CameronMcDonald Posted March 19, 2015 Share Posted March 19, 2015 Thanks Kieme! I'm looking forward to the whole Russian complement making it in. 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted March 19, 2015 Author Share Posted March 19, 2015 Yes I would like to take a look at the russian bmp-2s now. 0 Quote Link to comment Share on other sites More sharing options...
Peter Panzer Posted March 19, 2015 Share Posted March 19, 2015 Kieme: Good to see you back. Here’s hoping real life has calmed down enough to allow you to get back to what brings you (and judging by the size of this thread, many of us) joy. Quick question, will you also be modding the artillery observation variant of the BTR? It looks like it was left out of your original set for these vehicles. Thanks again for all you have done to help take Black Sea to new visual heights - I can't wait to see what you have in store for us next! 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted March 19, 2015 Author Share Posted March 19, 2015 (edited) You are welcome. Sure that vehicle is a leftover, couldn't use the same templates adopted for the BTRs so I had to skip it. I would surely like to mod that too (plain green only), but as for several Other rare vehicles I'd push them down the list. I also started working on a 2x2km map that I'd like to use for some ideas, and experimenting with the editor to make a modern looking environment (but made up, not based on an actual location). Edited March 19, 2015 by Kieme(ITA) 0 Quote Link to comment Share on other sites More sharing options...
snake_eye Posted March 20, 2015 Share Posted March 20, 2015 You are not going to Look at a scenario the same way you did with Kieme's mods. Fantastic work. Thanks Kieme. 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted March 25, 2015 Author Share Posted March 25, 2015 (edited) Kieme CMBS Optional Highway (HD) What is this mod: this mod is intended to give more options to the scenario designer sacrificing the ability to make slanted highways. So, the mod changes all the Tiles used by "highway" editor road option and converts them to the following assets: NS/EW asphalt highway (new asphalt), NS/EW asphalt highway (worn out asphalt), parking lot, airport concrete slabs. This mod is in HD, that means it has higher resolution textures than the original ones. However, it should not add a strong impact to game performance because the original textures were of a very low resolution. This mod comes in 2 versions: -version: total conversion (will change the appearance of highway Tiles in all existing maps/scenarios/quick battles/campaigns) -version: TAG (will change the appearance of highway Tiles in the pre-designed scenarios with this precise tag that will be released in the future) This mod has 1 add on: -editor buttons (will change the editor buttons for highway to make it easier to deploy the new assets - for scenario makers) Note for scenario designers: the total conversion version should be installed if you want to make it easier to see what is being used within the 2d map editor. Then, you can uninstall the total conversion and keep using the TAG version from there on. If you are unsure what to download just download the TAG version, so that it won't change anything in your existing game, but will give you the chance to see correctly new user created maps which will use this mod. The files should go to your mods folder as usual. Downloads: -TAG version mod: https://app.box.com/s/jfwkivms84094nno5lyb20eyt4fh8x7t -total conversion mod: https://app.box.com/s/um40u18msvxpjpflwjzmdh3f73rt3i0s -editor buttons add on: https://app.box.com/s/p12rlix2lpbui9n8r1zmq0rza93qa2ag Editor's preview: In game previews of the above assets: Edited March 25, 2015 by Kieme(ITA) 1 Quote Link to comment Share on other sites More sharing options...
rocketman Posted March 25, 2015 Share Posted March 25, 2015 Looks amazing. Does it work in tandem with your improved roads mod? 0 Quote Link to comment Share on other sites More sharing options...
Ithikial_AU Posted March 25, 2015 Share Posted March 25, 2015 Love the idea of highways. More terrain options keep map makers happy. Fingers crossed some of these ideas (like parking lots!) become mainstream and part of CMBS through future modules. 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted March 25, 2015 Author Share Posted March 25, 2015 Yes you can use improved roads as they do not conflict at all. 0 Quote Link to comment Share on other sites More sharing options...
exsonic01 Posted March 25, 2015 Share Posted March 25, 2015 Great job. You are realizing "Cities: Skylines" in the CM-BS. Sometimes I wonder, is there any way to use the geometries from Cities: Skylines or Simcity to CM:BS or Wargame:RD. (Just kidding, but that could be heavy but perfect urban warfare map ) 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted March 26, 2015 Author Share Posted March 26, 2015 (edited) exsonic the concept you expressed is very interesting. One side of modern warfare would indeed hit, sooner or later, the big blocks that make most of european and east european cities' suburbs and slums. Not a case that developers included modular buildings up to 14 levels... Kiev: Plenty of ideas for a urban map. I'd go with a 1kmx1km due to the higher density. And yes, from a tactical point of view, a true hell. Edited March 26, 2015 by Kieme(ITA) 0 Quote Link to comment Share on other sites More sharing options...
