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Busso

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  1. Like
    Busso reacted to Aragorn2002 in New Russian Eastern Front movie   
    Just read the books, Frodo. I agree that calling people with another opinion fascists will cost you less time and probably make you feel better, but from reading books you'll learn more. 😉
    Apart from that movies like this aren't just good fun, but must be seen in the context of what's happening in Russia. Glorifying war and prepare people for another, are never a good sign when used by a dictator. And you can bet movies like this are sponsored by the same propaganda machine.
  2. Like
    Busso reacted to Aragorn2002 in New Russian Eastern Front movie   
    Perhaps for a change a movie can be made by Russians about the tens of millions of innocent and defenceless people that died because of communism, Soviet occupation and Stalin's malice, the misery and cruelty in the unspeakable Gulag concentration camps, the blind terror of the NKVD, both in Russia and Eastern Europe that destroyed millions of lifes, the deportation of millions of Russians, Estonians, Latvians, Poles, Hungarians, Germans, Rumanians and many other nationalities, the murder by starvation upon millions of Ukrainians etc etc etc instead of glorifying a war for which the Russians themselves were for a large part responsible.
     
  3. Like
    Busso reacted to Lucky_Strike in Lucky Strike's Mods: Hedgerow Hell   
    Something's stirring in the hedgerows ...

    ... this weekend get you download folders ready ...
  4. Like
    Busso reacted to Lucky_Strike in Lucky Strike's Mods: Hedgerow Hell   
    @benpark So, as I'm quite close now to finishing the bocage textures and finally 🤞 releasing the mod, assuming that no other significant discoveries come to light in the meantime, I checked out what we might do for the thickets texture idea. With the amount of textures I have created it looks like we can just use some of the low bocage textures as representative of thickets in woods and forests. The image below shows a wooded area, it features quite a lot of brush doodads, two to three trees per tile, and a single tile of low bocage. The bocage is best used individually, not joined to a neighbouring piece, with corner angles and gaps looking most natural. The bocage provides some cover and concealment whilst there is also a slight mound underneath it. Placed deep in woods on heavy or light forest ground texture, the bocage will be complemented with brush doodads. Placing the bocage nearer the edge of woods with slightly less tree coverage, long grass and weed ground textures and doodads can be used with occasional bushes instead of trees. I think it looks pretty convincing. Whilst the hedge may have worked well if it's remodelled and given a distinct, tagged texture, I think we can avoid this altogether just using a mix of bocage textures, a simpler and easier approach for players and map makers - makers will just need to suggest the player uses some of my mod for full effect.

    The ReShaded version - single bocage tile and plenty of brush.

    Same view with @RockinHarry's movie shader - the scene is quite dark as you'd expect in a wood.
    Anyway, I'll leave it up to you folks to decide how this works. I can make a tagged, custom hedge texture, but for now I'll keep the mod focussed on the bocage as was my original intention. If there's enough of a clamour for a custom texture then I'll see what I can do when I make the customised 3D models addendum.
  5. Like
    Busso reacted to Lucky_Strike in Lucky Strike's Mods: Hedgerow Hell   
    Well, I was actually hopeful of releasing the finished mod, but as it the way of these things I got a bit sidetracked (again) and in the process I discovered a few things that I hope will improve the mod some more. Mainly it's a quick fix here and there which I don't expect most of you will probably notice that much, but it really does help. In the meantime some bones and progress ...

    The variety of bocage is now legion - I'm creating about ten varieties though one will intentionally be made for hedge use - hedges are the smallest and lowest of the hedgerow / bocage textures. They can be traversed by pretty much everything I believe but do provide a bit of concealment. I'm working on a particular hedge mod which I think will make a good substitute for the lack of thickets in wooded areas.
    I've been looking at my trees again, and again, and again ... I'm a fan of trees in the game, I know they aggravate some people but I like them, so I've been working up a set of trees that I hope will give everyone enough variety to suite their own particular tree fetish. So ...

    ... we now have the venerable Ash tree in two sizes, one medium, younger tree, one larger, older tree.

    Some fine tuning to do, but they provide cool shade on a hot day. (Ash will also make an appearance in the bocage ...)
    Not to be left out, I also revisited the generic pines. I was never happy having one of my previous efforts, a Red Cedar, as a choice so that's out and we now have a proper (as proper as the game allows) Scot's Pine ...

    And a revised, very nice Spruce:

    If you have the Red Cedar and want to stage an invasion of North America scenario then it's ideal. Think of it as a limited collectors edition.
    One of the things that really slowed me down was the crop doodads. Boy were they a lot of work, but I wanted to make them as good as I could. Reference was good, but I needed some very specific images to work with. In particular the flax was a real challenge, short of me actually getting on a ferry to Normandy and photographing them, it took a long time before I was happy with my base images. I hope that the result - Le Lin - is acceptable ...

