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Jace11 reacted to Nektoman in Semenovka master map
Size: 2600x2600 m
Semenovka is an eastern suburb of Slavyansk. In 2014 , during the struggle between Ukrainian army and DPR militia, it became a battlefield. In june it was the last supply route for the DPR forces in Slavyansk who controlled it until the withdrawal.
https://www.dropbox.com/s/f8vt26mk622h75o/Semenovka.btt?dl=0
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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
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Jace11 got a reaction from Aragorn2002 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
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Jace11 got a reaction from bweiß 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
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Jace11 got a reaction from A Canadian Cat 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
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Jace11 got a reaction from rocketman 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
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Jace11 got a reaction from z1812 in CMFB (Unofficial) Screenshot Thread
This is Karl...
And that thing he's cuddling there is Karl's Panzerschreck which he affectionately calls "Bertha". He claims the camouflague on Bertha reduces the chances of enemy tanks spotting him by 75%!
Karl's ammo bearer has cause to dispute this claim as he's lying in a bush picking shrapnel from a tank shell out of his internal organs...
The rest of his platoon, save for a few stragglers and himself, have withdrawn to the woods to the rear.
But Karl didn't go with them despite being shot at by infantry, tanks and surviving two mortar strikes.
He's been hiding in these bushes and watching this one roll up the hill, but he has only 1 round left.
Karl's a good shot, I'm not sure if he's told you that already, he usually tells anyone who'll listen.
His second tank of this December morning.
Now on something of a roll and with no more rounds for Bertha, he pulls his pistol and spies a halftrack. He's not concerned that a squad of enemy infantry were seen running along that tree-line only a minute ago or that his pistol is somewhat inferior to his beloved Bertha in the anti-armour role.
Sure enough, his efforts to ruin the paint job on the halftrack draw the attention of the americans and Karl ist Kaputt..
The End.
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Jace11 reacted to hundtand in Update on Engine 4 patches
One of the things that have been grating me is the fact that there's no indication on the website of these, more or less game breaking, bugs being present. By trying the demo of CMFI for instance I could easily be led to believe that things are functioning as they ought to be in the current version. When in reality, I could be waiting for a few months to have the game I paid $80 for to take the shape of what was advertised. That's the real kicker here, lack of information, not the very long delay to see the issues addressed. I wonder what happened to the notion expressed in the sales policy that an informed customer is a happy customer.
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Jace11 reacted to Oliver_88 in Update on Engine 4 patches
I am now, to be honest, getting tad dispirited and impatient for the patches or news about their progress.
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Jace11 got a reaction from Josey Wales in Windmills in FB
Windmills are present in FB's archives but not available in the editor despite Holland being depicted as one of the locations. Here is a way to enable windmills...
It's triggered by a "bogus" bitmap. Simply add the bogus bitmap to your Z folder. I included a snow roof too.
The windmill will appear in the editor as the last (bottom right) independent 4 story commercial building.
The windmill works exactly as in CMBN, but it's snowbox is square. So in deep snow conditions the snowbox around the bottom floor looks a bit wonky.
https://drive.google.com/open?id=1jtX0EIDwY6OLKPYiIp2JgYSM6lk7V3aU
This discovery leads me to ask what else can be enabled by bogus bitmaps...? There is a lot of content in the brz files of FB that don't appear in game like various others bridges e.g canal bridges.
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Jace11 got a reaction from Aragorn2002 in Windmills in FB
Windmills are present in FB's archives but not available in the editor despite Holland being depicted as one of the locations. Here is a way to enable windmills...
It's triggered by a "bogus" bitmap. Simply add the bogus bitmap to your Z folder. I included a snow roof too.
The windmill will appear in the editor as the last (bottom right) independent 4 story commercial building.
The windmill works exactly as in CMBN, but it's snowbox is square. So in deep snow conditions the snowbox around the bottom floor looks a bit wonky.
https://drive.google.com/open?id=1jtX0EIDwY6OLKPYiIp2JgYSM6lk7V3aU
This discovery leads me to ask what else can be enabled by bogus bitmaps...? There is a lot of content in the brz files of FB that don't appear in game like various others bridges e.g canal bridges.
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Jace11 got a reaction from CMFDR in Para Berets
Yes, It looks like it does.
I meant to test it a while back but never got round to it. It seems to work which is surprising seeing at it uses tagged models, I thought only textures worked. I just made a mission in the editor and added the tag - went to 3D deploy - got berets, then removed the tag - went to deploy - got helmets....
Try it and see, wont work if you have the original mod installed though... remove that first...
tagged berets... using a mod tag (tag included in the zip for importing to scenarios)
https://drive.google.com/open?id=1OXXCzzzXA2GW1G-5GrrJsF9l5ll2KGjN
Useful but you won't get them in quick missions and such... unless the QM map has the tag.
Tagging models opens a few other doors I expect.. hmmm....
Someone probably spotted this before, but what would you use it on...? Vehicles, uniforms... buildings, weapons...?
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Jace11 got a reaction from Rokossovski in Windmills in FB
Windmills are present in FB's archives but not available in the editor despite Holland being depicted as one of the locations. Here is a way to enable windmills...
It's triggered by a "bogus" bitmap. Simply add the bogus bitmap to your Z folder. I included a snow roof too.
The windmill will appear in the editor as the last (bottom right) independent 4 story commercial building.
