildings to use for normal purposes but I felt it was worth including because it adds a nice touch to towns and cities if used right.
    --------------
     INSTALLATION
    --------------
    Extract the mod in your Documents/Battlefront/Combat Mission/Shock Force 2/User Data/Mods. If there isn't already a folder named 'Mods' just create one.
    For Steam users, extract the mod in your Shock Force 2/Data/Z folder.
    --------------
       OPTIONS
    --------------
    There are two sets of options :
    One for the colour of the mosque dome, please consult the separate readme located in the 'details and others' folder.
    One used to add or remove propaganda posters and flags on the facade of some buildings and shops to add a bit of local flavour. There are three options available : Syria, Iraq or generic. There is a readme included inside the 'Building Options' folder for details.
    --------------
       CREDITS
    --------------
    I took the liberty of adding a slightly desaturated version of Pete Wenman's rural wall, included in the SF2 Squalor mod, to make it blend in a bit better with the rest of the mod. I hope he doesn't mind.
    ---------------
    DOWNLOAD
    --------------
    https://www.dropbox.com/s/ep5yue290qn9jfw/Zveroboy's Aleppo Buildings Pack.rar?dl=0

    Zveroboy
    July 2021
  2. Like
    Zveroboy1 got a reaction from G. Smiley in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    Thanks, glad you guys like the mod.
    And yes it works just fine for Iraq, or even for places like Jordan or Lebanon. The only thing really missing for Iraq though would be buildings with these types of yellow bricks. They're everywhere it seems.

    To be honest I have been thinking of making another pack designed specifically for Iraq because there are actually a few differences in the architecture and buildings of both countries when you look closely and I am curious to know if I would be able to highlight them. But since I have spent close to 3 months working on this mod and the map, it is probably not going to happen right away. I need to let the motivation and creativity tanks refill.
  3. Like
    Zveroboy1 got a reaction from JulianJ in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    Yes the areas in between blocks of buildings are super maze like.
    I thought long and hard about how to best represent them in the editor. Not sure I took the right decision but from looking at satellite images and photos it soon became obvious to me that first it wasn't simply regular back alleys and that there shouldn't be unobstructed lines of fires across them.



    And secondly that vehicles had no way of getting there. So with that out of the way, the next decision was about infantry movement. I didn't really like the notion of making it so infantry could cross laterally and from buildings to buildings parallel to the roads unhindered everywhere. That didn't seem right. Then again not being able to cross anywhere wasn't going to work either because even though it is not easy to tell with these pictures, it is an area that is often accessible with gates as shown in the second photo.
    So in the end I opted more something that's not uniform everywhere and which is a bit messy and chaotic which I think might be about right for an urban setting. But yes it means that if you want to avoid streets and go from building to building you have to get down to ground level with the camera and check for doors and gaps in walls etc.
    Anyway this is probably not particularly interesting to anyone except me lol but maybe people might like seeing what the place actually looks like before they turn it to rubble.
  4. Like
    Zveroboy1 got a reaction from Sandokan in Operation Barbarossa Ever Winnable?   
    At the beginning of Colossus Reborn, Glantz discusses several what ifs and historical controversies such as the myth of Stalin's preventive war, Guderian's turn south etc. Concerning the timing of Barbarossa, he claims that the weather would have hampered any major armoured breakthrough had it started at an earlier date because of the rasputitsa. Moreover he adds that the forces involved in the Balkans were just a small portion of the overall force involved in Barbarossa. And incidentally most of them returned in time for the invasion.
    I am not aware of the primary objective you mention so I am not sure how accurate it really is but it is my understanding that Moscow wasn't even the real objective :
    "The mass of the red army stationed in western Russia is to be destroyed in bold operations involving deep penetrations by armoured spearheads and the withdrawal of elements capable of combat into the extensive Russian land spaces is to be prevented."
    From directive 21, Fall Barbarossa also quoted from Glantz, When Titans Clashed.
    So it was clearly focused on the red army rather than any political or geographical objective.  Now the oil fields in the Caucasus are not exactly next door from Germany. Going straight for them at the start of Barbarossa would have presented colossal logistical issues and offered dangerously exposed flanks. If you were talking about Fall Blau in 1942, that would be a different story maybe; it is still a bit iffy but debatable.
    Really the only way the Russians might have sued for peace would be if Germany had somehow restrained herself to the conquest of territories limited in scale beyond the border. When it became a war of annihilation or Vernichtungskrieg that possibility completely flew out the window imo.
     