    ... in flower. A very dense crop trying hard to not look like a hairbrush ...

    ... nearly ready for harvest (the with added poppies version). Provides superb concealment!
    So that's where it's at, should be here in time for Christmas! Oh, that leads me to one last thing ...
     
     

    I liked the Spruce so much I just had to decorate them ... and yes this is a mod that I'll release ... can't make them light up yet though ...

  6. Upvote
    Busso reacted to landser in Thinking of buying   
    I find myself nodding along to many of the posts you make Bulletpoint, but here I must disagree. By this logic, all we need is a single Combat Mission title since it's all basically the same.
    Speaking for myself, that's certainly not what I am looking to do, though it would be nice haha. It's more down to the equipment and especially the armored vehicles. Panzer Is and IIs, BT-7s, T-26s, short-gunned Pz IIIs against T-34s and KVs, doorknocker AT guns, maybe the return of command delay? Far less lethal, far more interesting, for me anyway. The heavy armor and big guns of the 1944-45 period we have, or are getting, is less compelling than the brand of combat that 1941-42 would serve up.  Duels are more asymmetric, which is appealing to me in any wargaming scenario.
  7. Like
    Busso reacted to Lucky_Strike in Lucky Strike's Mods: Hedgerow Hell   
    His name was Warty, he was quite naughty
    With yellow feathers in his hat and a dress cut down to there
    He would merengue and do the cha-cha ...
    This is just a bit too silly - I shall now refrain from posting pictures of the plastic one.
     
    @benpark @Falaise I did a quick experiment with trees and bushes leaves textures to see if each individual type could have several textures for leaves, and surprisingly they can! I'm not sure what I can do with this, maybe have one type of tree that has less leaves - might be more useful for autumn or spring to have trees with some leaves and some bare branches. There are caveats though: I noticed when I tried with a strong colour, the engine seems to display the trees and bushes with just one, or the other colour, until the camera moves quite close, then it can flick between the two colours or do other odd stuff. It may work differently on different GPUs or with different colours. I didn't notice it when I had natural leaf colours, so will have to take another look, perhaps with bare branches.

    Oaky plane tree, notice the oak leaves top let and middle right

    Oaky plane tree, quite well mixed

    Oaky plane trees, but only the front two, the rest show just plane

    Oaky plane trees, should all be mixed but very strange

    A two tone bush
    The numbering for the bmps was: tree-1-leaves 2.bmp and bush-2-leaves 2.bmp. I presume tree-1-leaves 3.bmp etc could also work, but I didn't try.
    Anyway an intriguing discovery (at least to this foliage nerd 🌳).
     
     
  8. Like
    Busso reacted to Lucky_Strike in Lucky Strike's Mods: Hedgerow Hell   
    A little preamble to this taster ... 
    I grew up in rural Dorset in the south of England where our countryside is not so different than that of Normandy (though the Cider may be a bit stronger!). So whenever I fire up CMBN and gaze upon the monotonous green of the bocage, I start to dream of my younger days spent amongst the hedgerows of my native land. Those hedgerows, mostly long gone now, were so thick that we could actually burrow our way inside and create 'dens' where no adult, or rival gang, could find us. So, with some time to spare thanks to COVID-19, I got to thinking about the bocage in BN and wondered what could I do to make it into something like I imagined it to be. Well, the answer is not a great deal - the models for the bocage are hard to figure out, and even with new textures, it's not ever going to get close to what it probably should be, alas. But, having tinkered with the bocage for some time, and been inspired by @Falaise's treatment of those oddly uniform brush textures, I had a go at a lot of the other textures - trees, bushes, grass etc.
    So, to cut through the waffle, here are a couple of tasters (some caveats first: it's not ready yet, I just couldn't wait to share some goodness, it will be a couple of weeks yet as I'm trying to iron-out some of the strange in-game distortions; I think this 'plays' best at, or near, ground level just because of the way the game handles LOD and stuff, from afar it's not really going to have much of an effect; screen caps are taken whilst running ReShade, hence the colours are much more muted and some effects are, well, effecting the images (at the end is a pic without ReShade for comparison); I design these for my own gaming pleasure so YMMV will apply when released; I have quite a few other tweaked textures that I may release at the same time just to give the complete 'look' - these are mostly not my work but rather tweaks of mods by luminaries such as @EZ, Aris ( @Fuser ), @Flesh, @Vein, @Kieme(ITA) to name but a few; these textures will be high res and if you want to use the ReShade 'look' then you'll need a decent graphics card in a Windows machine, I will release a lower res version. Enough ... some pics:
    ( You can study high res versions in my DropBox folder here )