The windmill works exactly as in CMBN, but it's snowbox is square. So in deep snow conditions the snowbox around the bottom floor looks a bit wonky.
https://drive.google.com/open?id=1jtX0EIDwY6OLKPYiIp2JgYSM6lk7V3aU
This discovery leads me to ask what else can be enabled by bogus bitmaps...? There is a lot of content in the brz files of FB that don't appear in game like various others bridges e.g canal bridges.
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Jace11 got a reaction from 37mm in Windmills in FB
Windmills are present in FB's archives but not available in the editor despite Holland being depicted as one of the locations. Here is a way to enable windmills...
It's triggered by a "bogus" bitmap. Simply add the bogus bitmap to your Z folder. I included a snow roof too.
The windmill will appear in the editor as the last (bottom right) independent 4 story commercial building.
The windmill works exactly as in CMBN, but it's snowbox is square. So in deep snow conditions the snowbox around the bottom floor looks a bit wonky.
https://drive.google.com/open?id=1jtX0EIDwY6OLKPYiIp2JgYSM6lk7V3aU
This discovery leads me to ask what else can be enabled by bogus bitmaps...? There is a lot of content in the brz files of FB that don't appear in game like various others bridges e.g canal bridges.
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Jace11 got a reaction from Vergeltungswaffe in Windmills in FB
It's just a bitmap, it's not a used texture, seems like a placeholder or something. It's name is building108-bogus (00).bmp. I found it while looking for something else in CMBN files and realized it was missing in FB, but all the other files for the windmill were. When I put it my FB "z folder" I found the windmill in the editor. Guess just its presence or absence is what determines whether the windmill appears. Maybe better to ask BF why they did it this way.
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Jace11 got a reaction from CMFDR in Windmills in FB
It's just a bitmap, it's not a used texture, seems like a placeholder or something. It's name is building108-bogus (00).bmp. I found it while looking for something else in CMBN files and realized it was missing in FB, but all the other files for the windmill were. When I put it my FB "z folder" I found the windmill in the editor. Guess just its presence or absence is what determines whether the windmill appears. Maybe better to ask BF why they did it this way.
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Jace11 got a reaction from MOS:96B2P in Para Berets
Yes, It looks like it does.
I meant to test it a while back but never got round to it. It seems to work which is surprising seeing at it uses tagged models, I thought only textures worked. I just made a mission in the editor and added the tag - went to 3D deploy - got berets, then removed the tag - went to deploy - got helmets....
Try it and see, wont work if you have the original mod installed though... remove that first...
tagged berets... using a mod tag (tag included in the zip for importing to scenarios)
https://drive.google.com/open?id=1OXXCzzzXA2GW1G-5GrrJsF9l5ll2KGjN
Useful but you won't get them in quick missions and such... unless the QM map has the tag.
Tagging models opens a few other doors I expect.. hmmm....
Someone probably spotted this before, but what would you use it on...? Vehicles, uniforms... buildings, weapons...?
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Jace11 got a reaction from Sequoia in Windmills in FB
Windmills are present in FB's archives but not available in the editor despite Holland being depicted as one of the locations. Here is a way to enable windmills...
It's triggered by a "bogus" bitmap. Simply add the bogus bitmap to your Z folder. I included a snow roof too.
The windmill will appear in the editor as the last (bottom right) independent 4 story commercial building.
The windmill works exactly as in CMBN, but it's snowbox is square. So in deep snow conditions the snowbox around the bottom floor looks a bit wonky.
https://drive.google.com/open?id=1jtX0EIDwY6OLKPYiIp2JgYSM6lk7V3aU
This discovery leads me to ask what else can be enabled by bogus bitmaps...? There is a lot of content in the brz files of FB that don't appear in game like various others bridges e.g canal bridges.
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Jace11 got a reaction from CMFDR in Windmills in FB
Windmills are present in FB's archives but not available in the editor despite Holland being depicted as one of the locations. Here is a way to enable windmills...
It's triggered by a "bogus" bitmap. Simply add the bogus bitmap to your Z folder. I included a snow roof too.
The windmill will appear in the editor as the last (bottom right) independent 4 story commercial building.
The windmill works exactly as in CMBN, but it's snowbox is square. So in deep snow conditions the snowbox around the bottom floor looks a bit wonky.
https://drive.google.com/open?id=1jtX0EIDwY6OLKPYiIp2JgYSM6lk7V3aU
This discovery leads me to ask what else can be enabled by bogus bitmaps...? There is a lot of content in the brz files of FB that don't appear in game like various others bridges e.g canal bridges.
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Jace11 got a reaction from mjkerner in Windmills in FB
Windmills are present in FB's archives but not available in the editor despite Holland being depicted as one of the locations. Here is a way to enable windmills...
It's triggered by a "bogus" bitmap. Simply add the bogus bitmap to your Z folder. I included a snow roof too.
The windmill will appear in the editor as the last (bottom right) independent 4 story commercial building.
The windmill works exactly as in CMBN, but it's snowbox is square. So in deep snow conditions the snowbox around the bottom floor looks a bit wonky.
https://drive.google.com/open?id=1jtX0EIDwY6OLKPYiIp2JgYSM6lk7V3aU
This discovery leads me to ask what else can be enabled by bogus bitmaps...? There is a lot of content in the brz files of FB that don't appear in game like various others bridges e.g canal bridges.
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Jace11 reacted to Bulletpoint in Update on Engine 4 patches
No, I have been waiting patiently for the patch all along. Have no interest in CMSF2.
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Jace11 reacted to coachjohn in Update on Engine 4 patches
Same here. I was gonna buy marl=ket garden / British modules but refuse to til patch comes out. Matter of principal.