  5. Like
    Zveroboy1 got a reaction from IHC70 in Operation Barbarossa Ever Winnable?   
    At the beginning of Colossus Reborn, Glantz discusses several what ifs and historical controversies such as the myth of Stalin's preventive war, Guderian's turn south etc. Concerning the timing of Barbarossa, he claims that the weather would have hampered any major armoured breakthrough had it started at an earlier date because of the rasputitsa. Moreover he adds that the forces involved in the Balkans were just a small portion of the overall force involved in Barbarossa. And incidentally most of them returned in time for the invasion.
    I am not aware of the primary objective you mention so I am not sure how accurate it really is but it is my understanding that Moscow wasn't even the real objective :
    "The mass of the red army stationed in western Russia is to be destroyed in bold operations involving deep penetrations by armoured spearheads and the withdrawal of elements capable of combat into the extensive Russian land spaces is to be prevented."
    From directive 21, Fall Barbarossa also quoted from Glantz, When Titans Clashed.
    So it was clearly focused on the red army rather than any political or geographical objective.  Now the oil fields in the Caucasus are not exactly next door from Germany. Going straight for them at the start of Barbarossa would have presented colossal logistical issues and offered dangerously exposed flanks. If you were talking about Fall Blau in 1942, that would be a different story maybe; it is still a bit iffy but debatable.
    Really the only way the Russians might have sued for peace would be if Germany had somehow restrained herself to the conquest of territories limited in scale beyond the border. When it became a war of annihilation or Vernichtungskrieg that possibility completely flew out the window imo.
     
  6. Like
    Zveroboy1 got a reaction from Probus in Operation Barbarossa Ever Winnable?   
    At the beginning of Colossus Reborn, Glantz discusses several what ifs and historical controversies such as the myth of Stalin's preventive war, Guderian's turn south etc. Concerning the timing of Barbarossa, he claims that the weather would have hampered any major armoured breakthrough had it started at an earlier date because of the rasputitsa. Moreover he adds that the forces involved in the Balkans were just a small portion of the overall force involved in Barbarossa. And incidentally most of them returned in time for the invasion.
    I am not aware of the primary objective you mention so I am not sure how accurate it really is but it is my understanding that Moscow wasn't even the real objective :
    "The mass of the red army stationed in western Russia is to be destroyed in bold operations involving deep penetrations by armoured spearheads and the withdrawal of elements capable of combat into the extensive Russian land spaces is to be prevented."
    From directive 21, Fall Barbarossa also quoted from Glantz, When Titans Clashed.
    So it was clearly focused on the red army rather than any political or geographical objective.  Now the oil fields in the Caucasus are not exactly next door from Germany. Going straight for them at the start of Barbarossa would have presented colossal logistical issues and offered dangerously exposed flanks. If you were talking about Fall Blau in 1942, that would be a different story maybe; it is still a bit iffy but debatable.
    Really the only way the Russians might have sued for peace would be if Germany had somehow restrained herself to the conquest of territories limited in scale beyond the border. When it became a war of annihilation or Vernichtungskrieg that possibility completely flew out the window imo.
     
  7. Like
    Zveroboy1 got a reaction from Splinty in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    Thanks, glad you guys like the mod.
    And yes it works just fine for Iraq, or even for places like Jordan or Lebanon. The only thing really missing for Iraq though would be buildings with these types of yellow bricks. They're everywhere it seems.

