JoMac Posted June 5, 2019 Share Posted June 5, 2019 (edited) 9 hours ago, BletchleyGeek said: - I am pretty sure that there is more than just direct hitbox-ray intersections to determine whether pixeltruppen are hit. I would bet money there is in place some fudgy "saving roll" that depends on environmental parameters (like the terrain type of the type where the pixelsoldat stands) and probably behavioural ones (like which is the progress through the sequence of behaviours/animations). The latter would be a way to take into account that the pixelsoldat isn't completely still as it transitions between stances. Yes, this more likely correct... Edited June 5, 2019 by JoMc67 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted June 6, 2019 Author Share Posted June 6, 2019 @Kaunitz, if your edits work for you well then keep going with it and have fun. As said I personally don´t like the "snap shot" fighting behavior, although it´s just an altered animation sequence. I understand your intentions. They´re the same as I started that little project in 2015, changing survival chances for our poorly trained pixeltroopers. If you just like to have some (more realistic) fun vs. the AIP then it´s all ok. If you start H2H games then consult your opponent about this. My PBEM with @Heirloom_Tomato thus far wen´t free of issues (from my POV, don´t exactly know about HT´s), but we both use the same mod compilation (RHZ Realism Package in place on computers. Still got to test play the patch and keep going with the DAR. 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted June 6, 2019 Author Share Posted June 6, 2019 On 6/5/2019 at 8:55 AM, BletchleyGeek said: Note I said observations rather than questions. The truth is hidden from us and I am not expecting you to backtrack, Leibniz style, all the way from what is seen to the ultimate causes of what is seen. The probing you have been doing and discussing have greatly illuminated part of the mystery. CM2 isn't a 100% what you see is what you get game/sim. You noted projectiles going through foxholes and I have seen all kinds of small calibers going through heads, arms, legs and groins of pixeltruppen. The environmental effects are referred to as "microcover" and were confirmed by Steve. the projectiles going through stuff is somewhat misleading. I´d made a sound mod to enhance the hit impact and penetration sounds on building walls (and others). This combined with the "no tracer" mod now gives me more of a WYSIWYG experience. I think BFC did the tracers the way it is for providing more not so FOW player feedback. Improving situational awareness and such. For this to work without putting strains on FPS I think they avoided letting tracers stop (and vanish) upon actual impact on something. One the reasons I made the no tracers mod actually. Not that I don´t like tracer FX, I simply found it highly confusing seeing bullets/tracers penetrate through something when they actually did not! 0 Quote Link to comment Share on other sites More sharing options...
BletchleyGeek Posted June 6, 2019 Share Posted June 6, 2019 29 minutes ago, RockinHarry said: the projectiles going through stuff is somewhat misleading. I´d made a sound mod to enhance the hit impact and penetration sounds on building walls (and others). This combined with the "no tracer" mod now gives me more of a WYSIWYG experience. I think BFC did the tracers the way it is for providing more not so FOW player feedback. Improving situational awareness and such. For this to work without putting strains on FPS I think they avoided letting tracers stop (and vanish) upon actual impact on something. One the reasons I made the no tracers mod actually. Not that I don´t like tracer FX, I simply found it highly confusing seeing bullets/tracers penetrate through something when they actually did not! Excellent point Harry, it looks better from afar as it gives an unmistakable visual cue of a firefight happening. 1 Quote Link to comment Share on other sites More sharing options...
