SeinfeldRules Posted February 14, 2015 Share Posted February 14, 2015 Hello everyone. Here is a new terrain mod you can all try out for CMBS. It is essentially the same terrain mod I made for CMRT, with some minor differences in doodads and without some older terrain tiles not suitable for the modern time period. I recommend Kieme's foliage mod to be used along with this mod. If you tried out my CMRT mod, then you know what you are getting. If you haven't, check out this thread here: http://community.battlefront.com/topic/114363-new-terrain-mod-for-cmrt/ for screens of the terrain in CMRT. https://www.dropbox.com/s/zgg7tdoumr534bz/AD%20CMBS%20Terrain.zip?dl=0 And here are two pictures showing off what the new terrain looks like in CMBS itself. 3 Quote Link to comment Share on other sites More sharing options...
Zveroboy1 Posted February 15, 2015 Share Posted February 15, 2015 Nice, I have been waiting for this one. I love it how it gets rid of the patchwork effect when zoomed out with the green and the yellow grass. They blend together nicely. 0 Quote Link to comment Share on other sites More sharing options...
TAKODA Posted February 15, 2015 Share Posted February 15, 2015 I will install this tonight and give it a look. Thanks for sharing. 0 Quote Link to comment Share on other sites More sharing options...
TGarner Posted February 15, 2015 Share Posted February 15, 2015 Awesome job! Easy on frames and really helps the look of the game. Thank you. Cant wait for Normandy 0 Quote Link to comment Share on other sites More sharing options...
TGarner Posted February 15, 2015 Share Posted February 15, 2015 Actually I just dumped this in Normandy and I have to say it looks pretty dang great! Hmmmm 0 Quote Link to comment Share on other sites More sharing options...
SeinfeldRules Posted February 15, 2015 Author Share Posted February 15, 2015 I have a CMBN terrain mod that I will put out tomorrow 0 Quote Link to comment Share on other sites More sharing options...
TAKODA Posted February 15, 2015 Share Posted February 15, 2015 (edited) At the risk of sounding like a complete buffoon, where do I place the mod file? does it go into the data folder, or my z folder? Edited February 15, 2015 by TAKODA 0 Quote Link to comment Share on other sites More sharing options...
Holman Posted February 15, 2015 Share Posted February 15, 2015 At the risk of sounding like a complete buffoon, where do I place the mod file? does it go into the data folder, or my z folder? I think it's expected that we don't use a Z folder now. For CMBS (and also CMRT and CMFI--everything after CMBN), the standard is for mods to go into the "Mods" folder in the Documents location, like so: C:\Users\Admin\Documents\Battlefront\Combat Mission\Black Sea\User Data\Mods 1 Quote Link to comment Share on other sites More sharing options...
TGarner Posted February 15, 2015 Share Posted February 15, 2015 (edited) Holman, Is there a reason to not use the z folder any longer? I mean is there a difference in performance or a technical reason not to? I had heard that either was an option. Seinfeld, that is great! THank you for your hard work. Edited February 15, 2015 by TGarner 0 Quote Link to comment Share on other sites More sharing options...
SeinfeldRules Posted February 15, 2015 Author Share Posted February 15, 2015 (edited) The z folder was their originally because CMSF and CMBN didn't have a mod folder. The way the game works now is that it loads all the files in the "Data" folder first, then looks in the "Mod" folder and loads all the data alphabetically, replacing any files that was loaded previously with whatever new file was found. The reason the Z folder came about is because originally when we didn't have a mod folder, the game needed to load our mods last to overwrite the default data found in the actual brzs. Since Z is the last letter in the alphabet, any data found in that folder would be loaded last and overwrite the default files. Within the mod folder you can do the same thing though - let's say you have a really cool dirt tile that you love and want to use instead of mine - create a "z" folder within the mod folder and put the tile's .bmp in there. Since it's loading things alphabetically, anything in that folder will be loaded last, and show up in game. Edited February 15, 2015 by SeinfeldRules 1 Quote Link to comment Share on other sites More sharing options...
TGarner Posted February 15, 2015 Share Posted February 15, 2015 Ahh ok thank you very much for the explanation. 0 Quote Link to comment Share on other sites More sharing options...
Splinty Posted February 16, 2015 Share Posted February 16, 2015 Your mod looks and runs great! Thanks! 0 Quote Link to comment Share on other sites More sharing options...
TAKODA Posted February 16, 2015 Share Posted February 16, 2015 Thanks for explaining guys. 0 Quote Link to comment Share on other sites More sharing options...
Hister Posted February 19, 2015 Share Posted February 19, 2015 Ha, you made one for CMBS too! Using it! 0 Quote Link to comment Share on other sites More sharing options...
Hister Posted February 23, 2015 Share Posted February 23, 2015 SeinfeldRules, could you perhaps make a bigger distinction between green and yellow grass? The original look as designed by map makers when using these two in combination seems to fade away too much. 0 Quote Link to comment Share on other sites More sharing options...
BadgerDog Posted February 24, 2015 Share Posted February 24, 2015 On Apple Mac versions, there is no MODS folder within the app PKG. If you open the PKG, you still have the traditional DATA folder and in that I have the standard Z folder, which works fine for me when I place any add-on mods there. Regards, Doug 0 Quote Link to comment Share on other sites More sharing options...
waclaw Posted February 24, 2015 Share Posted February 24, 2015 as for me, the texture is too dark - maybe you should be a little brighter? 0 Quote Link to comment Share on other sites More sharing options...
SeinfeldRules Posted February 24, 2015 Author Share Posted February 24, 2015 The texture is the color that it is because as you start making it lighter/yellower, it starts to form a patchwork effect from higher viewpoints (where we spend 90% of our time playing this game) that looks completely wrong. Looking at satellite images and photos of Ukraine in the summer, the yellow parts (really light brown) blend subtley with the surrounding healthy grass and isn't that distinct. Look at the standard maps in CM with a yellower grass tile and it looks like you have 8x8 clumps of dead grass everywhere. Accurate for the fall months but not June and July. A grass and yellow grass tile that are similar in color and tone allow for these maps to have fields that are full of smooth and sutble tonal variations that is pleasing to the eye. It looks far more natural and is better representative of a world that does not have uniform, distinct color tiles. On my monitior, I can still clearly see where green grass is and yellow grass is, and when you get down to the ground level the grass itself is quite brown and dry looking. But from afar it looks like a natural field with color variations that are realistic, and most importantly, good to look at. There is nothing stopping you from including someone elses yellow grass tile from another mod, and putting it in a Z folder within the mod folder, so it overwrites my tile. Make sure you include "mini grass yellow", "mini grass yellow 1" and "mini grass yellow 2" to prevent strange transition issues. 0 Quote Link to comment Share on other sites More sharing options...
Hister Posted February 24, 2015 Share Posted February 24, 2015 OK, got it. 0 Quote Link to comment Share on other sites More sharing options...
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