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homewrecker

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Everything posted by homewrecker

  1. As I've added objects to the map, I haven't noticed significant increase in load times. Maybe a second or tow. Still a lot to add though. I've added the elevations I wanted for specific parts of the map. I am going to start a new thread in the CMBS mods forum with my progress on this QB map. Have made some good headway.
  2. This is a sweet looking map by the way, been really into Black Sea lately. Is this for a scenario or a campaign?
  3. Thanks, luckily this map shouldn't have that many elevation changes, some slight declines on the south and west sides of the map. There is also enough foliage and such that i don't think i need to add any low ground or covered approaches for either side. Any specific maps of yours that would be good for me to look at? Would like to see them as reference for elevations in future work.
  4. Thanks for the heads up on the interior walls, would have overlooked that. I fiddled about with editing buildings in the 3d view after work last night, had to get the engine 4 manual to find all the keys for everything, but it was 2am and time for bed. Going to work more on it later tonight, I will have more material to put together a thread on progress.
  5. Here is a preview of the map with the overlay fairly visible. Did alright on the roads, do need to clean some of them up but i can do that later. There will be 2 objectives, the police Station, and the government center. I am going to take liberties with the location of the government center to get it more toward the center of the map. Between the 2 objectives are 2 main roads with many offices, restaurants, shops etc lining both. Should make for an interesting meeting point for forces between the 2 objectives.
  6. I will I actually have some work done with roads and a bit of the residential area in place. Problem is I think i scaled it incorrectly. Seems a little too smooshed together. Will probably just roll with it. Get it right in the next one. I'll start a thread tomorrow and post some pictures of my progress.
  7. Big thanks for the in depth response. I'm basing the map off the small town where I live in Concord, NC if ya want to check it out on google maps. Was looking to do something I could later turn into a small infantry MOUT map. Seems to fit the bill. So I am pretty familiar with the layout and some nuances of the land in town. The only intimidating aspects of map making that strike me hard is elevations. But as mikeyD said I'm just gonna try and have fun, take the feedback I can get and keep going at it. I dont have a lot of free time for this but I'll hope to have something to show in a few weeks and go from there. Thanks for all the tips, they are much appreciated.
  8. Today, I started researching how to make a map. Briefly read the engine 4 materials on the subject, selected a map from google earth, and created an overlay. I do have it successfully imported into the editor. My goal is to create a small town map for quick battles, and go from there into learning to create a small scenario. Guess I'm just looking for any tips from those who are vets at this task. Anyone care to share some of the tools and experience that may have helped them when they got started? Edit: Found a treasure trove of information at TFGM. Should help immensely. So maybe just some advice if amyone is up for it.
  9. Thats awesome! But i may now have an itch that must be scratched. But perhaps on a different scenario seeing as there are many in my scenarios folder i simply never got into. Had fun with the SF2 demo marines scenario, really looking forward to your reworked version.
  10. Really digging this AAR man! Entertaining and I'm learning some too. I kind of struggled with marines in SF1 at first but they were always one of the most fun to play due to the massive firepower available at platoon level. I think I have this scenario and may give it a go soon. Good luck With the rest.
  11. What i wouldnt give for a m163 type unit for the US, would double as an infantry shredder.
  12. I too was looking for one of the old US army uniform mods, the one with the dusty 3ID uniforms. No luck. I still have a lot of the others though, dusty marines and brits, i think the brits with rolled sleeves as well. Tons of vehicle mods. Any way you could pm me a dropbox link to the US Army uniforms Erwin? I would really appreciate it. If i remember wasn't there a site for CMSF mods on the cmx1 mods site? I tried to visit it, and get an invalid certificate notice. Expired or taken down?
  13. This +1. If we ever do get an CW combat mission title, there will be plenty of map/campaign inspiration material to pull from for the community. I am probably going to pick that one up, really liking how they designed their map system for the random battle generator. Amd the in game database editor for creating/editing units. Its gonna have some great modability and near infinite replayability. Hoping we do get to see CM Fulda Gap sometime in the future, maybe a first title for CM3?
  14. Cant wait to get my hands on the base game + marine module.
  15. Battlefront has a niche market man. Budget does matter even in large companies. And those large companies have marketing dollars and distribution deals. I'm blown away I can upgrade to SF2 for $35, talk about loyalty to your EXISTING customers.
  16. I had one crash reloading a saved game on Day at the Beach played in Turn based mode. Happened once, didnt happen again. Havent had any since, I did play with my shader settings but i cant remember if it was before or after since I usually turn them off anyways for the smoother frame rates.
  17. Thanks sir, I'm a long time lurker, just decided to get invovled after the ball got rolling in shock force 2. SF1 was probably my favorite CM release. I just hope I can help, very excited for the update.
  18. It was you who pointed it out to me Erwin, I just went back to check. Coax isnt fired with the crew opened up either. I couldnt get the Brads to use their coax on my orders, they only use it on their own volition.
  19. Ok so now after playing through passage to wilcox again I've realized the difficulties. My Brads all use the 25mm when target light order is issued. Which did wipe out half a squad and panic a squad of engineers. What a pain! I did witness the use the coax on their own on multiple occasions, so weird. I dont remember this being as much of an issie in SF1, correct me if I'm wrong. Abrams all use the coax or mounted 762 if opened up. Could it be the weapons loadout? Target causes them to unleash the Tows, as well as target briefly. So relatively the 25mm is lighter than a Tow? Minor coding issue? Appologies if this sounds goofy, I have zero experience play testing.
  20. K going back I notice the scope icon for the DM of the squad, just didn't see it rendered in game. So I answered my own question. Sorry fellas.
  21. Im going to try this, i have always struggled with MOUT operations in SF, its quite chellenging. Thanks for the lengthy post with the details, i clearly havent gone into this level of complexity with my orders and need to give it a shot.
  22. Never noticed that, will have to go back and look. Thanks for the heads up. Maybe it isnt represented graphically? Ive got a lot of hours in SF1, but i guess I missed it.
  23. Does it depend on target? My thought is given the nature of the game troops and vehicle crews do make their own decisions based on situations despite orders. Could this be the case?
  24. Playing this scenario I had my Tornado shot down. Are there any other AA assets for the syrians in this scenario? I didnt notice any but may be mistaken.
  25. Something I've wondered since SF1 was released was why no ACOGs for the Army. All rifles seem to have aimpoints on their models. All info I can find suggest the Army contracted for these in 2007, which is in time frame for the game. Though im pretty sure they were in use as far back as Just Cause in 89. Are these represented in abstraction or were they left out of the TO&E for the Army?
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