Kaunitz Posted June 7, 2019 Share Posted June 7, 2019 By the way. Maybe this is something to add for your realism mod: When bullets hit trees, there are some impact effects (small explosions, dust). While this is nice, it is not part of the fog of war, i.e. the enemy can see these effects even when he has not spotted the unit whose firing is causing them. Especially when automatic weapons are involved (many bullets hitting something in a short time), it broadcasts the bearing of the unit. If you also take into account that you can pin-point units due to their sound, you can get a very clear picture of where unspotted units are. 1 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted June 7, 2019 Author Share Posted June 7, 2019 12 hours ago, Kaunitz said: By the way. Maybe this is something to add for your realism mod: When bullets hit trees, there are some impact effects (small explosions, dust). While this is nice, it is not part of the fog of war, i.e. the enemy can see these effects even when he has not spotted the unit whose firing is causing them. Especially when automatic weapons are involved (many bullets hitting something in a short time), it broadcasts the bearing of the unit. If you also take into account that you can pin-point units due to their sound, you can get a very clear picture of where unspotted units are. not quite sure this would be applicable. Think some the textures are used for all kind of related FX and if you make them "invisible" like in the icons mod it would affect all visual effects, not just the ones you mentioned. But you can always experiment yourself off course. Making concerned alpha layers opaque and resave is a matter of a minute or less. 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted November 12, 2022 Author Share Posted November 12, 2022 Anybody still using this? Figured one could bits of mix and match some the idle animation sequences with ones from different weapon groups. I.e taking the idles from LMG troopers work for rifle carrying guys as well and vice versa. This bits of adds more variation. There´s also ways to bits of individualize certain pixeltroopers stances according to ones preferences like inspired from here: Also like to remind of Frenchy56´s cool MG34/42 ani file mod here https://www.thefewgoodmen.com/cm-mod-warehouse/?s=MG34 1 Quote Link to comment Share on other sites More sharing options...
Lucky_Strike Posted November 12, 2022 Share Posted November 12, 2022 2 hours ago, RockinHarry said: Anybody still using this? Figured one could bits of mix and match some the idle animation sequences with ones from different weapon groups. I.e taking the idles from LMG troopers work for rifle carrying guys as well and vice versa. This bits of adds more variation. There´s also ways to bits of individualize certain pixeltroopers stances according to ones preferences like inspired from here: Also like to remind of Frenchy56´s cool MG34/42 ani file mod here https://www.thefewgoodmen.com/cm-mod-warehouse/?s=MG34 Yep, I like to see on screen what I think would happen in reality. Especially like the replacement cower and buddy aid. Absolute must for me, can't tolerate seeing the curled up cower animations anymore. 1 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted November 12, 2022 Author Share Posted November 12, 2022 3 minutes ago, Lucky_Strike said: Yep, I like to see on screen what I think would happen in reality. Especially like the replacement cower and buddy aid. Absolute must for me, can't tolerate seeing the curled up cower animations anymore. Exactly. The curled one too much defeats FOW and our wannabe medics should be bits of less self sacrificing. That was hotly debated elsewhere already, but I keep prefering my little helper tweaks nonetheless. The original curled up thing has certain benefit in confined spaces though. Like "in" (?) foxholes and trenches i.e. But it´s very small. 0 Quote Link to comment Share on other sites More sharing options...
JoMac Posted November 14, 2022 Share Posted November 14, 2022 (edited) @RockinHarry...Yes, and I still use your 'Realism Mod'. However, I stopped using the 'MG Stance' (think it's called) and maybe one other because crew in SP Vehicles tend to go prone (instead of sitting). I also use the 'No Tracer' mod (part of the 'Realism Mod')...Now, if BF just made Small Arms Tracer fire for MG's only, then that would be nice. Joe Edited November 14, 2022 by JoMac 2 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted November 14, 2022 Author Share Posted November 14, 2022 8 hours ago, JoMac said: @RockinHarry...Yes, and I still use your 'Realism Mod'. However, I stopped using the 'MG Stance' (think it's called) and maybe one other because crew in SP Vehicles tend to go prone (instead of sitting). I also use the 'No Tracer' mod (part of the 'Realism Mod')...Now, if BF just made Small Arms Tracer fire for MG's only, then that would be nice. Joe Thanks for feedback Joe! Yep, I´m actually doing the same if there´s OT vehicles in any the forces. IIRC it´s unarmed idle kneel something and its ani gets shared among various pixeltrooper stances/crew positions unfortunately. If BFC seperates these, ani´s could be fine tuned better as well. Seems their animation specialist ain´t on board anymore. Yep, same for tracers. Can´t be that hard to code that in. Maybe more a matter of will and less of the aptitude. 