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WimO

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Everything posted by WimO

  1. Thank you for the tips fellas. Tried it this morning. Works very nicely. Also discovered that it is important to click the mouse before you press CNTRL to prevent 'jumping' to the mouse location on the map. Just bought the full version of Fraps. Now must get out to buy and external SSD to save the video file. Excited!
  2. I want to make some videos of my CMBN maps. But my camera scroll and rotate speeds are too fast. Other people's videos show slower scroll and rotate speeds. Can I slow them down somehow. I can't find and settings in options to do so.
  3. Played through scenario #2. Very interesting fight along a long straight highway. Starting three.
  4. With respect to CMBN maps. There are user created scenarios and maps that are truly excellent insofar as them being historical and realistic. I think that you would find that with CMBN's Market Garden expansion, the total number of 'inherent' historical and excellent maps in CMBN is at least equal to the number in CMFB. Add to that that both games have historical user created scenarios and campaigns and it become merely a choice of in what kind of terrain or setting do you want to fight; the Ardennes? or Normandy and Holland?
  5. Played the first scenario and working on the second. Reviewed it favourably at FGM. An awesome work.
  6. I played through the first scenario of the First Into Antwerp Campaign. The map is gorgeous and extremely well done. Very Dutch looking. I liked that I was playing on a largish map with a fairly small force. That provides room for maneuver. The AI is adequate resulting in an interesting engagement. The scenario time is more than adequate. I completed the scenario in half the time but pulled off only a 'Draw'. That should give you a hint about pacing yourself in this game. I make a greenhorn mistake that knocked my victory level down. Given that the scenario location parameter is set to "Holland" and that my Dutch building reskins are mod-tagged [Holland] I was happy to see my buildings appear in this scenario which added to the overall Dutch appearance (i.e. brick buildings, shutters beside windows with predominant green, red and white colouring). Looking forward to the next scenario. Should be a challenge as my casualties were higher than ideal and there will be no reinforcements next scenario.
  7. I would love to see built-in decal options too. As it is, right now it is possible to have a collection of different numbered turrets but since the game calls individual files randomly, it is not unusual to wind up with multiple copies of the same number showing up in the scenario. Turret numbering only really works in an ideal manner when there is only a single model of a particular vehicle in the scenario.
  8. It's a matter of taste and visuals preference. Quite right that it makes not an iota of difference to game play. But it makes for better looking videos for those who are into that. And for folks like me who come from a miniature historical gaming background, we just plain 'like' it. Did it really make a difference to game play when I painted the eyes on my 15 mm WOTR figs or the lacing on my 15 mm samurai armour? Only to me and to admiring friends. Back to CMBN. Eventhough I do enjoy having the tactical markings on all my armour and the unit patches on soldiers uniforms .. I also rarely game 'at ground level'. But I do enjoy the look around afterwards. There is also the wee matter that adding tactical markings to Aris' armour, satisfyingly feeds my creative obsession. To each his own enjoyment eh?
  9. The answer to the multiple mod tag question should be fairly easy to determine. Create a new scenario in the Editor with a flat field and single tank. Set the scenario Date Parameter to 'December' or 'January' and weather parameter to 'snow' . Add the mod-tag [muddy snow] to the vehicle. Then save and 'Play' to see what happens. Repeat the above with different weather and ground parameters for the scenario. Repeat the above with different mod tag combinations for the vehicle; e.g. [muddy snow], [muddy, snow], [snow muddy] and [snow, muddy]. You do not need to mod-tag the scenario as 'snow' or 'muddy' because the weather data parameter setting will take care of this internally.
  10. If there is anything you are looking for but can't find, let me know and I can Dropbox it to you.
  11. I did not do my own rubble texture. It is an existing rubble texture that has been mod-tagged to make the game think that it is a 'rocky red' ground tile. Each 'rubble' tile has been elevated one or two levels to create the idea of a pile of rubble. The textures on the houses are a combination of texture mods available at either the Green as Jade mod site or the Few Good Men's mods site. The Panzer IV skin is one of Aris' mods as is the ground and foliage. I only added the tactical symbol to the Panzers.
  12. [holland] houses can be picke up here: https://www.thefewgoodmen.com/tsd3/?s=holland+houses
  13. Bloody Buron Overhaul can be picked up here: https://www.thefewgoodmen.com/tsd3/?s=bloody+buron A series of five posts describing what was overhauled starts here:
  14. Hello rtdood: As a scenario designer myself, I can appreciate the need for play-testers. Glad to help out if you still need a tester.
  15. I got in on this a little late and will not be 'competing' but would like to offer my assistance/advice to any newcomers to scenario creation. Also hereby give permission to anyone wanting to use portions of any of my master maps to create their own scenarios. Just load them into the editor and downsize them, add new setup areas and terrain objectives.
  16. Thank you Aragorn2002. For the Nederlanders amoung us, I also reskinned a bunch of houses to look more dutch, i.e., brick, shutters and a predominance of green with touch of red/white paint. These are available at the Scenario Depot. They still need some work as I found out too late that the .bmp files for the sides and front/back of houses are stretched different amounts so that the bricks on the sides don't alwasy match the front/back. Similar issue with the roof gables. Will come back to that issues in a few months. Had almost completed a map for the battle of Overloon when I had a HDD failure - and map not backed up. Whoops!
  17. Thank you for all the pointers DesertFox. Will be helpful going forward. Much appreciate the support.
  18. Thank you for that correction DesertFox. Yes, indeed the high ground was SOUTH of Buron. My disorientation. It is worthwhile noting that the 1:25,000 military maps used at the time had a disclaimer printed on them that suggested that the contour lines might not be wholly reliable. Here is a quote from the map I used for Buron: "Contours are at 10m V.I. They are interpolated from spot heights and hachures on the French 1:80,000 and amplified from Air Photo examination. They should be used with caution." A similar situation arose when I was making my huge map "Les Hautes Vents - Pont Hebert". Hill 91 on the original maps (and still reproduced in books today, was NOT 91m V.I. It is in fact only a little over 70 metres. Despite the fact that an overpass has been built next door since 1945, there is no way that the ground was reduce (and the farm lowered!) by 20 metres. Consequently I get all my contours from Carte-Geoportal. A French site.
  19. Lanser: More on the way once my upload limit is clearing in a few weeks.
  20. Thank you Erwin. The good looks are mostly due to the many many mods I have installed that effectively reskin every element in the game. I have personally mod tagged 'every' scenario in my collection and added tags to all the mods in my collection as well so that these are called automatically to any scenario I am playing.
  21. Hi Landser. At the moment I cannot post anymore as I have reached my upload limit at this site. Have to wait a few weeks for it to clear. They I'll continue uploading new pics.
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