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laurent 22

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Everything posted by laurent 22

  1. Hi Monsieur Kohlenklau, thank you very much for paying attention to this little detail and thank you for trying so quickly. The problem is not the position of the helmet on the head as for the French helmet or the English helmet. The German helmet is placed correctly on the head, it should not be moved. To solve this problem you have to modify the polygon helmet a little bit in Blender. But you don't have to redo the helmet like you skillfully created the “Italian sunhelmet”. You need to select only the area that I pointed to in the image and move it forward a bit. I said it is a challenge I don't know if it's possible to modify the polygons without breaking everything... A modification that would undoubtedly have consequences on the textures. The BF.c team worked on a good image of the helmet seen from the side. But when they applied this model to a circular-shaped 3D object, part of the surface shrank. It is in comparison the same problem of the procjection of the globe of the earth on a 2D flat map (theorema egregium). View: https://www.mediafire.com/view/w0dxto24h3ogwuz/Helemt_fix_proposition_3.jpg/file
  2. Dear Kohlenklau, I offer you a challenge: to improve the German helmet. A little flaw in the 3d design could be fixed. A detail that could make the helmet even more realistic. But it won't be easy for me to clearly explain where the problem is, that's why I made a picture to be as clear as possible and convince you that working on it would be a benefit for a better visual aspect: https://www.mediafire.com/view/e5ru2grcf6eb1oq/Helmet_fix_propostion.jpg/file The BFC helmet does not frame the face well, in question: the base of the helmet should cover the ear. The point of the angle that the base of the helmet makes to go up from the neck towards the forehead is placed on the ear, but it should be placed in front, ie further forward on the cheek. When the soldier's face is seen from 3/4 face, BF.C's helmet shows an empty space that does not exist in reality. This empty space could be greatly reduced by advancing a little the area of the helmet which draws an angle towards the cheek. Of course you are under no obligation.
  3. Thank you for your reply. I didn't write my email address during the first attempts. This time it's gone, it's no longer displayed in my "PBEM in progress" window, but I didn't take the time to give any orders.... The file with 10 rounds is still there, I can't delete it. It's my 3rd tournament since CW in which I only played against 2 opponents, the others were ghost players.
  4. The match has begun. I have 2 files: one of 10 turns and another of 25. I launched the 2 files. The one with 25 turns allows me to do the setup for the US but once finished and sent the turn remains displayed in "PBEM in progress". I have to log in again although I did not leave the game. I redid the setup for the 25 turns US, and send the turn again but it stays there. I can't delete the file with 10 turns.
  5. but you wrote in the briefing:"point 7: as soon as Cauquingny is secured, A Cie 746th Tank Batallion will move across and assist in the advance against the Helpiquets" I didn't use the artillery smoke, but I recognize that in the first turns a Sherman advanced to the bridge where it launched its smoke. Only one tank passed through when Cauquigny was secured. This Sherman is in front of the 1st big hamlet on my right wing. My paratroopers were a bit dispersed by the German artillery, many troops demoralized after loss of officers (Captain Saul who crossed with the first wave is still alive, he was slightly wounded by a shell). A 2nd Sherman has just crossed to go to the center, and a last tank was to go on my left where I lost a company because of the enemy artillery. So these 3 shermans didn't fight to take Cauquigny. I can still back them up and leave them at the bridge entrance, so it's good that you warn me now. Indeed I wondered if you didn't want the tanks to cross because I saw some roadblocks, but the tanks could still cross them.
  6. I'm playing "A Shaul's Run" in PBEM. Lots of allied tanks, only 3 tanks crossed so the battle wouldn't be too hard for my opponent, the others remained in support. Very beautiful map. Previously we played together "no better place to die", not easy to avoid the artillery on the US side, but the paratroopers managed to push back the German attack. We started with "507th make a good drop". All these PBEMs are played on the same map, but it is so vast and well done that it's a discovery every time. Congratulations Wimo on this series on the 82nd
  7. Sherman US crab snowy - copy/past from bristish crab (on Aris and Umlaut's mods) View: https://www.mediafire.com/view/eyhnjz6i9tz0yn3/USA_Sherman_Crab_snow.jpg/file Zip: https://www.mediafire.com/file/550d9376o8cgynf/M4_US_Crab_snow.zip/file The British winter vehicles are finished I think. There remains a problem with the wheels of some vehicles (snowy Priest US wheel doesn't works). I need to create a second bmp file for them. I'm not going to give links to updated files. I will collect all these vehicles with their new wheel bmp files in a single folder to send them to Bootie with his permission, his agreement, his blessing ... otherwise paying him.