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted November 15, 2022 Author Share Posted November 15, 2022 Not sure if it´s widely known, but you can assign and get more than just a single animation sequence played for a single pixeltrooper. Here´s example for german MP40 guy in kneel-idle stance. BFC Default Thompson guy sequence (just left hand hold is different) Bazooka guy sequence (a short, 1 second one) These are beeing triggered both sequentially and in some random order if more than one ani file is available for a given soldiers stance. Off course always depends on what the TacAI supposes him to do in any given situation (idle, aim, shoot, run..and so forth). So in MP40 guy case files are: mp40-idle-kneel.ani (CM default) mp40-idle-kneel 2.ani ( Thompson which was "thompson-idle-kneel.ani" formerly ) mp40-idle-kneel 3.ani ( Bazooka which was "bazooka-idle-kneel.ani" formerly ) So that´s what I´m toying around with beside some Blender related stuff ATM. Unfortunately available ani files are very limited due to BFC recycling these since CMBN initial release. That through all their follow up titles, incl modern ones. Maybe adapting a bit here and there but still almost all the same. Ah... and yes...who found it "funny" carrying over all that "turn head" and "scratch that helmet" micro ani sequences embedded in many the idle ones? My appreciation for that..... No better ideas...seriously? 3 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted November 17, 2022 Author Share Posted November 17, 2022 With CMRT battle pack now released and after reading @George MC ´s excellent CM Panzergrenadier handbook from here... ...I came to think about some the games known idiosyncrasies. While the TacAI´s behaviors can´t be changed or altered, at least some the cover related things can. I loaded up CMRT´s SdKfz251/1 D model into Blender and bits of altered the crew members placements (excl. driver and radio operator) . That for better cover/protection when vehicle and grenadiers are not in "open up" state. Secondly I used parts of my infantry animation mod to enforce the Panzergrenadiers always using kneel stance when firing and reloading handguns, while beeing in the vehicle and "open up". Since it´s just a test I did the animation file swap just on the Kar98k guys. Anyway, the game doesn´t allow any lMG gunner to stand up and shoot across the vehicles board wall plate. Other weapon carriers (like MP40, Stg44 etc) are still uneffected in this little test mod. So this is how it looks like with and without the tweaks. Seated Grenadier footprint with default CM placements. With tweaked positioning. Default CM Grenadier shooting and reloading stances. Kneel stance enforcement through animation file swap. Also tried a different MG gunner animation file. CM default. Swapped for BS M320 rifleman. and some inspirational footage If you like testing these tweaks in your CMRT game, unzip the file into your data/z folder as usual. https://www.dropbox.com/s/142dkk20m9ge33b/RHZ CMRT SdKfz251D test mod.zip?dl=0 8 Quote Link to comment Share on other sites More sharing options...
George MC Posted November 17, 2022 Share Posted November 17, 2022 1 hour ago, RockinHarry said: With CMRT battle pack now released and after reading @George MC ´s excellent CM Panzergrenadier handbook from here... ...I came to think about some the games known idiosyncrasies. While the TacAI´s behaviors can´t be changed or altered, at least some the cover related things can. I loaded up CMRT´s SdKfz251/1 D model into Blender and bits of altered the crew members placements (excl. driver and radio operator) . That for better cover/protection when vehicle and grenadiers are not in "open up" state. Secondly I used parts of my infantry animation mod to enforce the Panzergrenadiers always using kneel stance when firing and reloading handguns, while beeing in the vehicle and "open up". Since it´s just a test I did the animation file swap just on the Kar98k guys. Anyway, the game doesn´t allow any lMG gunner to stand up and shoot across the vehicles board wall plate. Other weapon carriers (like MP40, Stg44 etc) are still uneffected in this little test mod. So this is how it looks like with and without the tweaks. Seated Grenadier footprint with default CM placements. With tweaked positioning. Default CM Grenadier shooting and reloading stances. Kneel stance enforcement through animation file swap. Also tried a different MG gunner animation file. CM default. Swapped for BS M320 rifleman. and some inspirational footage If you like testing these tweaks in your CMRT game, unzip the file into your data/z folder as usual. https://www.dropbox.com/s/142dkk20m9ge33b/RHZ CMRT SdKfz251D test mod.zip?dl=0 Oh nice one mate 2 Quote Link to comment Share on other sites More sharing options...
