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Jace11

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  1. Like
    Jace11 got a reaction from Vacillator in RT Unofficial Screenshot Thread   
    Some were tricky. For those, I would open the tank model in blender, load up the textures, then skew, stretch or scale the star or other decal in photoshop, then save it and refresh the texture in blender to view it again. It’s far quicker than loading up the game to check each change. As far as I’m aware you have to restart the game to reload textures, whereas in blender it’s just a button press. There are loads of decals from war thunder, just search Google. I got quite a big collection after an hours searching, not just Russian either, all nations.
  2. Like
    Jace11 got a reaction from Bulletpoint in Is this a bug or WAD? Large on map Mortar dispersion (in CMBS)   
    Maybe he didn't read it fully or understand or conduct the tests?
    Yeah looks like a bug, especially considering a similar test in other titles shows far more precise results with point target orders.
    I did your test in other titles, I tried Cold War and a couple of WW2 titles, and got completely different results to what I saw in Black Sea. Didn't try SF2 yet.
     
     On map mortar point target in Black Sea just looks like an area target to me. The gunner constantly shifts aim around on purpose like an area fire order. Maybe the bug went unnoticed because people use "precision" fire for similar situations in Black Sea.
     
  3. Upvote
    Jace11 got a reaction from MOS:96B2P in RT Unofficial Screenshot Thread   
    Some Red Thunder vehicles with War Thunder decals added. ( I don't play that game.. btw).

  4. Like
    Jace11 got a reaction from PIATpunk in RT Unofficial Screenshot Thread   
    Some Red Thunder vehicles with War Thunder decals added. ( I don't play that game.. btw).

  5. Like
    Jace11 got a reaction from Phantom Captain in RT Unofficial Screenshot Thread   
    Some Red Thunder vehicles with War Thunder decals added. ( I don't play that game.. btw).

  6. Like
    Jace11 got a reaction from Artkin in RT Unofficial Screenshot Thread   
    Some Red Thunder vehicles with War Thunder decals added. ( I don't play that game.. btw).

  7. Like
    Jace11 got a reaction from Chibot Mk IX in Is this a bug or WAD? Large on map Mortar dispersion (in CMBS)   
    Maybe he didn't read it fully or understand or conduct the tests?
    Yeah looks like a bug, especially considering a similar test in other titles shows far more precise results with point target orders.
    I did your test in other titles, I tried Cold War and a couple of WW2 titles, and got completely different results to what I saw in Black Sea. Didn't try SF2 yet.
     
     On map mortar point target in Black Sea just looks like an area target to me. The gunner constantly shifts aim around on purpose like an area fire order. Maybe the bug went unnoticed because people use "precision" fire for similar situations in Black Sea.
     
  8. Upvote
    Jace11 got a reaction from Vanir Ausf B in So you just got your hands on CMCW...now what? Designers Q&A thread.   
    Just wondered if this Bradley model bug has been reported.
    On the M2 Bradley, the TOW box elevation axis is off. So when it animates and has to tilt up or down to line up the TOW box, it rotates left or right. The M3 Bradley model is fine the box tilts up and down correctly. If you want to test the bug its best to fire from a reverse slope, where the box should tilt down but instead turns left.
    This bug also happens in Black Sea, not tested the Shock Force Bradley yet, but willing to bet...

    PS Yup Shock Force 2 too.
  9. Like
    Jace11 got a reaction from 37mm in Fog artifacts   
    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.