    To be honest I have been thinking of making another pack designed specifically for Iraq because there are actually a few differences in the architecture and buildings of both countries when you look closely and I am curious to know if I would be able to highlight them. But since I have spent close to 3 months working on this mod and the map, it is probably not going to happen right away. I need to let the motivation and creativity tanks refill.
  8. Like
    Zveroboy1 got a reaction from Sgt.Squarehead in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ------------------------------------
    The Map : New Aleppo District
    -----------------------------------
    Located just to the west of Aleppo proper in Syria, it is a dense residential area built in the 80's.
    Map size : 1200 X 900 m
    This is just a raw map, no setup zones, objectives or anything. Probably requires some cropping to make it suitable for a scenario or a PBEM.


    Install :
    Extract in my documents/Battlefront/Shock Force 2/Game Files/Scenario
    Download :
    https://www.dropbox.com/s/1xg16nl6esiays5/SYR - New Aleppo District.rar?dl=0
  9. Like
    Zveroboy1 got a reaction from Artkin in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    Some more pictures :



  10. Upvote
    Zveroboy1 got a reaction from MOS:96B2P in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ------------------------------------
    The Map : New Aleppo District
    -----------------------------------
    Located just to the west of Aleppo proper in Syria, it is a dense residential area built in the 80's.
    Map size : 1200 X 900 m
    This is just a raw map, no setup zones, objectives or anything. Probably requires some cropping to make it suitable for a scenario or a PBEM.


    Install :
    Extract in my documents/Battlefront/Shock Force 2/Game Files/Scenario
    Download :
    https://www.dropbox.com/s/1xg16nl6esiays5/SYR - New Aleppo District.rar?dl=0
  11. Like
    Zveroboy1 got a reaction from G. Smiley in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ---------------
      DESCRIPTION
    ---------------
    This is a modification pack designed for the Battlefront game Combat Mission Shock Force 2 which replaces the textures of buildings and walls.
    This pack draws its inspiration from the Syrian city of Aleppo. While it is probably suitable for any area in the Middle East, it is specifically based on pictures of Aleppo and the surrounding region and tries to capture the particular architecture, building materials and colour palette of this city.
    Almost all the textures are twice the size of the default textures, except building interiors, floors and minor details.
    It includes twelve new buildings; eight that replace the default ones and an extra four as a bonus. These four extra buildings shouldn't appear in any existing scenarios. They are designed to be used by scenario designers or map makers in their future projects and will require the players to also have them installed in their mod folder to be visible. Otherwise they will just be replaced by the game with a random building texture.
    The four extra buildings are :
    building n°9 : an affluent residential house cleaner and less derelict looking than the rest.
    building n°10 : a school or an official or governmental building.
    building n°11 : an extra sandy coloured house that doubles up as a mosque.
    building n°12 : an additional dirty white greyish building.

    --------------
       MODTAGS
    --------------
    There are two modtags:
    [aleppomosque]
    This modtag modifies the building n°11 to make it look like a Syrian mosque.
    [alepposhop]
    This tag replaces the facades of four of the single storey buildings with shopfronts or garage doors. It only replaces single storey buildings and doesn't affect multi-storey buildings at all.
    It is best used to represent bazaars or small shops placed in between taller buildings.
    Indeed, since the shopfront texture will show on all sides of the buildings it is preferable to place normal buildings adjacent to the left and right of the shop(s) to get a better visual effect.
    The other downside of this modtag is that you automatically get four less single storey buildings to use for normal purposes but I felt it was worth including because it adds a nice touch to towns and cities if used right.
    --------------
     INSTALLATION
    --------------
    Extract the mod in your Documents/Battlefront/Combat Mission/Shock Force 2/User Data/Mods. If there isn't already a folder named 'Mods' just create one.
    For Steam users, extract the mod in your Shock Force 2/Data/Z folder.
    --------------
       OPTIONS
    --------------
    There are two sets of options :
    One for the colour of the mosque dome, please consult the separate readme located in the 'details and others' folder.
    One used to add or remove propaganda posters and flags on the facade of some buildings and shops to add a bit of local flavour. There are three options available : Syria, Iraq or generic. There is a readme included inside the 'Building Options' folder for details.
    --------------
       CREDITS
    --------------
    I took the liberty of adding a slightly desaturated version of Pete Wenman's rural wall, included in the SF2 Squalor mod, to make it blend in a bit better with the rest of the mod. I hope he doesn't mind.
    ---------------
    DOWNLOAD
    --------------
    https://www.dropbox.com/s/ep5yue290qn9jfw/Zveroboy's Aleppo Buildings Pack.rar?dl=0