JoMac Posted November 18, 2022 Share Posted November 18, 2022 (edited) Oh, Very Nice Indeed, @RockinHarry... Now, if we can somehow take the HT Passenger area and apply it to Fox Holes/Trenches so Troops are at least Chest Height (for that deeper trench look w/function)...Heaven I say Anyways, anything to help elevate some of the HT Gunner/Passengers casualties...And, at the very least it looks better. Edited November 18, 2022 by JoMac 2 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted November 18, 2022 Author Share Posted November 18, 2022 2 hours ago, JoMac said: Oh, Very Nice Indeed, @RockinHarry... Now, if we can somehow take the HT Passenger area and apply it to Fox Holes/Trenches so Troops are at least Chest Height (for that deeper trench look w/function)...Heaven I say Anyways, anything to help elevate some of the HT Gunner/Passengers casualties...And, at the very least it looks better. It´s on Mark´s and mine to do list already. We´ve some ideas but due to the odd nature of FH/trenches we got to be real creative for achieving a noticeable improvement. FH/Trenches are not vehicle types, so no way to add similar to pillbox individual pixeltrooper positions (soldier/leader/gunner). So we got to work with the geometry but not deviate from original too much, size and shape wise. Also proper map preparations (ditch locks) got to be made and combined with any improved geometry. But we´ll see. What ever comes from it will likely be just scenario maker assets and of no great use for older maps, unless beeing prepared and adapted by the map maker. So that´s the plan..... Re HT and grenadier stance test tweaks it should be mentioned that the animation file swap applies to any other pixeltrooper using same weapon class (K98k rifle) likewise. It´s a generic class and there´s no dedicated to half track crew member ones unfortunately. For this example (K98) it means ANY other K98 guy will never go up to stand and always shoot and reload his gun from kneel stance! From playing my infantry animation file swap mod you´ll know already. Any other stances remain uneffected unless tweaked by ani file swaps as well. 2 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted November 18, 2022 Author Share Posted November 18, 2022 If tests reveal no serious issues I might complete the CMRT set (other troop carriers, incl russkie lend lease stuff) and then maybe follow up with other the WW2 titles. Though it needs beeing understood that the ani file swaps is an all or nothing affair. Majority of animation files is shared among both nations infantry, whether they ride a half track or not. So if you dislike my (main) infantry animation swap mod, then don´t waste time on this! Otherwise any help testing the half track riding mod is highly appreciated! 2 Quote Link to comment Share on other sites More sharing options...
JM Stuff Posted November 19, 2022 Share Posted November 19, 2022 21 hours ago, RockinHarry said: If tests reveal no serious issues I might complete the CMRT set (other troop carriers, incl russkie lend lease stuff) and then maybe follow up with other the WW2 titles. Though it needs beeing understood that the ani file swaps is an all or nothing affair. Majority of animation files is shared among both nations infantry, whether they ride a half track or not. So if you dislike my (main) infantry animation swap mod, then don´t waste time on this! Otherwise any help testing the half track riding mod is highly appreciated! A plus one for this initiative Harry will be nice to have for all ww2 or minimum a correct one that we can make copy for the others JM 1 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted November 19, 2022 Author Share Posted November 19, 2022 34 minutes ago, JM Stuff said: A plus one for this initiative Harry will be nice to have for all ww2 or minimum a correct one that we can make copy for the others JM I´ve put this one on hold for the moment. The massive CMRT V2.12 patch requires me to check its content first before I precede. Though first tests revealed there ain´t much that might influence this particular mod project but I like to go sure. Most the patch´s content is more graphical and haven´t an idea on possible game engine changes yet. Here´s from (meagre) patch notes: BUG FIXES * FIXED: The game correctly overwrites existing saved games when directed to * FIXED: M3A1 scout car no longer has functioning non-WW2 thermal sight * FIXED: APDS and turret speed now factored into QB prices * FIXED: Blast values for some HE shells * FIXED: APHE lethality versus infantry * FIXED: 251/2 vehicle mounted mortar now able to fire when vehicle ammo used but mortar and crew still have ammo * FIXED: Building entry bug and troops breaking & running towards the enemy is corrected That´s just for bug fixes, but doesn´t tell anything about 10.5 GB of content not related to the game exe. At least not directly. My CMRT-FR install is now almost free of mods and I intend playing one the new battle pack´s missions. One that has many the german SdKfz troop carriers in use. After one playthrough I´d do another one with my mods installed. Should know then how much of a difference these make. So that´s the plan. I still can test play my mods in CMFB or BN in parallel. No idea if BFC plans on additional patches for these games as well. 0 Quote Link to comment Share on other sites More sharing options...