  8. "I do not care about hacked models that people propose as a fix" I hope you care about hacked models that Kohlenklau propose as a fix (I know you are). "can you point me to where the bugs were reported for these issues." So, bug about tank commander are in this thread (and Adrian helmet). Kohlenklau fixed in RT the 3D model Pz III G (a Pz out of alignment everywhere), in CW The 3D model of all Patton (wheel wasn't rolling). About PIIG fixed by Kohlenklau here: Kohlenklau fixed it before the last RT patch. The patch don't fix it... (nobody solved the problem of the soldiers riding pz 3G inside the tank, post in the thread linked) This time an important bug that others and I have noticed during our pbem: magic jumps here (with an internal link): Another small graphic bug in RT corrected by Jace 11 by working on "mdr" files because the name of elements missing (panther VD late): another graphic bug by the same guy in BS: Like you, I'm not able to list all reported bugs, and I've found that sometimes bugs aren't bugs or are reported incorrectly, for example without screenshots. I'm lucky because the ones I report have either already been reported or have been fixed by our friends. I recently noticed that animation mods can change the behavior of the AI and especially that these mods interact in a pbem, even when one of the players does not have them installed. It is useful that BF.c is informed in this regard. I don't expect any fixes regarding these mods, and don't want BF.C to restrict access to "mdr" and "ani" files. It is useful that the community of modders is informed about this so that they are aware of the consequences in a PBEM of their work. The mods in this thread are in a different category. They are fixing a bug. They are installed in our mod folders like the others, whereas their proper place would be in a native "brz" file because they are essential. Especially since I am surprised to see that they modify the behavior of the AI in a PBEM (tank commanders more vulnerable or not). I don't know what is BF.C's strategy regarding the treatment of these bugs: do they consider that they are solved by the members and that they don't need to edit a new patch (like for pz IIIG) ? I understand this point of view, because the solutions offered by Kohlenklau and Jace11 save them valuable time. The time that the very small BF.c teams don't spend fixing this bug, they can spend it developing other things expected by the CM community. Good for them, good for me in fine. But perhaps it would be fair to reward Kohlenklau and Jace11 for that time saved, time =money. While Kohlenklau and Jace11 say these repairs are easy, they take time. Regarding the commander bug, the Kohlenklau fix is essential because it doesn't only affect the visual aspect but also the game engine. If BF.C doesn't include these fixes in an upcoming FI patch, there will have a risk of confusion between players who have installed the Kohlenklau patch and those who have not installed it, maybe Civil War, Apocalypse or Judgment Day!
  9. The last for FI ... HT M9A1 snowy white or olive (on Aris'mods). View: https://www.mediafire.com/view/a9ly364ewwgycfl/HT_M9_snowy.jpg/file Zip: https://www.mediafire.com/file/oh2u5s5b5n9nrqu/HT_M9_snowy.zip/file Zip white: https://www.mediafire.com/file/nqgdio0lri8toej/HT_M9_white_snowy.zip/file
  10. Yes when I ask BF.C to edit a new patch, it was only about the position of the tank commanders (indeed they are not too high, in the game without mods they disappear in their open turret). It's time to talk about it because BF.C is preparing a new battlepack that will either be included in Engine 5 or in a patch. LanL,you're probably right, the players are evenly matched since the game either loads mods for both or doesn't load them for both. I don't have certainty, I observed this behavior in AI in my PBEM with Hilts, but it was with the mod concerned "ani" (animation) files. I deduced that the problem must also exist with the "mdr" files (3D object, position in space) therefore with the tank commanders' mods. Not all mods with "ani" or "mdr" files have the same effect on the tactical AI. Example of an "ani" file whose effect is neutral: the tilted head of the halftrack gunner, or the one that changes the position of the gunner's arms lying on the ground. Example of "mdr" file whose effect is neutral: fitted French and English helmets. These mods weren't created to get a benefit in AI calculated results, but to look better. "Bmp" mods are neutral and can't disturb a pbem because the AI doesn't care. Regarding mods fixing tanks commander and their effect on a PBEM: one of the players, the one who has not installed the mod, may be in the dark that the mod works and changes the results of shots. For this reason and in order to remove all doubts, I think that