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slippy

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Posts posted by slippy

  1. 3 minutes ago, Lucky_Strike said:

    Cheers fella. No danger of burn out, too much fun to be had. I know it's not everyone's idea of fun but then neither is broccoli - still doesn't do it for me neither!

    I know what you mean Lucky Strike. I did a bit of modding for IL-2 a few years back, taught myself a bit of Java and I was away.

    The modding became more addictive than playing the game, and I found I was my own worst critic, plus the more I learned the more I wanted to do, to the extent my self imposed workload became massive. I still have a shed load of unfinished projects and ideas that I wanted to implement.

    I'll drop you a pm mate. Like I mentioned though texture modding is something I have very little idea of, so my results will probably be quite basic. Can you use photos as the base for a .bmp?

  2. 15 hours ago, Lucky_Strike said:

    I will have to take another look at these and compare to Aris's, verge creep is a serious business. Aris's textures are great but strangely they are not all the same resolution. It doesn't really matter in game that much, it's just something that I personally find a little odd, but there may well be a good reason for it.

    I also think before going any further with this mod we should probably try to figure the best most efficient way forward. I personally now have so many projects on the go I'm beginning to feel a little @kohlenklau'd 😉. Need to take stock for a little bit.

    Yes, just to confirm what Erwin said really Lucky Strike, it's only a game after all mate 😉.

    Agree on finding the best way forward, I do definitely like the idea of one texture for all.

    May load the free Photoshop alternative and have a look. If anyone knows any tutorials and/or can upload some samples of what they have done maybe.

  3. 12 hours ago, Lucky_Strike said:

    Encouraging us is helping. And don't be shy with critique, we are all grown ups here, so long as it's constructive it's all grist for the mill ...

    So, the issue of hard edges at transitions from one road type to another, eg paved to dirt, and how we can overcome them? If we don't mind losing one type of paved surface we can do all sorts of nice stuff. 

    This junction with original, or modded, texture tile presents a problem - the paved surface into dirt road transition, even with good dirt road paved textures is still visible because of the way the edges are feathered and blended on the dirt road texture ...

    The editor ...

    MCUrQ4W.jpg

    produces this...

    7yMNmeY.jpg

    ... nice textures still hard edged, and damn near impossible to get rid of entirely. We can sort of get around this by NOT using the paved road t-junction tile ...

    K2wwp9b.jpg

    ... a passable result ...

    tn0zIWB.jpg

    ... there's an edge but not too bad aided by a feathered edge to both the textures, might be alright for field entrances but no track marks going off the side. Alternatively if we used paved road 2 and retexture the tiles we then have a set of donor tiles to allow us to make nice things ...

    l7aX3Hu.jpg

    ... it even shows in the editor ... the edited texture is the one with the tree on it (the editor places the single tree in the middle though on map it's off to the side) ...

    h9Dm5s2.jpg

    ... as you can see it's much less hard (these original road textures by the way are Aris's, so credit to him, I've just tweaked the colour a little for my own personal taste). A little more work could perfect this. The donor is the paved road 2a straight section. the alpha channel looks like this ...

    VUdp1yO.jpg

    ... and it can be oriented to face NSWE.

    Looks good at field entrances etc ...

    TKsQeke.jpg

    QKK6G7o.jpg

    And we can then go further, if we say okay no paved road 2 textures on map we have a lot of donor tiles to mess with - @Falaise has already shown how to do a 22.5 degree road section. We can also try other things ...

    fek8CvL.jpg

    g6mnMQT.jpg

    burn baby, burn ... something I've fancied doing for a while, a bit rough and ready but you get the idea I hope ... battlefields are very messy places, lets keep them that way!

    Oh, and I have been tampering with sunken lanes, this is a new attempt to get as close as I can with a little texture swapping ... it's about a car's width and very sunken/hidden ...

    xPC5PNh.jpg

    ... but that's for another thread.

    Brilliant work Lucky Strike! That is what I hoped for, but i must say you have implemented it better than I imagined.

