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Splash

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Everything posted by Splash

  1. That's encouraging ... I'm making the presumption here that normal and specular modding is at least on the_List of things eSim wants to do. In its current form, the ability to assign modded textures to maps and embed them with distributable map packages is a neat tool, useful, I think, mostly to enterprising missionmakers and mapmakers like @Wax Savage who want to add immersion to their projects. I think the more casual player -- who's still picky about visuals -- will find it's just as easy (or easier) to move modded files into and out of the existing mod folders as needed. Also, mods like Falli's excellent structure retextures -- that do anything more than simply change the color of an existing building -- will have the drawback of missmatched textures. I think where the feature really shines -- as it stands now -- is in location-specific signage mods. Lots of currently-usable potential there. I'm always on the lookout for maps with lots of real-world "window dressing" ... though I know many avoid them because they can have pathing and framerate issues.
  2. Yes, it's true Falli's instructions call for renaming/replacing original installation files. However, the mod is relatively old -- created almost 6 years ago -- and predates the new maps file structure of v4.161. Replacing original files, however, is not now and never has been recommended or supported by eSim. (I think Ssnake mentioned this in one of his posts above.) Can it be done? Yes. (Deep dark secret: I've done it myself in limited cases). But one does so at his own risk, and eSim rightly discourages it because, when it comes to technical support for an installation of their software, they need to know a problem is not self-inflicted by a user who altered installation files. This is the reason they provide a modding path in the Documents folder. Plus, as you note, modding these files in the main installation folders affects the models globally, which is far from ideal. My desire, since normals and speculars were introduced, has been that an approved modding path would be provided. I'm still hoping for that. But unless someone can point out my error, it appears the map packages path is not my answer.
  3. Yes @Wax Savage normal and specular files can be important -- particularly from near viewing distances. In simple terms, normals govern the surface texture of the model; speculars govern its reflective properties. They give objects a more detailed, 3-D appearance from various viewing angles. Beyond that, they are important in the sense that if the normal/specular files don't match up with the skin file, you have issues. See the example below, where the wood-shingle roof on a modded barn retains the specular and normal textures of the stock corrugated tin. If a player (like me) cares about how an object looks when he gets close to it in-game, he'll definitely want the normals and speculars to match the graphical image. By following the instructions above and moving my "actors" file path to the Base package, I was able to get the modded building textures to show up in-game. Unfortunately, when I tried putting files in Normals and Speculars folders within the structure described, I couldn't get them to show up. I'm using the following path: C:\ProgramData\eSim Games\Steel Beasts\maps\packages\plain41 [autocreated base]\actors\textures\woodland ... and within that woodland folder are the individal .dds building skins (which appear in-game) plus the Normals and Speculars folders, which, in turn, contain their respective .dds normal and specular files. The structure pretty much mirrors that of the main installation path. Could it be I've placed those folders improperly? Or are Normals and Speculars simply not (officially) moddable -- even in this manner? DK-DDAM seemed to imply they work.
  4. 😏 Splash Clothiers, Esq. Outfitting stylish warfighters since 2014.
  5. That's exactly what I was wondering about after reading DarkAngel's post, but haven't had the time to check it myself. If the mods are applied to every Delta using a given Base, the feature is slightly less attractive to me than first imagined. I do want to experiment with it though. I'm interested in the possibilities. I'm especially keen on the idea of modding normal and specular files -- something that otherwise is only possible globally (and unsupported at that). I'm guessing embedding the textures with the map makes them visible to all users in a network session? I'm also wondering whether mods in the Documents\eSim Games\Steel Beasts\mods folders would override those embedded with a map. (at least on the user's frontend).
  6. Being interested in this particular feature of v4.1x, I decided to give it a go. Following Ssnake's instructions, I placed some modded building textures into the "woodland" folder in the following path: C:\ProgramData\eSim Games\Steel Beasts\maps\packages\plain41 [autocreated base]\deltas\CMTC Hornfelt\actors\textures\woodland ... ("CMTC Hornfelt" being a published package I created for use with my own modified "Camp Hornfelt" scenarios). The textures did not show up. So I tested them using the usual "mods" folder approach, where they appeared as expected. So, remembering that "published" packages can't be further edited, I tried creating an unpublished delta copy of my package, called "CMTC Hornfelt Test", and instead nesting the prescribed actors/textures/woodland path with my modded textures there: C:\ProgramData\eSim Games\Steel Beasts\maps\packages\plain41 [autocreated base]\deltas\CMTC Hornfelt Test\actors\textures\woodland. The modded building textures still didn't show up -- either in the map editor or when selecting the new delta map the mission editor. I tried re-saving, refreshing ... No bueno. So is this, indeed, a thing in v4.161? Can any beta testers confirm they've had this working?
  7. Version 1.0.0