    Zveroboy
    July 2021
  12. Like
    Zveroboy1 got a reaction from Erwin in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    Some more pictures :



  13. Upvote
    Zveroboy1 got a reaction from Justas in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ------------------------------------
    The Map : New Aleppo District
    -----------------------------------
    Located just to the west of Aleppo proper in Syria, it is a dense residential area built in the 80's.
    Map size : 1200 X 900 m
    This is just a raw map, no setup zones, objectives or anything. Probably requires some cropping to make it suitable for a scenario or a PBEM.


    Install :
    Extract in my documents/Battlefront/Shock Force 2/Game Files/Scenario
    Download :
    https://www.dropbox.com/s/1xg16nl6esiays5/SYR - New Aleppo District.rar?dl=0
  14. Like
    Zveroboy1 got a reaction from Vergeltungswaffe in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ------------------------------------
    The Map : New Aleppo District
    -----------------------------------
    Located just to the west of Aleppo proper in Syria, it is a dense residential area built in the 80's.
    Map size : 1200 X 900 m
    This is just a raw map, no setup zones, objectives or anything. Probably requires some cropping to make it suitable for a scenario or a PBEM.


    Install :
    Extract in my documents/Battlefront/Shock Force 2/Game Files/Scenario
    Download :
    https://www.dropbox.com/s/1xg16nl6esiays5/SYR - New Aleppo District.rar?dl=0
  15. Upvote
    Zveroboy1 got a reaction from rocketman in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    Some more pictures :



  16. Upvote
    Zveroboy1 got a reaction from MOS:96B2P in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ---------------
      DESCRIPTION
    ---------------
    This is a modification pack designed for the Battlefront game Combat Mission Shock Force 2 which replaces the textures of buildings and walls.
    This pack draws its inspiration from the Syrian city of Aleppo. While it is probably suitable for any area in the Middle East, it is specifically based on pictures of Aleppo and the surrounding region and tries to capture the particular architecture, building materials and colour palette of this city.
    Almost all the textures are twice the size of the default textures, except building interiors, floors and minor details.
    It includes twelve new buildings; eight that replace the default ones and an extra four as a bonus. These four extra buildings shouldn't appear in any existing scenarios. They are designed to be used by scenario designers or map makers in their future projects and will require the players to also have them installed in their mod folder to be visible. Otherwise they will just be replaced by the game with a random building texture.
    The four extra buildings are :
    building n°9 : an affluent residential house cleaner and less derelict looking than the rest.
    building n°10 : a school or an official or governmental building.
    building n°11 : an extra sandy coloured house that doubles up as a mosque.
    building n°12 : an additional dirty white greyish building.

    --------------
       MODTAGS
    --------------
    There are two modtags:
    [aleppomosque]
    This modtag modifies the building n°11 to make it look like a Syrian mosque.
    [alepposhop]
    This tag replaces the facades of four of the single storey buildings with shopfronts or garage doors. It only replaces single storey buildings and doesn't affect multi-storey buildings at all.
    It is best used to represent bazaars or small shops placed in between taller buildings.
    Indeed, since the shopfront texture will show on all sides of the buildings it is preferable to place normal buildings adjacent to the left and right of the shop(s) to get a better visual effect.
    The other downside of this modtag is that you automatically get four less single storey buildings to use for normal purposes but I felt it was worth including because it adds a nice touch to towns and cities if used right.
    --------------
     INSTALLATION
    --------------
    Extract the mod in your Documents/Battlefront/Combat Mission/Shock Force 2/User Data/Mods. If there isn't already a folder named 'Mods' just create one.
    For Steam users, extract the mod in your Shock Force 2/Data/Z folder.
    --------------
       OPTIONS
    --------------
    There are two sets of options :
    One for the colour of the mosque dome, please consult the separate readme located in the 'details and others' folder.
    One used to add or remove propaganda posters and flags on the facade of some buildings and shops to add a bit of local flavour. There are three options available : Syria, Iraq or generic. There is a readme included inside the 'Building Options' folder for details.
    --------------
       CREDITS
    --------------
    I took the liberty of adding a slightly desaturated version of Pete Wenman's rural wall, included in the SF2 Squalor mod, to make it blend in a bit better with the rest of the mod. I hope he doesn't mind.
    ---------------
    DOWNLOAD
    --------------
    https://www.dropbox.com/s/ep5yue290qn9jfw/Zveroboy's Aleppo Buildings Pack.rar?dl=0