    Yes i think a lot of the larger paved roads could be reclaimed in this way. In towns and cities after all the aerial bombardment, artillery, and general fighting, a lot of the roads would have had the appearance of your pictures anyway i believe.

    For me personally this would be the way to go, even better if they replace stock textures so that all the current maps are affected.

    I know you mention its for a different thread but your last picture of the sunken lane does look very promising. Without knowing how you did it, could the same be done with walls/fences/buildings either side?

     

    regards

     

    slippy

  4. 1 minute ago, JM Stuff said:

    Just a joke guy you have to know me untill now 😁!

    I know mate 😉. But I generally try to be careful commenting on or having an opinion on what I think should happen, when yourself, Lucky Strike and others are the ones doing the fine modding work you kindly share with us all.

    If I can help in any small way let me know 

     

  5. Gents I'm full of ideas, but have very little knowledge of paint shop and making textures sorry. I did make some for IL-2 quite a few years ago, but I've probably forgotten most of what I learned at the time.

    I could have a go but I will have to do some serious revision.

    JM, apologies I have not had time to try your textures yet mate, busy with work and kids at the moment.

    Are there any tutorials for modding textures in CM?

    Cheers all

  6. 4 hours ago, Warts 'n' all said:

    The link does work.

    I've taken a little look this morning. Number 1a1 comes complete with the bright coloured dots as shown in one of your earlier posts, which is a bit off putting. But as a road surface it does look good. I'm not sure if other forumites will agree with me, but the main problem with this as a mod is where two different types of road tile meet. The contrast is very stark.

    I shall have a look at the rest as and when I get time.

    Yes that why I mentioned all road types having the same texture, so the demarcation is less noticeable

     

  7. 2 hours ago, benpark said:

    Here's a "not ready for prime time" test I made for FR for muddy roads, to see a few joins with discrete tracks. Still a little angular, but everything lines up, with turning in mind.

    The joins are best done with all files open at the same time for comparing hue/saturation and image density. That's the best method for matching - seeing it all at once.

    1244671195_cmredthunder.exeScreenshot2021_09.28-09_56_01_01.thumb.jpg.51c8f4a29600487dff99110660ef4349.jpg

     

    Wow, I really like that Benpark, well done. That would be ideal for all road surfaces in different colours. I particularly like the way the tracks are not too clean and fade out towards the edge of the road.

    I'm not sure if we often need a paved tarmac surface in CMBN, especially for Normandy scenarios. They may be better served by a dirt version of the paved tile

     

     

     

     

  8. 2 hours ago, Lucky_Strike said:

    Transitions are always a problem on roads. Put simply it's near impossible to manage because there are no textures for it in the base game. The only, maybe, way around it would be to limit the type of roads used to just one and then to utilise the "spare" texture slots from the other road type to create the transition tiles/textures. This would mostly be fine by me, but the problem would be that all maps with more than one road type would need to be adapted to use the modded tiles.

     

    It's a big project, whom ever took it on could easily produce both mod tagged and mod folders once the textures were done. Good thing is that the textures should work across all the games not just Normandy, though colour may be an issue for parts of FI and SF

    Thanks for your reply Lucky Strike. Your knowledge is far superior to mine mate, so good to hear your thoughts.

    Would it be possible to give every road, highway, track the same texture in theory?

    I like the idea of mod tagged versions, but wouldn't be any good for scenarios, or campaigns already built would it?

    Lastly, what controls the dust in SF2? Could that be implemented in CMBN for summer months?

     

  9. 14 hours ago, Falaise said:

    @JM Stuff has already been in the Red Army !!!!

    t34.jpg.1bb1cd8c658866c7a60993dc68da4dbc.jpg

    I am not convinced of this mod for CM Normandie or possibly for certain scenarios or campaigns concerning Goodwwod Cobra or the Falaise pocket
    on the other hand it is in my opinion essential for muddy roads CM Final Blitzkrieg with tank imprint for the autumn and winter fights
    I was interested to know what the roads of Normandy looked like in 1944
    The majority of the dual-track roads were tarred and the original color shade in the game is pretty much the real thing, slightly pink (I even looked at an abandoned stretch of road from the 1950s to get the color)