    13 downloads

    This mod affects only the "AFV Crewman (US)" face and gloves. Uniform mods are available separately, if desired.
  8. If the problem is missing smoke and dust from artillery explosions, I think that was covered in another thread. Feature. Not bug. If that's not what this thread is about ... pardon my intrusion. 😐
  9. It's my understanding that the "Is Dirt" checkbox in the theme determines the texture of emplacements. Could that be the issue here? Make sure only one terrain type has that checkmark ... preferably a sand or dirt one.
  10. Version 1.0.0

    19 downloads

    I stole RogueSnake's MERDC pattern layers from the M113a2 template and fit it to the M113G3-DK, which is the base model for the M113 FO, Engineer, TOW, OPMV and Repair vehicles. MERDC is the sim's default scheme for us 1980 camouflage. These files give you the MERDC scheme when the G3 is used in a proxy role for U.S. versions of those vehicles. The package features summer, winter and fall versions. Included is a decals file necessary to eliminate Danish markings on these U.S. vehicles. Template by RogueSnake79
  11. Version 1.0.0

    16 downloads

    This is an overall green scheme for the M113G3-DK -- which is the base model for the M113 FO, Engineer, TOW, OPMV and Repair vehicles -- and is intended to match eSim's M113A1 skin. The package also includes an unmarked skin. These files give you a nondescript, non-Danish scheme when the G3 is used in a proxy role for other nations' versions of the above vehicles. Included is a decals file necessary to eliminate Danish markings on these vehicles when not playing as Denmark. Template by RogueSnake79
  12. Had been looking forward to this and planning for it, but real life will intervene. So I must back out. Sorry.
  13. Version 1.0.0

    13 downloads

    The Desert Camouflage Pattern was used by the U.S. military well into the 2000's, having replaced the six-color "chocolate-chip" camo in the early 1990s. Based on the appearance of the U.S. Army during the 2003 invasion of Iraq, this skin features the DCU's three-color camouflage pattern plus Interceptor body armor in the M81 woodland pattern. This skin was created with deja wolf's template and is for the US 2000 troop model (interceptordress). Also still available below is the original skin for when the mission designer has chosen US 1990 as the camo.
  14. (Ahem) The commander's position (F7) is now inaccessible in the Police version of this vehicle.
  15. Release Notes: "Corrected the missing T-72B1 commander's hatch on the OPFOR and RU and RU2020 textures." Missed the same problem on the default T-72M_M1 winter texture.
  16. It could be that the theme used in that operation is a victim of the new "is ground" element in the theme editor. The way I understand it the theme uses the terrain texture ticked "is ground" for emplacements. If more than one terrain type is so ticked, it uses the first one, sometimes yielding unexpected results. (I read that somewhere -- manual or readme -- but can't find it now to reference). Maybe if it pre-dates that change, none of the ground types have the "is ground" box checked ... and the same thing happens -- first one gets selected. ?
  17. Out four-wheelin'. Already scratched the new paint job.
  18. Splash