    Zveroboy
    July 2021
  17. Like
    Zveroboy1 got a reaction from Sandokan in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ---------------
      DESCRIPTION
    ---------------
    This is a modification pack designed for the Battlefront game Combat Mission Shock Force 2 which replaces the textures of buildings and walls.
    This pack draws its inspiration from the Syrian city of Aleppo. While it is probably suitable for any area in the Middle East, it is specifically based on pictures of Aleppo and the surrounding region and tries to capture the particular architecture, building materials and colour palette of this city.
    Almost all the textures are twice the size of the default textures, except building interiors, floors and minor details.
    It includes twelve new buildings; eight that replace the default ones and an extra four as a bonus. These four extra buildings shouldn't appear in any existing scenarios. They are designed to be used by scenario designers or map makers in their future projects and will require the players to also have them installed in their mod folder to be visible. Otherwise they will just be replaced by the game with a random building texture.
    The four extra buildings are :
    building n°9 : an affluent residential house cleaner and less derelict looking than the rest.
    building n°10 : a school or an official or governmental building.
    building n°11 : an extra sandy coloured house that doubles up as a mosque.
    building n°12 : an additional dirty white greyish building.

    --------------
       MODTAGS
    --------------
    There are two modtags:
    [aleppomosque]
    This modtag modifies the building n°11 to make it look like a Syrian mosque.
    [alepposhop]
    This tag replaces the facades of four of the single storey buildings with shopfronts or garage doors. It only replaces single storey buildings and doesn't affect multi-storey buildings at all.
    It is best used to represent bazaars or small shops placed in between taller buildings.
    Indeed, since the shopfront texture will show on all sides of the buildings it is preferable to place normal buildings adjacent to the left and right of the shop(s) to get a better visual effect.
    The other downside of this modtag is that you automatically get four less single storey buildings to use for normal purposes but I felt it was worth including because it adds a nice touch to towns and cities if used right.
    --------------
     INSTALLATION
    --------------
    Extract the mod in your Documents/Battlefront/Combat Mission/Shock Force 2/User Data/Mods. If there isn't already a folder named 'Mods' just create one.
    For Steam users, extract the mod in your Shock Force 2/Data/Z folder.
    --------------
       OPTIONS
    --------------
    There are two sets of options :
    One for the colour of the mosque dome, please consult the separate readme located in the 'details and others' folder.
    One used to add or remove propaganda posters and flags on the facade of some buildings and shops to add a bit of local flavour. There are three options available : Syria, Iraq or generic. There is a readme included inside the 'Building Options' folder for details.
    --------------
       CREDITS
    --------------
    I took the liberty of adding a slightly desaturated version of Pete Wenman's rural wall, included in the SF2 Squalor mod, to make it blend in a bit better with the rest of the mod. I hope he doesn't mind.
    ---------------
    DOWNLOAD
    --------------
    https://www.dropbox.com/s/ep5yue290qn9jfw/Zveroboy's Aleppo Buildings Pack.rar?dl=0

    Zveroboy
    July 2021
  18. Like
    Zveroboy1 got a reaction from Sandokan in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    Some more pictures :



  19. Like
    Zveroboy1 got a reaction from Petrus58 in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ------------------------------------
    The Map : New Aleppo District
    -----------------------------------
    Located just to the west of Aleppo proper in Syria, it is a dense residential area built in the 80's.
    Map size : 1200 X 900 m
    This is just a raw map, no setup zones, objectives or anything. Probably requires some cropping to make it suitable for a scenario or a PBEM.