    More below 🙂
  9. Like
    Busso reacted to MOS:96B2P in New Mini-Campaign/Scenario: Alarmeinheiten   
    The campaign/scenario currently has three recommended mods.  They have been tagged so will not show up in other scenarios. @benpark foliage helmets and @Fuser Aris Faces Mod CMRT.  Below are the links.
    benpark helmets
    https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-battle-for-normandy/cmbn-infantry/cmrt-cmbn-benparks-german-field-foliage-helmet-mod/
    Aris Faces
    http://cmmodsiii.greenasjade.net/?p=483
    The third mod just removes some of the German helmets so Aris Faces Mod is more obvious.  The downside is that all German helmet chin straps disappear.  So the end result is fewer, but better, German helmets and a more battle worn look for the hard pressed German troops.  I will post the “remove some helmets” mod at CMMODS IV closer to release.  Below are some screenshots of the three mods working together.  




         
  10. Like
    Busso reacted to Falaise in A plea for the Biodiversity   
    Here is a series of mod that changes the vegetation as the months of June, July and August- September
    This mod was made by looking at the evolution of nature during these 3 months.
    Part, are stock textures that I reworked in color and saturation
    I also modified the Ramblers mod for trees by modifying the colors and mixing it with the ones in stock to break the repetition effect.
    You will also find the plowed fields of Kieme and Aris modified so that the colors correspond to the Norman soil which is brown. Finally herbs come from a super mod without an owner's name and which is no longer available.
    You will also find a multitude of small details insignificant but which to assemble gives a true impression of the Norman campaign.
    We can in passing admire the textures of the basic game whose colors correspond very well to the real colors of Normandy. The mods that I propose to you, support and combine in large part with these original textures, I advise you to remove all the other mods of vegetation and terrain to obtain the best result.
    There are 4 files: one called terrain de Normandie
    This is to installed permanently in the z folder
    Then three other files called June July and August which must be installed in the choice in z
    It is necessary to choose according to the scenario which one you will install in z. As soon as you take a scenario that changes months, just put the corresponding "month" folder, thinking that you have removed the previous "month" folder.
    You have the possibility of tagging your scenario by month it will suffice to tag each bmp
    I didn't do it because I like playing the same scenario with different month
     
    come soon
    when Bootie have the time to put it on his website
  11. Like
    Busso reacted to umlaut in Umlauts Commercial Buildings   
    As promised I have updated the map of the town of Ciembienne in my old scenario "Tiger by the Tail" to fit the commercial mod set. The scenario can be found via the Dropbox link below - until it has been uploaded to Bootie´s great Cmmods site. The scenario requires the CW and MG modules.
    The other scenario using the same map, "Seizing Ciembienne", will follow shortly.
    https://www.dropbox.com/s/ngy5jbqh9yi991h/MG Tiger by the Tail - commercial mods.btt?dl=0
    Play the scenario - or simply use the map to make your own scenario or quick battle.
    Please let me know how you use the mods and what you think of them. If I dont get any feedback I really cant see any reason to release the mods - then I 'll just keep them to myself.
     

    Trailer (old map):
     
     
  12. Like
    Busso reacted to umlaut in Umlauts Commercial Buildings   
    Howdy folks
    The other day I realized that I had an almost complete mod set of commercial buildings that I´d never finished and released. So now I have brushed up the files and made it sort of ready for release. Mind you: The mod set is not as finished as I would like it to be - that is the reason why I didnt release it, when I made it three or four years ago. But I dont think I will ever get the time to fully complete it - so I have decided to release it as it is, rather than just letting it sit idle on my hard drive. 
    I am going to make it temporarily available from Dropbox - but hopefully it will be on CMMODS IV soon and then I´ll remove them again.
    https://www.dropbox.com/sh/f2tl7i0ntkw5r3u/AADyULTXZ40Ms5CDuaQ7B6b7a?dl=0

    Here´s a bit of info on it:
    Umlauts Commercial Buildings
    This set of mods contains modded commercial buildings for CM Normandy.
    I have added murals to the gables of some of the buildings and some extra storefronts.
    According to my research they should all be typical of Normandy in 1944 – but I could be
    wrong.
    The mod set contains quite a few extra commercial buildings, compared to the base game:
    Buildings 100: Base game = 2 sets – this mod = 3 sets
    Buildings 101: Base game = 2 sets – this mod = 15 sets
    Buildings 102: Base game = 2 sets – this mod = 2 sets
    Buildings 103: Base game = 2 sets – this mod = 13 sets