BF.C must produce an official patch which takes over the Kolhenklau mod. Unless the original tank commander position is wanted by BF.C, but I doubt it. Nevertheless the question deserves to be asked, for example I presented the Kolhenklau mod adjusting the English helmet on the head as a repair. @Erwin made a pertinent remark: "it seems that it was normal for it to be a bit higher than one needs to account for the helmet lining". So this mod would not correct a defect but only show another version of how to wear this helmet (I prefer the version of Kohlenklau). Sorry Kohlenklau, our posts have crossed. I agree with you. Now I take into account the priorities of BF.C who doesn't have 10 arms to repair everything quickly. Fixed bugs remain minor, so there is no rush. On the other hand I am worried about the effect of future mods on the tactical AI. The mod that caused slowdowns in my PBEM with Hits was modifying the animation of the gestures the soldier does to reload. It was a mod included with the one that changed the position of the arms and the head of the halftrack gunner (Sdkfz 251d infantry kneel). I hadn't realized I had those files because I was only interested in the halftrack gunner. I deleted those files since. I can't remember who created them, I don't know if he made other versions, but he must know that the tactical AI takes them into account. I remember you asked Steve the question directly here, and it seems he didn't have a concrete answer. But we have more elements to answer since. https://community.battlefront.com/topic/142199-annual-look-at-the-year-to-come-2023/?do=findComment&comment=1975274
  11. Dear @Kolhenklau, we tested with others your mod/fix of the tanks commanders position in their open turret (Tiger mid, Sherman II, Firefly V): The effects aren't only visual. - Without the mod, the tanks commanders are rarely hit by the enemy (unless the enemy is at the same height or above). - With the mod the losses are the same as with the others, they are often hit. It is difficult to test whether the tank commander sees better with or without. Conclusion: The PBEM are disturbed by these mods. This problem must be reported to @Battlefront.com. I'm not sure but it seems the mod works for both players even if one of them doesn't have it. These mods don't give benefits to players but they are necessary, I don't want to uninstall them. - If the player whith mod starts the PBEM, the mod works for both of them for the whole game. - If the player withtout the mod starts the PBEM, the mod doesn't work for either player. It would therefore be necessary for BF.C to officially correct this problem so that everyone is equal. Some mods with the "ani" files also break tactical AI and PBEM, but they aren't necessary. You can see the discussion here: http://www.thefewgoodmen.com/thefgmforum/threads/round-two.35956/post-345533
  12. The patch works, it's fixed! Thank you so much Jace 11, you also fixed a graphical bug in BS that I reported about 6MB suspension. I'm sure you're even capable of repairing a vehicle hit by a shell and getting it back on the road during the game...
  13. The bug also appears with another layout of the rail plates, but it varies depending on the point of view as shown by the shots of the same Panther. The bug is only on the right side. Are you having the same bug? If no one sees the same problem with this tank, I would have to conclude that it is a problem with my PC and my graphics card. View: https://www.mediafire.com/view/7tx5voscc0n0t30/Panther_D_late_plate_bug.jpg/file.
  14. Great job I go up to 300 dpi but when I finish the texture I go back to 72.
  15. TY both Fox snowy white or olive (on Aris'mods) View: https://www.mediafire.com/view/1xw89wddsccys0x/Fox_snowy.jpg/file Zip olive: https://www.mediafire.com/file/nn3u18wv6dxtlkd/Fox_olive_snow.zip/file Zip white: https://www.mediafire.com/file/apzg2084dwpvdfi/Fox_white_snow.zip/file
  16. So for @kohlenklau, my cooking secrets since May last year are: in 10 min with 1 or 2 layers in photoshop, by playing with the color replacement tool I obtain the vehicle in white, then I erase on this new layer the areas without camouflage. I pass the resolution from 72 to 300 dpi, but not always, for example to go quickly I worked on the Sherman Crab in 72 dpi. I paint snow, and sometimes a bit of rust, with Krita's brushes on one or 2 layers, which can take the day spread over the week. Painting snow relaxes me, and on Aris' excellent mods it's a real pleasure (on a Wacom graphics tablet). To identify the surfaces of the 3D model on the 2D bmp file, in 1 hour I paint it with numbers or geometric shapes then I take screenshots of the vehicle. You will recognize in my works the influences, and not the plagiarism, of Bruegel the Elder and Monet. I don't paint snow, I am snow, Jon Snow.