JM Stuff Posted November 19, 2022 Share Posted November 19, 2022 10 minutes ago, RockinHarry said: I´ve put this one on hold for the moment. The massive CMRT V2.12 patch requires me to check its content first before I precede. Though first tests revealed there ain´t much that might influence this particular mod project but I like to go sure. Most the patch´s content is more graphical and haven´t an idea on possible game engine changes yet. Here´s from (meagre) patch notes: BUG FIXES * FIXED: The game correctly overwrites existing saved games when directed to * FIXED: M3A1 scout car no longer has functioning non-WW2 thermal sight * FIXED: APDS and turret speed now factored into QB prices * FIXED: Blast values for some HE shells * FIXED: APHE lethality versus infantry * FIXED: 251/2 vehicle mounted mortar now able to fire when vehicle ammo used but mortar and crew still have ammo * FIXED: Building entry bug and troops breaking & running towards the enemy is corrected That´s just for bug fixes, but doesn´t tell anything about 10.5 GB of content not related to the game exe. At least not directly. My CMRT-FR install is now almost free of mods and I intend playing one the new battle pack´s missions. One that has many the german SdKfz troop carriers in use. After one playthrough I´d do another one with my mods installed. Should know then how much of a difference these make. So that´s the plan. I still can test play my mods in CMFB or BN in parallel. No idea if BFC plans on additional patches for these games as well. Just a question. Are the ani files the same for russians and usa or brits In case of movement and little actions? The differents weapons are for sure specifics of course. Most of the time the files are only a copy from modules to modules. So I dont know. In this way this will be easy to transfer from a game to another one. JM 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted November 19, 2022 Author Share Posted November 19, 2022 (edited) 25 minutes ago, JM Stuff said: Just a question. Are the ani files the same for russians and usa or brits In case of movement and little actions? The differents weapons are for sure specifics of course. Most of the time the files are only a copy from modules to modules. So I dont know. In this way this will be easy to transfer from a game to another one. JM Yep, BFC does that sort of ani file recylemania through all the games so think at least 90% is all the same. You can drop the current version of animation file mod (not the SdKfz251 one) into any the games mod folder an see yourself. Some very specific weapon systems got some small "adaptions", but that was about it basically. As can be seen in SdKfz251 example one can even use one this more specific ani files for a different purpose. The 251 gunner ani file is taken from Black Sea Demo in example and is fairly fine in this new role. (formerly beeing a M320 GL rifleman in Black Sea, but also beeing used for the russkies) And as said the vast majority of ani files is beeing used by both opponents the same time. So you can´t "cheat" on the AI player if playing solo. But this is also a big time saver for making this mod. Just got to sort out those 10-20% that are unique for a given nation. I´d predict that once the CW module is beeing released you likely won´t see any new ani files included with it. Maybe less than a handfull, if any at all. Edited November 19, 2022 by RockinHarry 0 Quote Link to comment Share on other sites More sharing options...
