umlaut Posted August 18, 2014 Share Posted August 18, 2014 What happens when one makes a scenario using these additional flavor objects and some one else loads the scenario? Just made a quick test with the Gaz MM test map I used when making the mods described in the guide. I removed the modded files for Cart2 and Cart3, then loaded the map: All the Gaz´ trucks were just carts again. Like golden carriages reverting to pumpkins after midnight. So it is of course important that you use these flavor objects for the scenarios they are meant for. 0 Quote Link to comment Share on other sites More sharing options...
Tempestzzzz Posted August 19, 2014 Share Posted August 19, 2014 Sequoia: If you make a scenario for public download put a readme in with the link to the flavor object with your scenario file. _______________________________________________ umlaut: Hope you don't mind-I rolled my own for private use. Combined with another telephone pole mod I did way back for FI. Did a flavor object 'junk flavor' with an SdKfz. Meh it doesn't provide cover and vehicles can drive through it. [note CMSF telephone/light pole ] 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted August 21, 2014 Share Posted August 21, 2014 Just made a quick test with the Gaz MM test map I used when making the mods described in the guide. I removed the modded files for Cart2 and Cart3, then loaded the map: All the Gaz´ trucks were just carts again. Like golden carriages reverting to pumpkins after midnight. So it is of course important that you use these flavor objects for the scenarios they are meant for. So if I understand correctly these are really mods of existing objects not actually "additional" flavor objects? 0 Quote Link to comment Share on other sites More sharing options...
IronCat60 Posted August 21, 2014 Share Posted August 21, 2014 Thank you both for your hard work in this area of game modding. Tempestzzzz thanks for your ground work in getting things started. Umlaut thanks for the effort on composing a pdf on this subject. The only reason I went with converting one truck to another was to provide a solid object option. Thanks Friends! Mech.Gato 0 Quote Link to comment Share on other sites More sharing options...
Fizou Posted August 21, 2014 Share Posted August 21, 2014 So if I understand correctly these are really mods of existing objects not actually "additional" flavor objects? Its possible to add additional ones as well as with the horses for BN/FI if Im not misstaken. 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted August 21, 2014 Share Posted August 21, 2014 Its possible to add additional ones as well as with the horses for BN/FI if Im not misstaken. Okay, well that takes me back to the question I asked in #25. If you create a scenario with the "additional" flavor object, will there be a problem if some one run's the scenario without the additional flavor object in their Z folder? 0 Quote Link to comment Share on other sites More sharing options...
umlaut Posted August 26, 2014 Share Posted August 26, 2014 So if I understand correctly these are really mods of existing objects not actually "additional" flavor objects? That would depend on your definition of "additional". You can take a flavor object from a completly different CM game and place it in CMBN (before the 3.0 upgrade) - like dead cows or chicken coops from CMRT for instance. That would be additional to CMBN in my view. But if you mean if we can introduce completely new objects to CM, the answer is no. You cannot add an object to CM, you can only mod the surface of the object and - like in this case - rename them and make them into new and different flavor objects. But with a little creativity you can get a long way, I think. Try looking at the flavor objects I´ve made for CMRT - if you haven´t already seen them: http://www.battlefront.com/community/showpost.php?p=1544589&postcount=38 http://www.battlefront.com/community/showpost.php?p=1546412&postcount=57 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted August 26, 2014 Share Posted August 26, 2014 That would depend on your definition of "additional". You can take a flavor object from a completly different CM game and place it in CMBN (before the 3.0 upgrade) - like dead cows or chicken coops from CMRT for instance. That would be additional to CMBN in my view. But if you mean if we can introduce completely new objects to CM, the answer is no. You cannot add an object to CM, you can only mod the surface of the object and - like in this case - rename them and make them into new and different flavor objects. But with a little creativity you can get a long way, I think. Try looking at the flavor objects I´ve made for CMRT - if you haven´t already seen them: http://www.battlefront.com/community/showpost.php?p=1544589&postcount=38 http://www.battlefront.com/community/showpost.php?p=1546412&postcount=57 Thank you for clarifying. I understand now. That's good work you're doing. 0 Quote Link to comment Share on other sites More sharing options...
