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Jace11

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Everything posted by Jace11

  1. I'd quite like to see if it I can get it working in CMSF, but I'd have to buy it first. I might try it for the CMSF2 demo when it drops. Shouldn't be too hard now I know how.
  2. It was just an experiment to see if the berets on vehicle crews could work on airborne. It doesn't affect the crews - I've tested this and it seems fine. Ironed out a few problems last night - a glitchy switching back and forth between helmet and beret models when clicking on a unit - but I believe this is fixed now (I had missed a whole set of lod files). I've only tested it in CMFI:GL so far, it will probably affect Polish airborne in CMBN. I haven't tried a mod tag with it but I want to test this too. Unsure if mod tags work with models as they do with textures, but if they do, perhaps you could enable it with a [beret] mod tag. I'm also considering the color. I will take some time to make certain its all good before I upload it to CMMods but in the meantime if you're interested i've uploaded it here: British Para Berets Despite all the things I've just mentioned, it seems to work fine now, but let me know if you have any problems.
  3. A little experiment, not realistic but kinda fun.
  4. Is it just me or do other people get this effect with fog conditions? Seems common to all CM titles I have and the effect is stronger as I increase the fog from light to dense. Doesn't appear with mist or haze though as far as I can tell. I get seemingly random dark tiles that lack fog. These appear and disappear depending on viewing range. I did a quick test map and found its not related to elevation or lighting. The only thing that seems to cause it is the number of different tiles bordering each other. If more than 3 different tile textures border each it other it occurs. In the screen below you can see it doesn't occur at the tile junction closest to the camera as the two grass textures (which are actually different tiles - clover and tall grass) use the same ground texture but different doodads. Anyway, would be nice to see a fix at some point.
  5. Yup, you got me first time I saw it. Unfortunately the thread has recently been derailed with off-topic posts but I'll continue to check it regularly and the battlefront website for actual news on the demo, which they said would be coming "soon..." as there is little alternative.
  6. Hi, i'm looking for the official psd files for the mission briefings and maps for Final Blitzkrieg. I have found the ones for the other games but not this one. Pretty sure they must have been in repository at some point but I missed them I guess. I wanted to get my mission briefings and presentation up to the same standard so if someone can point to me them that would be great. Thanks, Jace
  7. If I give a StuG or assault gun a Target Armour Arc, shouldn't it turn and face? Tanks have a turret, so don't turn and face an arc given, they just turn their turret, I accept this but I would often prefer it if they they did turn the hull too if stationary, however. But please tell me this is not the same for Assault guns, because I just saw that in a game I was playing. My StuG rolled up, to the waypoint then sat facing on that course and did not respond to the arc command at the node, I just tested it again with different types of target arc and saw the same. This behaviour seems counter-intuitive to me. The game should at least interpret it as a face command first then switch to a target arc for vehicles with a fwd-firing main armement.
  8. good scenario, did you consider making it a two mission campaign? A bit short for a campaign but seeing as the units carry over to second round I wondered if its possible?
  9. 777kb its the reshade exe and settings first impressions by the way.... very wow! Well done Worghern P.S - check your mini ground dirt ploughed ew[cold].bmp for a typo (mssing space) in the file name - its not being used.
  10. Its actually been on cmiii mods for awhile now, if you know where to look... http://cmmodsiii.greenasjade.net/?wpfb_filepage=worghern-final_-blitzkrieg-env_-000-7z then cycle through next posts.. I expect they are just finishing the front page and links etc.
  11. I see signs... looks like its going up...
  12. There are some textures in http://community.battlefront.com/topic/122484-this-is-going-to-takeages/?page=2 that i've been using to tackle the moire problem. It's quite annoying.
  13. While everyone's looking at terrain, the ploughed fields [snow] tile has been wrecking havoc with my eyes..... the black and white lines makes the distortion effect pretty severe on my system. I don't know if its my texture filtering settings or what but its been driving me nuts on maps like chaumont. I've made a few replacements sets, try them and let me know what you think. One is just bleached white stripes which reduced the effect alot but looked a bit washed out and bright.. The second is Kieme's ploughed field for Black Sea with some snow details. It's ok, simple, dark but has no stripes (no distortion though!). The last is a scratch built texture with wider stripes but lower contrast (again low saturation and contrast to reduce distortion - cant avoid this without bringing back the distortion effect). It still has some distortion, but its much reduced... http://www.mediafire.com/download/2qzbg7t3tbbujab/ploughed+fields+snow.zip let me what you think if you try it, i currently favor the wider stripes version.
  14. ill upload them, they are nothing special, just Aris's faces from various games with the new FB overlays. You can easily import the stock faces and work up a few extra layers (frost, red noses / cheeks etc, dirt). These might save you a bit of time, but the overlays are cut ready... http://www.mediafire.com/download/yvlb3xya2ceb1l8/templates.zip The german toque template is wrong though... I think I redid it like the usa one, but evidently I didnt save it. Just needs a skin tone layer to cover the gap between face and cloth I think.
  15. very nice, noticed two go buttons in real time mode though, the one on the rt panel is in the wrong spot.
  16. I've only been playing CM for a week but I've spent a lot of time downloading and installing a ton of your files, so thanks for all those....(we're talking several gb's of skins and textures here)!! Also, bearing in mind what you said above, I hope you don't mind that I have repacked and adapted all your US and German faces mods for final blitzkrieg so peeps can enjoy these in the new game. Still a WIP and needs checking & testing but it seems OK in the games I've played with it. I'll upload it somewhere better when it's finished. The only thing I want to do is alter the winter faces so they have redder noses/ears (something I noticed in the default files) but I haven't got around to that yet. This version is fine though, for the moment. Aris' weathered faces for CMFB: Download CMFB Faces.zip
  17. I like the tiered trees, solves several of the problems of making convincing snow on trees.
  18. Brummbar (mid) seems to have an error in its lod-2 model, which makes the superstructure black (no texture) at intermediate viewing distance. Workaround is to use the main lod, and copy and rename it to brummbar-mid-lod-2.mdr. This fixes it.
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