  10. Like
    Jace11 got a reaction from 37mm in Snowy Windows   
    Little mod I made to supplement the snow effects on modular buildings in CMFB
    What it does:
    Adds snow effect to doors, windows and window frames in snow conditions (i.e using tags).
    Adds some snowy balcony frames - these aren't very good though as they way texture is used elsewhere prohibits a nice effect on the balcony floor, but better than nothing I suppose.
    Also, I fixed the window alphas for every window used on modular buildings so when you look through a window the frames and windows are in the correct position (i.e the window texture and alphas now match up so the window is transparent and the frame isn't - not always the case in the window textures.).
    I'll try and post some screenshots at some point.
     
    https://drive.google.com/open?id=147QdozhNwhkrec0gvVDnvcDZyA4qk_zL
     
     
     
  11. Like
    Jace11 got a reaction from Rooks And Kings in Combat Mission: Ukraine Gone Hot - Black Sea 2.0   
    Gonna say we need either a flavour object mod of a tractor or an official model included in the expansion. We need more tractors, in the background, as props, they don’t even need AI or even to be able to move, just to look menacingly at T-72 B3s, perhaps with the theme from Jaws playing..
  12. Like
    Jace11 got a reaction from Gpig in How Hot is Ukraine Gonna Get?   
    Don't want to trivialize what's happening IRL but as far as CM is concerned...
    I'm never going to complain about the bogged mechanic again.
  13. Upvote
    Jace11 got a reaction from OldSarge in How Hot is Ukraine Gonna Get?   
    Don't want to trivialize what's happening IRL but as far as CM is concerned...
    I'm never going to complain about the bogged mechanic again.
  14. Like
    Jace11 got a reaction from Der Zeitgeist in How Hot is Ukraine Gonna Get?   
    Don't want to trivialize what's happening IRL but as far as CM is concerned...
    I'm never going to complain about the bogged mechanic again.
  15. Upvote
    Jace11 reacted to Ts4EVER in How Hot is Ukraine Gonna Get?   
    I'm a teacher in Germany and already have a few Ukrainian refugees in my classrooms. Sadly I mostly teach English and they don't learn that there, so basically they are at the utterly wrong level for my classes. So I mostly give them German as foreign language material or Ukrainian textbooks on an Ipad for self learning, but all of this is not really a satisfactory solution.
  16. Like
    Jace11 got a reaction from Quick173 in How Hot is Ukraine Gonna Get?   
    War on the Rocks podcast: A pretty fair review of the opening few days, and a warning that Russia may have had setbacks but still has considerable reserves and is likely to adapt etc. Also seem to be winning in the south.
    https://warontherocks.com/2022/02/interpreting-the-first-few-days-of-the-russo-ukrainian-war/
  17. Like
    Jace11 got a reaction from Sandokan in How Hot is Ukraine Gonna Get?   
    War on the Rocks podcast: A pretty fair review of the opening few days, and a warning that Russia may have had setbacks but still has considerable reserves and is likely to adapt etc. Also seem to be winning in the south.
    https://warontherocks.com/2022/02/interpreting-the-first-few-days-of-the-russo-ukrainian-war/
  18. Upvote
    Jace11 got a reaction from DougPhresh in 2022, the Year In Preview!   
    US Marines for Black Sea? Aren’t there suitable NATO units that could have been included. So little variety already in the modern titles. And are we to believe an invasion fleet is sent into the Black Sea? Within land based air range, kilo subs operating in it. Urgh. Sounds ridiculous and the US centric aspect is getting a bit boring, could have done an entirely new army or something. Reasonable excited about most of the stuff listed but this made no sense other than it would be easier to make with the assets from other titles.
  19. Upvote
    Jace11 got a reaction from AlexUK in 2022, the Year In Preview!   
    US Marines for Black Sea? Aren’t there suitable NATO units that could have been included. So little variety already in the modern titles. And are we to believe an invasion fleet is sent into the Black Sea? Within land based air range, kilo subs operating in it. Urgh. Sounds ridiculous and the US centric aspect is getting a bit boring, could have done an entirely new army or something. Reasonable excited about most of the stuff listed but this made no sense other than it would be easier to make with the assets from other titles.
  20. Upvote
    Jace11 got a reaction from Grey_Fox in 2022, the Year In Preview!   
    US Marines for Black Sea? Aren’t there suitable NATO units that could have been included. So little variety already in the modern titles. And are we to believe an invasion fleet is sent into the Black Sea? Within land based air range, kilo subs operating in it. Urgh. Sounds ridiculous and the US centric aspect is getting a bit boring, could have done an entirely new army or something. Reasonable excited about most of the stuff listed but this made no sense other than it would be easier to make with the assets from other titles.
  21. Like
    Jace11 got a reaction from Warts 'n' all in What Map is this?   
    “A December Morning” it has its own scenario, same name, and a QB map, same name. Looks like light snow ground conditions.
  22. Upvote
    Jace11 got a reaction from Lucky_Strike in Opening .mds files   
    Had a look in mds files and the same principle applies. See how all the strings are preceded by a byte indicating string length and then a 00 spacer. Then the string follows. Even the bip entries do the same:
    bip01 spine is 11 characters long 11 in hexadecimal is 0B.
    american_ammo-smg is 17 characters long, which is 11 in hex.

