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Heaven & Earth: Project discussion thread


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Inspired by the work of @Zveroboy1 on the ANA, I decided to try out a few things with the Syrian Airborne.

This is the result...

It's rudimentary at the moment & with many placeholders but I think with some work from a few modders/scenario/campaign creators we could get an interesting project going.

 

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2 hours ago, Sgt.Squarehead said:

If the gang's all here, I'll happily knock up a small experimental map.....See how Vietnamese I can make it look.  B)

I'll send you my current Jungle terrain compilation via dropbox later on so that you're not working in the dark... unless it's a night map of course.

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2 hours ago, MOS:96B2P said:

+1.  Very cool.  Back in the day @LongLeftFlank had a pacific mod for one of the CM titles (CMBN?).  He might find this interesting so I tagged him. 

Yeah I've used some of his textures from that mod.

I also tried out his "using hedges in the middle of a forest to restrict LOS" trick but I  couldn't get it to look decent.

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28 minutes ago, 37mm said:

I'll send you my current Jungle terrain compilation via dropbox later on so that you're not working in the dark... unless it's a night map of course.

Cool.  B)

It's a real shame we don't have the small Independent Buildings from CM:BS, the base CM:SF selection are kind of big for hooches.  :unsure:

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too bad, CMSF2 doesn´t have any the bocage types since these would make for some nice dense jungle undergrowth terrain I´d guess.

Edit: Not quite true. I just remembered I had changed low and high bocage into "flavor objects" for some experiments. Off course they don´t do anything on LOS/LOF and are also a burden to FPS, but looks nice nontheless.

Edited by RockinHarry
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10 minutes ago, Sgt.Squarehead said:

I'm confident with a bit of effort I can get some terrain that looks reasonably the part, how it will play remains to be discovered of course.

I'll make a small village & trail type map first, see how that goes.

shouldn´t be that hard to create, or turn appropiate stuff into flavor objects for "jungle looks" and feel. The idea with bocage flavors was to fill up the rather empty space under CMBN pine trees and such. Worked out pretty well, but it´s just eye candy after all.

 

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1 hour ago, Sgt.Squarehead said:

I'm not convinced that gap should always be filled up.  :unsure:

Finland:

the%20pine%20forest%2001.jpg

France:

-pine-forest-of-black-pines--maravals--t

But these are all a long way from 'Nam.  ;)

 

 

no, not all off course. I know plenty of more or less uncultivated, left alone pine forests, mostly of younger tree types. Even some in my backyard so to say. Also depends on the soil I guess and particular pine tree types and height (mountainous). Same for Nam, which has very different forest types and not all thick jungle.

can´t see the second pic of yours?

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2 hours ago, RockinHarry said:

too bad, CMSF2 doesn´t have any the bocage types since these would make for some nice dense jungle undergrowth terrain I´d guess.

Edit: Not quite true. I just remembered I had changed low and high bocage into "flavor objects" for some experiments. Off course they don´t do anything on LOS/LOF and are also a burden to FPS, but looks nice nontheless.

CMSF2 does have hedges... are they different in some manner to "low bocage"?

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30 minutes ago, 37mm said:

are they different in some manner to "low bocage"?

Not as bushy.....If you have CM:BN or CM:FI, they have both so you can compare (CM:RT may have both too, haven't checked).

Buildings are proving to be the weakest link in my map-making efforts, they're just too damned big and the roofs are wrong.....Might have to do something on the outskirts of Hue or Saigon instead of a more rural location.  :unsure:

Edited by Sgt.Squarehead
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19 minutes ago, Sgt.Squarehead said:

Not as bushy.....If you have CM:BN or CM:FI, they have both so you can compare (CM:RT may have both too, haven't checked).

Buildings are proving to be the weakest link in my map-making efforts, they're just too damned big and the roofs are wrong.....Might have to do something on the outskirts of Hue or Saigon instead of a more rural location.  :unsure:

Link sent.

I intend to do some model swapping experiments with the roofs.

Perhaps if you thought of each CMSF building as a group of very close habitations that might make things easier for you to visualize?

So, for example, a village with 40 buildings could be represented by 10 CMSF buildings.

I'm sure anyone would understand that a lot of abstraction will be needed to simulate 1960's Vietnam with a 21st Century Desert War simulator!

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42 minutes ago, 37mm said:

CMSF2 does have hedges... are they different in some manner to "low bocage"?

haven´t had a look into CMSF2 demo for some. If it´s the same hedges as in other titles (CMBN), then theres some difference. Height and that 3D geometry, that 1-2 feet high earthen berm beneath. When used as flavor object doesn´t makes a difference, as it´s just eye candy and not cover/concealment, like the real thing.

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32 minutes ago, Sgt.Squarehead said:

Not as bushy.....If you have CM:BN or CM:FI, they have both so you can compare (CM:RT may have both too, haven't checked).

Buildings are proving to be the weakest link in my map-making efforts, they're just too damned big and the roofs are wrong.....Might have to do something on the outskirts of Hue or Saigon instead of a more rural location.  :unsure:

I´d more or less successfully transfered over a CMSF2 flat roof 8x8m over to CMBN, so with bits of fiddling there might be a number of options. Modding just textures is the more easy affair though.

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39 minutes ago, 37mm said:

Link sent.

Received.....I'll install 'em and see what it does to what I've made so far. 

39 minutes ago, 37mm said:

So, for example, a village with 40 buildings could be represented by 10 CMSF buildings.

That's kind of what I'm going for, but I also decided to add a section of highway, to imply that we're not that far into the boonies.

Edited by Sgt.Squarehead
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The modded buildings are giving me grief.....Would it be possible to restrict the wooden look to just one skin option? 

It would be useful to keep the brick options, at least one of the white options & the pink & white option to make more specialised buildings (industrial buildings, monasteries/churches & gas stations/commercial units).

For the time being I've removed the new buildings from my mod file and am working with the default options (horrid though they are for this environment).

PS - The main screen is very hard for my old eyes to read too!  :blink:

Edited by Sgt.Squarehead
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6 hours ago, Sgt.Squarehead said:

The modded buildings are giving me grief.....Would it be possible to restrict the wooden look to just one skin option? 

It would be useful to keep the brick options, at least one of the white options & the pink & white option to make more specialised buildings (industrial buildings, monasteries/churches & gas stations/commercial units).

For the time being I've removed the new buildings from my mod file and am working with the default options (horrid though they are for this environment).

PS - The main screen is very hard for my old eyes to read too!  :blink:

Play around with everything to your hearts content, the buildings are only like that because I took a shotgun approach to modifying the look of Operation Barras.

Yeah the splash screen, which is only a few days old, isn't working for my eyes either... I was planning to darken the image or change the font colour (can that be done?).

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18 hours ago, 37mm said:

Fancy making a sequel to your excellent "Valleys of Death" campaign?

 

 

I would be tempted! But probably a bit shorter this time 🙂

BTW have you considered LRRP units? Or would that be outside CM's limitations? 

Edited by puje
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