    Install :
    Extract in my documents/Battlefront/Shock Force 2/Game Files/Scenario
    Download :
    https://www.dropbox.com/s/1xg16nl6esiays5/SYR - New Aleppo District.rar?dl=0
  20. Like
    Zveroboy1 got a reaction from 37mm in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    Some more pictures :



  21. Like
    Zveroboy1 got a reaction from 37mm in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ---------------
      DESCRIPTION
    ---------------
    This is a modification pack designed for the Battlefront game Combat Mission Shock Force 2 which replaces the textures of buildings and walls.
    This pack draws its inspiration from the Syrian city of Aleppo. While it is probably suitable for any area in the Middle East, it is specifically based on pictures of Aleppo and the surrounding region and tries to capture the particular architecture, building materials and colour palette of this city.
    Almost all the textures are twice the size of the default textures, except building interiors, floors and minor details.
    It includes twelve new buildings; eight that replace the default ones and an extra four as a bonus. These four extra buildings shouldn't appear in any existing scenarios. They are designed to be used by scenario designers or map makers in their future projects and will require the players to also have them installed in their mod folder to be visible. Otherwise they will just be replaced by the game with a random building texture.
    The four extra buildings are :
    building n°9 : an affluent residential house cleaner and less derelict looking than the rest.
    building n°10 : a school or an official or governmental building.
    building n°11 : an extra sandy coloured house that doubles up as a mosque.
    building n°12 : an additional dirty white greyish building.

    --------------
       MODTAGS
    --------------
    There are two modtags:
    [aleppomosque]
    This modtag modifies the building n°11 to make it look like a Syrian mosque.
    [alepposhop]
    This tag replaces the facades of four of the single storey buildings with shopfronts or garage doors. It only replaces single storey buildings and doesn't affect multi-storey buildings at all.
    It is best used to represent bazaars or small shops placed in between taller buildings.
    Indeed, since the shopfront texture will show on all sides of the buildings it is preferable to place normal buildings adjacent to the left and right of the shop(s) to get a better visual effect.
    The other downside of this modtag is that you automatically get four less single storey buildings to use for normal purposes but I felt it was worth including because it adds a nice touch to towns and cities if used right.
    --------------
     INSTALLATION
    --------------
    Extract the mod in your Documents/Battlefront/Combat Mission/Shock Force 2/User Data/Mods. If there isn't already a folder named 'Mods' just create one.
    For Steam users, extract the mod in your Shock Force 2/Data/Z folder.
    --------------
       OPTIONS
    --------------
    There are two sets of options :
    One for the colour of the mosque dome, please consult the separate readme located in the 'details and others' folder.
    One used to add or remove propaganda posters and flags on the facade of some buildings and shops to add a bit of local flavour. There are three options available : Syria, Iraq or generic. There is a readme included inside the 'Building Options' folder for details.
    --------------
       CREDITS
    --------------
    I took the liberty of adding a slightly desaturated version of Pete Wenman's rural wall, included in the SF2 Squalor mod, to make it blend in a bit better with the rest of the mod. I hope he doesn't mind.
    ---------------
    DOWNLOAD
    --------------
    https://www.dropbox.com/s/ep5yue290qn9jfw/Zveroboy's Aleppo Buildings Pack.rar?dl=0

    Zveroboy
    July 2021
  22. Like
    Zveroboy1 got a reaction from Sandokan in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ------------------------------------
    The Map : New Aleppo District
    -----------------------------------
    Located just to the west of Aleppo proper in Syria, it is a dense residential area built in the 80's.
    Map size : 1200 X 900 m
    This is just a raw map, no setup zones, objectives or anything. Probably requires some cropping to make it suitable for a scenario or a PBEM.