JM Stuff Posted November 19, 2022 Share Posted November 19, 2022 40 minutes ago, RockinHarry said: Yep, BFC does that sort of ani file recylemania through all the games so think at least 90% is all the same. You can drop the current version of animation file mod (not the SdKfz251 one) into any the games mod folder an see yourself. Some very specific weapon systems got some small "adaptions", but that was about it basically. As can be seen in SdKfz251 example one can even use one this more specific ani files for a different purpose. The 251 gunner ani file is taken from Black Sea Demo in example and is fairly fine in this new role. (formerly beeing a M320 GL rifleman in Black Sea, but also beeing used for the russkies) And as said the vast majority of ani files is beeing used by both opponents the same time. So you can´t "cheat" on the AI player if playing solo. But this is also a big time saver for making this mod. Just got to sort out those 10-20% that are unique for a given nation. I´d predict that once the CW module is beeing released you likely won´t see any new ani files included with it. Maybe less than a handfull, if any at all. So the patch change already some bugs, and you did already some news modifs yourself, when you finish them can you provide a link to download it ? Or do I understand it wrong ? JM 0 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted November 19, 2022 Author Share Posted November 19, 2022 (edited) 7 hours ago, JM Stuff said: So the patch change already some bugs, and you did already some news modifs yourself, when you finish them can you provide a link to download it ? Or do I understand it wrong ? JM I might do a workover and likely got to adapt to CMRT yet, but current version should work at least 90% in CMRT I guess. Still good to go for CMBN and CMFB. Here´s link if you haven´t tried yet. https://www.dropbox.com/s/5pta8tjh31ngk2l/Re Animate.rar?dl=0 The CMRT 251 HT test mod is here: https://www.dropbox.com/s/142dkk20m9ge33b/RHZ CMRT SdKfz251D test mod.zip?dl=0 Edited November 19, 2022 by RockinHarry 1 Quote Link to comment Share on other sites More sharing options...
RockinHarry Posted November 21, 2022 Author Share Posted November 21, 2022 (edited) Another test package incoming. It´s modified versions of latest 250/251 as available in CMRT V2.11 or V2.12 They´re geared toward (test) playing @George MC´s CMRT Five Days One Summer campaign from Battle Pack 1. https://www.battlefront.com/red-thunder/cmrt-battle-pack-1/ At least it´s those german vehicles I found in this campaign´s battle 1 thus far. But off course can be test played in any other CMRT battle containing these. They´re: SdKfz 251/1 D - standard IFV SdKfz 251/3 D - command version SdKfz 251/2 D - mortar carrier SdKfz 251/7 D - engineer version SdKfz 250/1 neu - standard small IFV (others will follow. C versions 251 and more) When applicable I changed MG gunner as well as seating position for passengers. These give sitting passengers and gunners a lower profile vs incoming enemy small arms fire. Included is just the (same) gunner animation, giving him both, a somewhat lower profile and different pose (Black Sea M320 rifleman). Modded vehicles and gunner pose are interconnected, so they only work well if using both the same time! Note: Gunner pose is only well aligned initially (after "open up"). When targeting an enemy or area, alignment goes FUBAR since the machine gun object and gunner don´t synchronize nor move together well. That´s the same for unchanged BFC original too. However... main idea is reducing the gunners footprint and trade off bits of a misalignment when he starts engaging targets. Any feedback on that welcomed! Remaining infantry animation files are still under test but otherwise finished. I´ll upload these when ready. These animation (pose) files prevent related infantry types to go full stand up for when engaging enemies outside the carrier vehicle (across sidewall shooting). These include "aiming", "shooting" and "reloading" with related variations (up, down, left, right, transition). Pose/Animation files will be: P38 pistol K98k rifle MP40 smg Stg44 AR and others which have unique pose files and can be loaded on and shooting from modded 250/251 infantry carriers. So here´s updated file with mentioned centent. (unzip to data/z as usual) https://www.dropbox.com/s/9ubzxdunlasuer0/RHZ CMRT 250-251 Test ModPack 211122.zip?dl=0 Edited November 21, 2022 by RockinHarry 4 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 21, 2022 Share Posted November 21, 2022 Thank you RockinHarry 1 Quote Link to comment Share on other sites More sharing options...
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