  17. Sorry, I just read the messages. I'm still working on British vehicles and armour, I still have to finish the Fox and the M9 Halftracks, but I think it's going to be copy-pasting with textures already done for similar vehicles. Then I'll give the package to Bootie. After I will redo some Russian tanks such as the SU 85, its white camouflage is very sparkling on my screen. If you have a specific request don't hesitate, but as a priority I work on vehicles that don't have a snow texture at all.
  18. Priest late, British and US - white or olive (on Aris 's mods). View: https://www.mediafire.com/view/1z5ig1u5l4yp4q1/Priest.jpg/file British Zip: https://www.mediafire.com/file/unr2zn832mtwwcz/Priest_UK_snow.zip/file US Zip: https://www.mediafire.com/file/vwu4h074pe5858m/Priest_US_snow.zip/file US White Zip: https://www.mediafire.com/file/bmp4zhdauxc5g0g/Priest_US_white_snow.zip/file
  19. I first searched the forums for this issue. A texture is missing on the Panther V D Late, a rail plate. On other Panther V D Late but with the plates arranged differently there is no problem. I don't use mods for these tanks. The other Panthers have no problem. I reinstalled the game, without mods, the problem persists. Graphics card is up to date. View: https://www.mediafire.com/view/29o4tlmhy3ys8me/Panther_bug.jpg/file
  20. Thank you Wasp IIc snowy (mix between Aris mods and original BF.c bmp) View: https://www.mediafire.com/view/kk9fa40xwv3rdcr/Wasp_II_C.jpg/file Zip: https://www.mediafire.com/file/ledltkshg1kra1g/Wasp_IIC_snow.zip/file
  21. Sherman Crab Flail - British - snowy (on Aris' mods). View: https://www.mediafire.com/view/9mm8nkbxxzgfapb/Sherman_Crab_UK_snow.jpg/file Zip: https://www.mediafire.com/file/kznzfpi9oq43s4v/m4-75mm-flail-late_british_snow.zip/file
  22. M5 halftracks UK snowy, olive or white (Ari's mods). View: https://www.mediafire.com/view/7a1ncol8651c7qy/M5_HT_UK_snowy.jpg/file Zip: https://www.mediafire.com/file/95x63ggf5lltg9e/M5_HT.zip/file Zip White: https://www.mediafire.com/file/nha78mtce8dwiin/M5_HT_white.zip/file
  23. it is a mad scenario: a mutual assured destruction scenario
  24. Ty both, FI, the worst cm? It's a matter of taste, I like FI with its little special effect of cloudy shadows scrolling over the vineyard slopes. The designer team had to paint a singing and sunny landscape a bit like for Normandy (in BN I use mods for buildings farms etc. and to make it less green) but opposite Russia and the German border in FB. For me the bet is successful. This is the game where I've encountered the most minor bugs, but it's also a game with the most variety of units (indians Italian and french). Morris Bofor snowy ( with BF.c original bmp) View: https://www.mediafire.com/view/cqulj70p9ncd5qi/Morris_Bofor.jpg/file Zip: https://www.mediafire.com/file/awxneaqymnuhgeb/Morris_Bofor_snowy.zip/file
  25. I don't use the mods for landscapes and architectures in FI (I mainly use backgrounds mods with BN, and SF2). On my PC the landscapes are not bland, so I don't intend to rework them. You can find some FI terrain/buildings mods here: https://cmmodsiii.greenasjade.net/?cat=28 Sexton snowy (Aris' mods) View: https://www.mediafire.com/view/vcrw7s4x9hod1xw/Sexton_snow.jpg/file Zip: https://www.mediafire.com/file/a5iqfkkon16x711/Sexton_snow.zip/file Zip White: https://www.mediafire.com/file/kd3pkma6ju6hevl/Sexton_white_snow.zip/file
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