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SchnelleMeyer

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Posts posted by SchnelleMeyer

  1. 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. 

    CMA Flavours.jpg

  2. 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).

  3. 24 minutes ago, Mord said:

    Anyway, I went ahead and removed the middle strap, widened the collar, shrank the collar tabs and added folds at the breast to better look like the uniform jacket above.

    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.

  4. 2 hours ago, Mord said:

    The helmet flash/badges etc. are there for added flavor and flair, they are not meant to be an accurate display of location/size etc. You'll see this if you have used my old BN/FI mods. For instance, I use SS runes without the shield on some Waffen SS units, or have CW flash off to the side of a helmet. I am working in a 51x57 pixel window so artistic liberties are taken in the place of realism when needed. In other words the eagle is there to represent that this guy is in the Luftwaffe and differentiate him from say a Heer soldier but not to historically represent where the eagle should be, it's size, coloring, etc. just a little detail for spice. To put it into perspective, within the 51x57 pixels I am trying to convey a combination of the unit type, its military branch, the season/location, the country, the division, and in some cases the division plus its battalion/regiment structure. The average non-hires helmet texture in CM is 512x512 pixels, and a uniform is 1024x1024, so I am trying to squeeze all that info into a space 10 to 20 times smaller than that which a single helmet (10x smaller) or uniform (20x smaller) uses.

    Overblown explanation? All that for an LW eagle? LOL. Maybe. But I wanted to take this opportunity to explain a bit of the intricacies of the design, why I make the decisions I do and just how little space there is to do it all in. This is micro modding in the extreme. The only thing more extreme would be the work of guy's like @JuJu who have tackled even smaller stuff in the UI

     

    Mord.

    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

  5. 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.

  6. 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. 

     

    DRA UVs.jpg

  7. 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. 

    Screenshot.png.23339a8a65d92279c451a1a69f68d540.png

    You should be able to download it from here:  http://cmmodsiii.greenasjade.net/?wpfb_filepage=dra-skins_2-zip

  8. Thank you for the best possible answer :

    2 hours ago, Oleksandr said:

    The Answer is YES! Moreover, I'm planing to do everything. Like literally everything. Like all of that. Like I mean totally you know?) 

    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:

    5a626926aecb9_Portraitmod.PNG.628c5734cf22b4f4e68a026b3eb951b5.PNG

    - You starting to mod this game might drive me to finish it.

  9. 15 hours ago, akd said:

    Obviously we are discussing here proper area fire on an imprecisely located target, not hip firing MGs swinging the barrel left and right across the horizon.  Obviously firing at nothing is not effective.

    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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