    Install :
    Extract in my documents/Battlefront/Shock Force 2/Game Files/Scenario
    Download :
    https://www.dropbox.com/s/1xg16nl6esiays5/SYR - New Aleppo District.rar?dl=0
  23. Like
    Zveroboy1 got a reaction from 37mm in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ------------------------------------
    The Map : New Aleppo District
    -----------------------------------
    Located just to the west of Aleppo proper in Syria, it is a dense residential area built in the 80's.
    Map size : 1200 X 900 m
    This is just a raw map, no setup zones, objectives or anything. Probably requires some cropping to make it suitable for a scenario or a PBEM.


    Install :
    Extract in my documents/Battlefront/Shock Force 2/Game Files/Scenario
    Download :
    https://www.dropbox.com/s/1xg16nl6esiays5/SYR - New Aleppo District.rar?dl=0
  24. Like
    Zveroboy1 got a reaction from chuckdyke in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    Some more pictures :



  25. Upvote
    Zveroboy1 got a reaction from Justas in Zveroboy's Aleppo Buildings Texture Pack + Bonus Urban Map   
    ---------------
      DESCRIPTION
    ---------------
    This is a modification pack designed for the Battlefront game Combat Mission Shock Force 2 which replaces the textures of buildings and walls.
    This pack draws its inspiration from the Syrian city of Aleppo. While it is probably suitable for any area in the Middle East, it is specifically based on pictures of Aleppo and the surrounding region and tries to capture the particular architecture, building materials and colour palette of this city.
    Almost all the textures are twice the size of the default textures, except building interiors, floors and minor details.
    It includes twelve new buildings; eight that replace the default ones and an extra four as a bonus. These four extra buildings shouldn't appear in any existing scenarios. They are designed to be used by scenario designers or map makers in their future projects and will require the players to also have them installed in their mod folder to be visible. Otherwise they will just be replaced by the game with a random building texture.
    The four extra buildings are :
    building n°9 : an affluent residential house cleaner and less derelict looking than the rest.
    building n°10 : a school or an official or governmental building.
    building n°11 : an extra sandy coloured house that doubles up as a mosque.
    building n°12 : an additional dirty white greyish building.

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       MODTAGS
    --------------
    There are two modtags:
    [aleppomosque]
    This modtag modifies the building n°11 to make it look like a Syrian mosque.
    [alepposhop]
    This tag replaces the facades of four of the single storey buildings with shopfronts or garage doors. It only replaces single storey buildings and doesn't affect multi-storey buildings at all.
    It is best used to represent bazaars or small shops placed in between taller buildings.
    Indeed, since the shopfront texture will show on all sides of the buildings it is preferable to place normal buildings adjacent to the left and right of the shop(s) to get a better visual effect.
    The other downside of this modtag is that you automatically get four less single storey buildings to use for normal purposes but I felt it was worth including because it adds a nice touch to towns and cities if used right.
    --------------
     INSTALLATION
    --------------
    Extract the mod in your Documents/Battlefront/Combat Mission/Shock Force 2/User Data/Mods. If there isn't already a folder named 'Mods' just create one.
    For Steam users, extract the mod in your Shock Force 2/Data/Z folder.
    --------------
       OPTIONS
    --------------
    There are two sets of options :
    One for the colour of the mosque dome, please consult the separate readme located in the 'details and others' folder.
    One used to add or remove propaganda posters and flags on the facade of some buildings and shops to add a bit of local flavour. There are three options available : Syria, Iraq or generic. There is a readme included inside the 'Building Options' folder for details.
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       CREDITS
    --------------
    I took the liberty of adding a slightly desaturated version of Pete Wenman's rural wall, included in the SF2 Squalor mod, to make it blend in a bit better with the rest of the mod. I hope he doesn't mind.
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    DOWNLOAD
    --------------
    https://www.dropbox.com/s/ep5yue290qn9jfw/Zveroboy's Aleppo Buildings Pack.rar?dl=0

    Zveroboy
    July 2021
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