    My guess is you could rename these to new model names or whatever and it would be fine as long as you also edit the size of the string in the relevant byte.
    I use this technique for a few things, mostly swapping textures. For example in an mdr, I edit spare wheel names on a vehicle like the opel blitz. I rename the spare wheel texture it so it uses a different texture to the main wheels, that way I can have snowy wheels on the ground, but the spare type isn't covered in snow.
    In my experience with mdr's there is no checksum. But changing a text string to a different length without telling the game its length has changed will result in a hard crash.
  23. Like
    Jace11 got a reaction from Suchy in Opening .mds files   
    Had a look in mds files and the same principle applies. See how all the strings are preceded by a byte indicating string length and then a 00 spacer. Then the string follows. Even the bip entries do the same:
    bip01 spine is 11 characters long 11 in hexadecimal is 0B.
    american_ammo-smg is 17 characters long, which is 11 in hex.

    My guess is you could rename these to new model names or whatever and it would be fine as long as you also edit the size of the string in the relevant byte.
    I use this technique for a few things, mostly swapping textures. For example in an mdr, I edit spare wheel names on a vehicle like the opel blitz. I rename the spare wheel texture it so it uses a different texture to the main wheels, that way I can have snowy wheels on the ground, but the spare type isn't covered in snow.
    In my experience with mdr's there is no checksum. But changing a text string to a different length without telling the game its length has changed will result in a hard crash.
  24. Thanks
    Jace11 got a reaction from SchnelleMeyer in Opening .mds files   
    Had a look in mds files and the same principle applies. See how all the strings are preceded by a byte indicating string length and then a 00 spacer. Then the string follows. Even the bip entries do the same:
    bip01 spine is 11 characters long 11 in hexadecimal is 0B.
    american_ammo-smg is 17 characters long, which is 11 in hex.

    My guess is you could rename these to new model names or whatever and it would be fine as long as you also edit the size of the string in the relevant byte.
    I use this technique for a few things, mostly swapping textures. For example in an mdr, I edit spare wheel names on a vehicle like the opel blitz. I rename the spare wheel texture it so it uses a different texture to the main wheels, that way I can have snowy wheels on the ground, but the spare type isn't covered in snow.
    In my experience with mdr's there is no checksum. But changing a text string to a different length without telling the game its length has changed will result in a hard crash.
  25. Upvote
    Jace11 got a reaction from MOS:96B2P in Opening .mds files   
    Had a look in mds files and the same principle applies. See how all the strings are preceded by a byte indicating string length and then a 00 spacer. Then the string follows. Even the bip entries do the same:
    bip01 spine is 11 characters long 11 in hexadecimal is 0B.
    american_ammo-smg is 17 characters long, which is 11 in hex.

    My guess is you could rename these to new model names or whatever and it would be fine as long as you also edit the size of the string in the relevant byte.
    I use this technique for a few things, mostly swapping textures. For example in an mdr, I edit spare wheel names on a vehicle like the opel blitz. I rename the spare wheel texture it so it uses a different texture to the main wheels, that way I can have snowy wheels on the ground, but the spare type isn't covered in snow.
    In my experience with mdr's there is no checksum. But changing a text string to a different length without telling the game its length has changed will result in a hard crash.
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