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Trouble with uniform mods.


z1812

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Hi, I am making some uniform mods and I have started with the dra models. Previously I have done soldier mods for other titles. In those other titIes I can always get a mix of uniforms to display by using the proper numbering. However this does not seem to work with CMA.

I have numbered the different uniforms as     dra-summer_body   dra-summer_body 1       dra-summer_body  2.   

I put them in a folder called dra uniforms, then in the z folder. But only the first uniform ever shows. I have checked and checked. I have it arranged as to how it works in my other titles without any luck. Anyone have any idea what is happening. Any help would be very much appreciated.

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Very peculiar... I did a few quick experiments & checked the in game .brz's.

All other CMA mods follow the naming convention as prescribed in the OP... however the DRA don't seem to work the same.

For example, I decided to create a second alternative "kepko" texture for their headgear. That alternative showed up... however, from what I could tell, ONLY the alternative showed up.

Nothing I did managed to get a different DRA texture to show up in game... I also don't recall anyone every releasing a DRA uniform mod.

 

EDIT

Clearly @Suchy has proven me partially wrong.

Edited by 37mm
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I can see me winding up with another CM:SF2 Full Mod Install at this rate.....If Battlefront won't make CM:A2 we'll just have to do it ourselves!  ;)

PS @37mm  I wonder if we shouldn't have started with something smaller like this before attempting H&E.....But I suppose H&E has blazed a trail that can now be followed for other projects.

Edited by Sgt.Squarehead
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CMA v2 New Generation 😉 on the basis of CMSF2 will be very simple to do. Now I have Afghanistan terrain, sounds and some units e.g. ANA soldiers and Mujahideens. Syrian reserve and regular soldiers are very good base to prepare Russian soldiers of the 80's. Syrian reserve with helmet modification -> DRA soldiers.

We have converted QB maps from original CMA. Converting scenarios is also simple but the units have to be inserted manually. However, with the conversion, the plans of AI are preserved. They can be expanded using the new capabilities of CMSF2.

So let's do it!!!

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We really need @Zveroboy1 in here too.  ;)

PS = @Suchy  Have you looked at the H&E project for CM:SF2, if not maybe download it (I recommend creating a seperate CM:SF2 install for this mod):

This will give you some idea of just how far it is possible to go in converting a CM game, @37mm has wrought truly amazing things!  B)

PPS - I suspect that once again the biggest limitation will be voice files.....It wll need to be Red vs. Red again and the Syian units all share voce files, so you could only ever have Soviets or Afghans, not both.  However at least you would have voice files to work with.....Poor @37mm had to find/make/summon from the nether darkness the files for H&E.

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

I recommend creating a seperate CM:SF2 install for this mod

Is it not as simple as removing the original Z/Mod folder and replacing it with the H&E mod?

And I really hope you guys finish the final release version of H&E and not get hung up on perfecting the last couple of percent.  You have an ETA?

 

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Well you could do that, but TBH it's more of a chore than just making a second install.....The thing to remember is that the files in 'Documents/Battlefront' are shared by all installs, so you can't put specialised mods there, they have to go in a z file in the Data directory of each install.

Edited by Sgt.Squarehead
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14 hours ago, Erwin said:

And I really hope you guys finish the final release version of H&E and not get hung up on perfecting the last couple of percent.  You have an ETA?

That goes both ways... the Open Beta has been released for most of the year.

One could have played it all along without getting hung up on imperfections.

Either way, the People's Beta will be finished soon enough.

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16 minutes ago, 37mm said:

One could have played it all along without getting hung up on imperfections.

That's the understatement of the decade!  :lol:

@Erwin  The current CM:HE Beta has vastly more content than several commercial CM releases, and our main campaign (Year of the Rat) is notably better written than some of the commercial releases (Charge of The Stryker Brigade take a bow).

This is why I recommend a seperate install.....Bong-Hai has enough content now to count as a completely different game, the mods go as far as the scenario editor and they work really, really well once you fully understand Mod Tags.

So don't think of future H&E releases as Betas approaching functionality, we are long past that point, think of them instead as patches to an early release game.

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Yes, in the same way that other mods would if you left them in place in an inapproprate scenario, but in addition all Red Units are renamed in the editor at script level and now speak Vietnamese etc.

The real reason for my seperate install is because moving a 4.22gb z folder in and out every time I want to switch between SF & HE is a pain in the backside!  :rolleyes:

Its dead simple to do, see my post tagged for you in the H&E thread:

I know your new rig is similar spec to mine, so if you then Alt+Tab out of the game and double click on CM:SF2, you will be able to play both at once!  :D

 

Edited by Sgt.Squarehead
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