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SchnelleMeyer

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Everything posted by SchnelleMeyer

  1. I put some of MikeyD's plain skins here: http://www.mediafire.com/folder/itey35y36be8r/Plain_skins
  2. You could use Sbobovyc's modding tools for Blender: Import the model to Blender and save out the exact UV-grids. This will let you know where and what everything on the texture is.
  3. Interesting - I had to test this. Seems leftclicking and dragging across the map will place flavour objects along the line with spacing between object being decided by the speed of wich the mouse is dragged. Look at the attached pic. A greatly different amount and space between the rows of telegraph poles. I only changed the speed of travel of the mouse.
  4. What do you mean Sgt.Squarehead ? - This is a refreshing and fact based article, as opposed to most of the single view mainstream media's so called news.
  5. https://www.theguardian.com/world/2011/sep/27/10-myths-about-afghanistan
  6. Supporting a rework of CMA. I would definately buy CMA2 if it ever sees the light of day. The Soviet - Afghan war is just a facinating theme to me.
  7. Just found this guys youtubechannel. It contains an older, but excellent documentary with UK-veterans interviews focused on Operation Bluecoat. https://www.youtube.com/channel/UCHCGsNeL9Cbx2dq1a3X9FUA
  8. Niedergekampft would litteraly translate to "Downfight" IE the enemy is struck so effective that he is rendered unable to fight effectively for the duration of the engagement. In NATO mission task terminology Niedergekampft would roughly translate to Defeat. Difference being that the Germans used the term down to the lowest level while I believe in NATO its not a task verb used below a certain echelon. (I think Batallion).
  9. Mord, again your results with these portrait mods are really stunning and I think a lot of it is caused by your attention to detail and thoroughness.
  10. Excellent explanation for your design decisions Mord. You really do put a lot of effort and skill into these pieces of (pixel) art. Its quite interesting work, but I know how hours can fly by in front of PS when moving pixels. I did a few of these weapon and rank icons for the Close combat series of games. - They are 41x12 pixels M1938 DshK.bmp And rank insignia icons measuring 33x28 - This an 1.lt from the communist army of DRA. 09 1.Lt.bmp
  11. Again, very nice graphics work! - The attention to detail clearly shows. I still have some constructive criticism on the s.pzabt portrait: The jacket is wrong for a panzer man. - The waffenrock was used for parade, but then with litzen and not the panzer deathshead. - The black panzer wrap would be the standard field attire for panzer men as you know. Another thing that seems unatural for a crewman to wear is the straps across his shoulders. - Inside a vehicle these will snag up. - My suggestion would be to remove the straps if you do decide to keep the uniform as is.
  12. Portrait mod is also done: http://cmmodsiii.greenasjade.net/wp-content/uploads/2018/07/CMA-portrait-mod.zip
  13. Well the textures are the same size at 256x256 pixels, but they are mapped to the soldier mesh differently, thats why they wont switch. You might be able to see the difference in the pic below.Its a bit more fiddling to mod the DRA-texture to the left because its mirrored and warped.
  14. So I finally finished the DRA skin mod after seeing that a new request was posted today. They are not perfect, but they are a lot better than the originals. The mapping on these skins is not the best and that makes modding them to a good result more challenging. You should be able to download it from here: http://cmmodsiii.greenasjade.net/?wpfb_filepage=dra-skins_2-zip
  15. What a great writeup Combatintman. I could not stop reading once started and you communicate the essence of each question in a great way. What and wow you use the your planning products during the execution phase is also a great learning point for me. Thank you!
  16. This pdf can provide some great ideas for modern day scenarios. https://history.army.mil/html/books/iraq/TotS/Tip_Spear.pdf
  17. Thanks for the update to your amazing tools sbobovyc.
  18. Still work in progress Erwin, will upload when I all the DRA-faces are done.
  19. After Zaitzev requested something be done to DRA-heads I have tried my hand at re-texturing them. Texture size increased to 512 x 512.
  20. Thank you for the best possible answer : Like Erwin says - no use re-inventing the wheel but if you can make already existing mods better - so be it! Her is a link to older uniform mods: http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=select&id=36&orderby=2&page=2 I have myself an unfinished portrait mod for CMA lying around: - You starting to mod this game might drive me to finish it.
  21. Great thing that you have taken an interest in modding CMA Oleksandr! - Looking good and CMA is definately a good target for modding as it has some of the worst textures of the series IMO. Question: Do you plan on doing the 3-colour Soviet camo for some vehicles?
  22. Dont know how old you are Bulletpoint, but this is what everybody did untill the 80s. And it wasnt limited to rivers, the sea, forests and lakes were included. And please dont deviate from the topic.
  23. That is correct, in situations this technique is used, every burst and every shot fired is aimed at a probable enemy location in order to make him cover, fire back or move. If the enemy exposes himself in the process, that is the best case scenario because then more effective fire can be brought to bear on his positions. Edit: Its good to see that Steve has put a great deal of thought into the subject. - After all, I think supression is a crucial element to simulate as realistic as possible in a game like CM.
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