    1680843529_highway3a.jpg.d6d029aaa96297d2c76c2ac4daae808e.jpg1680843529_highway3a.jpg.d6d029aaa96297d2c76c2ac4daae808e.jpg
    although I think that like today there was a many shade of color
    no paved road except in big cities and still not everywhere, especially in squares
    the streets of towns and villages were generally tarrred
    the countryside and the secondary roads were covered with MacAdam, a mixture of limestone and white lime1700948567_grounddirtroad.thumb.jpg.7fc07334d950844b7ace23b42097d0fb.jpg

    I tried a rainy road
    but that need to load the mod according to the scenario or to make a rain tag
    what was missing are the famous trackprints
    if  @JM Stuff can make relief imprints in the mud then and in particular for CMFB it will become essential

    1801656859_CMNormandy2021-09-2620-51-34-17.thumb.jpg.c4e99b32960ec42e7dd16fadeac099ff.jpg

     

    Personally i think i prefer the first two images above that Falaise posted for the roads. I would like to see the Highways, paved roads, and tracks all have similar textures, with the effect filtering out towards the edges.

    I dont really like to see a perfect grey coloured road, suddenly transform into a dirt track with a hard border between, to me that look very unrealistic. I think it would look better for all road surfaces to be of a similar colour.

    I do like the idea though of separate textures for dusty,dry, wet, muddy, winter textures though, that can be dropped into the mods folder depending on the scenario.

    I think JMs track texture would look better in a muddy road setting rather than a dry dusty road. The roads in Normandy in June/July 1944 would have been very different to the roads in Holland and Belgium in November/ December 1944

     

    cheers all

  10. JM 

    To be honest, I can't remember exactly how it was implemented. I did have a go myself, but with limited knowledge of graphics software it's not something that stuck in my mind mate, old age and all that 😉.

    Yes your results look very good. Some good results were obtained n Il2, especially on grass tiles, as it gave it a good 3d relief.

     

    I'll see if I can find the info and post it up over the weekend.

    Well done JM, great work

     

     

     

     

     

     

     

  11. I remember when playing IL-2 that some map makers used bump mapping. Can that be used in CM? I think you needed to create a Bumph file in Photoshop or similar.

    I was thinking the other day how pristine a lot of the textures are in CM, especially in towns, paved areas etc. Would be good to have some way of roughing them up

     

     

  12. I have just reinstalled all my CM titles on a new computer. I found that none of the titles would load, I just had a black screen on loading.

    I inadvertently left one game loading when I left the computer for about 10 minutes, I came back and the game was showing the main menu, from which it launched ok.

    I tried with all titles and get the same result. For some reason they are taking quite a while to load, much longer than they did on my old system, during which I get a black screen, but when they do load all is fine and they run really smoothly.

    So have you just tried leaving it to load for 5 minutes or so? Maybe you have the same issue as myself. It's only by leaving it by mistake one day that I found this out, before that I was Alt deleting to exit from the black screen thinking something was wrong.

    Just an idea

     

    Regards

  13. On 6/13/2021 at 9:58 AM, Ithikial_AU said:

    We’ll find out next time when we finish this Campaign Design AAR with information around compiling and testing a campaign, and how the latter is different to testing individual scenarios.

    Hi Ithikial, hope all is well mate?

     

    Just wondered if you had any plans to complete the final part (7) of your Campaign Design AAR please?

     

    regards

     

    slippy

  14. 14 hours ago, kohlenklau said:

    So many vehicles already modelled but are in other titles, the dogs and cats, like the R-35 or the Samoa, early Panzer III, (I can send you a list if you want me to bird dog it all) CAN THEY BE JUST SHOVED INTO THE EDITOR AS SINGLE VEHICLE PURCHASABLE? Please maybe also a water cooled HMG for the axis? And some infantry team WITHOUT panzerfausts? 

    "EARLY WAR SCENARIO KIT" $50, no problem.

    ontMExO.jpg

    That's a very good idea. Gets my support. Everything is there already, so just repack and distribute it

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