    Mirrored gables
    Unfortunately, the game reuses the gable BMP´s for both gables of a house, so if a
    commercial building isn´t accached to another buildong, then one of the murals will always
    be inverted.
    I have tried to fix this by adding two different versions of each gable – with the inverted
    part on both sides. This means that you can place two commercial buildings next to each
    other and cycle through the building layout (shift-left click), until the inverted gables are
    hidden where the buildings meet.
    Choosing the preferred layout
    I highy recommend that you cycle through the building layout (shift-left click) of each
    building to choose the one with the preferred layout. If you leave it to the game, the
    building layouts are assigned ramdomly – and you will probably see a lot of inverted
    gables and indentical buildings next to each other.
    When you cycle through the layouts, remember that there are up to 15 different layouts for
    some types. And if you click and nothing seems to change – then it is probably only the
    layout of the gable that has changed, while the rest of the building stays the same.
    Damage:
    I have altered the damage files of the game to suit my tastes. The buildings with damage
    showing the brick work through the plaster are modded to fit these damage files. To apply
    damage, press shift-alt-leftclick.
    Please remember that I do not consider this mod set completely finished. But I dont think I
    will find the time to finish it anytime soon – if ever – so I´ve decided to release it as it is.
    Enjoy
     
     
  13. Upvote
    Busso reacted to --WOKI-- in WOT & War Thunder Panther Skins   
    owh ic..btw i know uncletgt is active modding in CFS2 simhouse forum and some active in darkest hour red orchestra too
    Well hope to see your mods soon Earl !

    Ok guys here some other pziv still WIP for part 2 release, i was wrong they are all good skins from War Thunder that i missed










  14. Upvote
    Busso reacted to --WOKI-- in WOT & War Thunder Panther Skins   
    http://img.photobucket.com/albums/v662/wiekniera/wiekniera027/CM%20Red%20Thunder%202015-07-21%2014-11-33_zpsboecsfws.jpg
  15. Upvote
    Busso reacted to --WOKI-- in WOT & War Thunder Panther Skins   
    here my trial error for jagdpanzer
  16. Upvote
    Busso reacted to --WOKI-- in WOT & War Thunder Panther Skins   
    Last built! Note : I'll upload this PzIV, Hetzer, Nashorn (1 only it's my trial error/beta) and some Tigers tonight! hope my internet not dead or slow !
  17. Upvote
    Busso reacted to --WOKI-- in WOT & War Thunder Panther Skins   
    Hi guys,
    This's my first attempt to convert some WOT and War Thunder historical skins but still not perfect as im just learn about photoshop in 20 minutes from a friend..lol ( i never know how to use photoshop before )
    for now just panther (sorry for the wheels still using original CMBN, im too lazy to do it )
    the colors looks match with CMBN engine especially when using Reshade Sweetfx
    so what do you guys think?









     
     
     
    My wish for the next patch is they (Developer) can make separate skins for each model not combine them especially with vehicles
    in example i would like to see panther_early_hull.bmp with panther_early_turret, panther_early_hull 2 with panther_early_turret 2, panther_early_hull 3 with panther_early_turret 3 and so on but not mixed them because they will not match the body texture with turret and some other parts between their numbers bmp file (it's like probability if they're match than that's good but most they're not match between each file in one model
    i think it's only work with infantry skin but not with vehicles skin

    it would be nice to have a lot additional skins to the game in every vehicles model

    Sorry for my english
     
  18. Downvote
    Busso reacted to womble in Brief overview of where CM is headed   
    He doesn't.
     
     
    Ignore him. He was quiet for a long time, then people started feeding him again. Unfed trolls depart. Fed ones hang around. Stop feeding him and his irrelevancies will diminish.
  19. Upvote
    Busso reacted to Wiggum15 in Brief overview of where CM is headed   
    Really...
    Can you tell me whats aggressive about the sentence:
    "Who said its only about the hide command ? Its more about Spotters' posture overall."
     

    Now thats what i call aggressive and insulting.
  20. Upvote
    Busso reacted to --WOKI-- in WOT & War Thunder Panther Skins   
    another Panther
     




     
  21. Downvote
    Busso reacted to E4Grunt in WOT & War Thunder Panther Skins   
    Oh, so we're only supposed to reply if we like a mod? 
     
    That, and whether or not you like my attitude really has zero bearing on me. 
  22. Upvote
    Busso reacted to Earl Grey in WOT & War Thunder Panther Skins   
    Then do better. Else just keep quiet. Maybe he likes the colors that way? I'm not really impressed by your attitude, how do you find that?
  23. Upvote
    Busso reacted to maximdim in CM:BN Screenshot Thread #2   
    Hey Guys, I started playing CMBN for a couple weeks now. I discovered that there was a screenshot thread, and I decided to give it a try. So here you go.
     
    I call it "The Highway of Death and Destruction"
     

     
    maximdim
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