Bulletpoint Posted October 3, 2014 Share Posted October 3, 2014 It would be so nice if flavour objects were obstacles and provided cover, depending on type of course. A line of bombed out trucks on a road could provide cover and concealment for a flanking move for example. A destroyed tank could block the road through a village, but you wouldn't know before you turned the corner. 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted February 14, 2015 Share Posted February 14, 2015 Do these additional flavor objects that people have made for CMBN work in CMFI? Or in other words can I just put the files in my CMFI Z folder? Thanks 0 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted February 15, 2015 Share Posted February 15, 2015 Sequoia, I cannot say for all of them but I have placed umlauts CMRT stumps mod into CMFI z folder and it worked. In the CMFI editor you get more choices for stumps for flavor objects. Sprinkle them into your 2D map and then in 3D view, move them around. Try it for the cows and such. I am pretty sure it works in CMFI as well. 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted February 15, 2015 Share Posted February 15, 2015 Yes I tried the additional Roadside Rail objects, and the Pond, Farm, and Stump and they all worked fine in CMFI. 0 Quote Link to comment Share on other sites More sharing options...
para Posted February 16, 2015 Share Posted February 16, 2015 I would of like to have seen downed aircraft, gliders and discarded parachuites in Market Garden 0 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted February 16, 2015 Share Posted February 16, 2015 downed aircraft and gliders: uh-uh, aint gonna happen...sorry. Beyond modders capability AFAIK. discarded parachutes: working on it, standby. 1 Quote Link to comment Share on other sites More sharing options...
para Posted February 16, 2015 Share Posted February 16, 2015 (edited) downed aircraft and gliders: uh-uh, aint gonna happen...sorry. Beyond modders capability AFAIK. discarded parachutes: working on it, standby. I would of liked BF to have added them in. Anyway, will yours be draped off structures buildings/poles etc or just lying around. How are you going to achieve it? or is it a secret kohlenklau Edited February 16, 2015 by para 0 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted February 16, 2015 Share Posted February 16, 2015 Work in progress using lesser used road terrain tiles to allow rotation for a variety of discarded AN-6513 'chutes, harnesses, etc. Sorry no church steeple mod for Sainte-Mère-Église ! 1 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted February 16, 2015 Share Posted February 16, 2015 This thread has inspired me to try my hand at making additional poster objects including some more for the Netherlands. Plus some of the stock Battlefront posters strike me as being more appropriate for Germany than France or Holland. I won't change them but I'm thinking more poster choices would be nice. Some one did a big set of posters for Red Thunder but I couldn't find any additional posters for CMBN. 0 Quote Link to comment Share on other sites More sharing options...
para Posted February 17, 2015 Share Posted February 17, 2015 (edited) Work in progress using lesser used road terrain tiles to allow rotation for a variety of discarded AN-6513 'chutes, harnesses, etc. Sorry no church steeple mod for Sainte-Mère-Église ! Are you also able to create discarded weapon/supply canisters? Edited February 17, 2015 by para 0 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted February 17, 2015 Share Posted February 17, 2015 (edited) aye laddy, we is aimin' for that as well. (slipped into a Marketty-Gardenny kind of attitude for a second...) The mod will be a general purpose cluster bomb kind of mod to sprinkle into any scenario involving paratroops. FJ, Brits, Soviets, US, French DBP, Vatican City... Edited February 17, 2015 by kohlenklau 1 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted February 17, 2015 Share Posted February 17, 2015 Sequoia, Those new Soviet posters were from juju's Railyard scenario and mod CMRT project. He is also the contractor I have hired to do the discarded chutes/etc. I am looking for the shrubbery he has expressed a desire for as payment. 0 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted February 17, 2015 Share Posted February 17, 2015 Hey Sequoia, I got a cool modding project idea for you to try. If interested, please PM me. 0 Quote Link to comment Share on other sites More sharing options...
para Posted February 17, 2015 Share Posted February 17, 2015 (edited) aye laddy, we is aimin' for that as well. (slipped into a Marketty-Gardenny kind of attitude for a second...) The mod will be a general purpose cluster bomb kind of mod to sprinkle into any scenario involving paratroops. FJ, Brits, Soviets, US, French DBP, Vatican City... cheers kohlenklau luvvly jubbly how long do i have to wait for this mod any teaser screenies? Edited February 17, 2015 by para 0 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted February 17, 2015 Share Posted February 17, 2015 Standby. No ETA yet. 1 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted February 18, 2015 Share Posted February 18, 2015 Is the Shock Force flavor object arrangement too different to add flavor objects in this way? 0 Quote Link to comment Share on other sites More sharing options...
kohlenklau Posted February 18, 2015 Share Posted February 18, 2015 Not sure, but I think you would find it is similar or exactly the same. Try 1 at a time. 0 Quote Link to comment Share on other sites More sharing options...
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