TAKODA Posted March 26, 2015 Share Posted March 26, 2015 A map with all those high-rise apartment blocks would be awesome, a snipers paradise. Perhaps the objective could be to secure a highway that is surrounded by tall buildings like in that last picture you posted, that would be one hell of a tough scenario, and one hell of a fun scenario. 0 Quote Link to comment Share on other sites More sharing options...
Splinty Posted March 26, 2015 Share Posted March 26, 2015 (edited) I actually have a map just made for urban ops. It has no AI plans or set up zones, I only made it to see what I could do with the editor. I think it turned out pretty well. Edited March 26, 2015 by Splinty 6 Quote Link to comment Share on other sites More sharing options...
Wodin Posted March 27, 2015 Share Posted March 27, 2015 ^^WOW...looks superb..some great urban combat in there!! 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted March 27, 2015 Author Share Posted March 27, 2015 Next vehicle coming is the russian tunguska: 3 Quote Link to comment Share on other sites More sharing options...
Wiggum15 Posted March 27, 2015 Share Posted March 27, 2015 Awesome ! 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted March 27, 2015 Author Share Posted March 27, 2015 Kieme CMBS Tunguska Special thanks to BTR for providing the ideal green base textures. Comes in green and 3-tone camo versions, please make sure you choose only one to use. Green version download: https://app.box.com/s/y40xg7xlincl3jjsh0qi2w2ma7u7cums Green version preview: --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 3-tone camo download: https://app.box.com/s/19z7fuib25jo1muct7yzx5fgznl8fx1d 3-tone camo preview: 3 Quote Link to comment Share on other sites More sharing options...
Reiter Posted March 27, 2015 Share Posted March 27, 2015 ^Nice as always. 0 Quote Link to comment Share on other sites More sharing options...
CPC922 Posted March 27, 2015 Share Posted March 27, 2015 Amazing. I'm hoping by the time my new laptop comes, you have one master download file Thanks again Kieme. 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted March 28, 2015 Share Posted March 28, 2015 Kieme, I have noticed that you have made some mods of editor buttons. I have an idea for building buttons in the editor, so that they show how many levels they have, before putting them on the map. I'll try this for all CM*2 games. However, I have never modded anything. How do I know which brz-file to RezExplode? Is there a guide to the process of modding in the forum (I admit, have not checked yet...)? 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted March 28, 2015 Author Share Posted March 28, 2015 (edited) You will find editor buttons in this file: black sea v100a.brz under "editor". There are not many guides, because, in the end, it's like making a guide for a specific paint program. My suggestion is to check all the characteristics of the file you want to mod (extension, resolution, 24 or 32 bits etc.) and make sure you match the originals. There's this old thread: http://community.battlefront.com/topic/81879-painting-skins-video-tutorial/ As a reference I used this free program: RealWorldPaint Edited March 28, 2015 by Kieme(ITA) 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted March 28, 2015 Share Posted March 28, 2015 You will find editor buttons in this file: black sea v100a.brz under "editor". There are not many guides, because, in the end, it's like making a guide for a specific paint program. My suggestion is to check all the characteristics of the file you want to mod (extension, resolution, 24 or 32 bits etc.) and make sure you match the originals. There's this old thread: http://community.battlefront.com/topic/81879-painting-skins-video-tutorial/ As a reference I used this free program: RealWorldPaint Thanks. Is it the corresponding file in the other games as well that contain the editor buttons? My question was not regarding how to mod the files, I'll probably go with Photoshop - it was the file handling of RezExplode and RezPack as the manual didn't make me understand the process fully. But I'll give it a go nontheless. 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted March 28, 2015 Author Share Posted March 28, 2015 (edited) Should be the same yes. You can copy and paste the big .brz file inside "input" or rezexplode, then hit rezexplode exe file, wait some time, and in "exploded" folder you'll find the plain files. In case: you don't need to re-pack the modded ones in .brz, you can leave them plain. Edited March 28, 2015 by Kieme(ITA) 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted March 28, 2015 Share Posted March 28, 2015 From what I can tell, it isn't possible to do the mod I intended to do because the editor uses the same button in some occasions for a residential buildning with two levels, but a commercial buildning with only one. Shame. When making maps, the editor buttons for buildings are not very informative unfortunately. 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted March 28, 2015 Author Share Posted March 28, 2015 (edited) That's true, independent buildings should be a bit more specific, it's not like the modulars which are always the same as base (and the layout can be changed manually in game). Edited March 28, 2015 by Kieme(ITA) 0 Quote Link to comment Share on other sites More sharing options...
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