    German GD240

    Version 1.0.0

    32 downloads

    This is a repaint of the stock eSim texture for the GD240 Wolf in tri-color "NATO-flage" for Germany. Includes a matching camouflage top and decals for German plates.
  19. ... Maybe some of the building models could be set to randomize colors in a fashion similar to how civilian vehicles are handled. That would add a lot of visual variety without requiring any additional modeling hours.
  20. Thanks for the offer, DarkAngel, but I'm personally satisfied to use your default skins for the BRDM. I just prefer that my Iraqi Army vehicles not have Soviet markings. That's an easy decal fix, which I offered to ViperX_ since he seemed to have the same concern. But thanks again. It's a really good-looking model and textures. @stormrider_sp, Unless I misinterpreted completely, I believe ViperX_ was looking for a way to get Iraqi camo for his vehicle. His problem was that the vehicle appeared to be Russian even though he had placed it in the Mission Editor as Iraq. That will happen, of course, when the sim doesn't include a texture for that vehicle for a given nation. Hopefully the offer of the decal file will solve it.
  21. Yeah, several nations in the sim have their own markings and/or skins for the BRDM. Iraq is not one of them, for some reason. And at this point there are no texture mods available for the newer, crewable model. Here's what I did awhile back: I just removed all national markings and unit numbering from this unit's decal file. Put it in the woodland and/or desert "iq" mod folder, and you get an unmarked BRDM rather than a Soviet one for Iraq. No charge. ☺️ BRDM_Family_Decals.dds
  22. Dark, from his description, he is not putting the file in a nation folder ... just in the mods/textures/woodland parent folder. That, of course, is his problem. @Monkie. Thanks for the elaboration. As Dark says, if you want to see the skin when, for example, us1970 is one of the parties in your woodland-themed mission, the file must be in that subfolder of the woodland mods folder. If you want to see it when using us1980, us1990, us2000, Turkey, Israel, Iran, etc, or any other nation's camo ... you need to copy the file into those folders as well. Furthermore. If you want to see it when the map's theme is something other than woodland, the file needs also to be copied to the specific nations' folders of those (winter, desert, autumn) parent folders as well. For a refresher, check this previous post: [At the risk of making this more complicated -- Ignore this if you like, since it's more related to what @Captain_Colossus wrote -- Some texture files do work in the seasonal parent mod folders (outside of the nation folders), but these are generally not vehicle skins but rather "attachments" to the vehicles (the biber's bridge, the T72's MG mount, for example). Other modded textures like grasses, bridges and buildings also had to be outside the nation folders to work -- but I haven't checked yet whether that's the case in 4.1x.]
  23. I use a lot of texture mods. A lot. My Mods/Textures folder weighs in at 2.3 GB. (That's about half what the stock installation folder, with all the game files, weighs.) I mention that because I've checked most of them in 4.1x, and I haven't seen any issues at all with individual files or folders -- beyond the normal quirks already known and discussed elsewhere here. @Captain_Colossus, I didn't see any evidence the sim ignores the new prototypes. I was able to successfully put a test glob of red paint on an Armata's hull as Russia 2020 .. no problem. So I'm not sure what's wrong there. I do know a number of vehicles draw their textures from multiple files. Sometimes that can be a headache when you can't find the right one or, in some cases, when a texture file for an attachment to a vehicle needs to be outside the nation folder to show up. Maybe the turrets on the Armatas are like that. I don't know; I didn't test it. As for @Monkie putting a file in "every conceivable folder" and not seeing it in sim, maybe he could elaborate. I'm sure there's just a simple error at work here. Seasonal theme; nation choice; file naming or formatting error. Could be any number of things. As for the folders being carried over from the previous installation ... That shouldn't effect whether you see your mods. Folders/nations were added, but none were taken away or renamed. If they worked before, they should still work. (Mine do).
  24. ☺️ Well, jokes and other helpful advice aside ... My point was: eSim. Just eSim. The name is certainly appropriate for a company making computer simulation software. The "Games" part of the name and logo just seems to be a hurdle, given the occasional need to explain the focus of the product to those who think it's a game. Like I said. It's something I've wondered for years. Maybe it's been asked and answered before, I don't recall.
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