Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by Splash

  1. Quick status report: I have re-performed the installation of Windows 10 and now have a functioning, activated copy of Win10 with a digital license. All of my Windows 7 programs/apps ported over to Win10 and are functioning as before. For gaming purposes this includes CH Manager, Voice Activated Commands, Teamspeak, and Track IR 3, along with a copy of IL-2 1946, which loads and works fine (though I rarely play it anymore). I uninstalled Steel Beasts and the Codemeter runtime before the upgrade. Tonight when I return home from work I'll do a fresh re-install (no mods) and see what ha
  2. Regarding modded sounds. Yes, I do have a few ... all in the appropriate mods folders; none in the main Program Files installation. All working fine in Windows 7, I'm a little puzzled why a sound file would fail to load in Windows 10. Driver issue maybe? I have the latest one available (Realtek) for my motherboard (ASUS) ... but it's still quite old and for Windows 7. Anyway, ... as explained in the post above, I'm no longer in a position to troubleshoot the Windows 10 launch fails of SB by moving sound files. At this point I have a working install of Windows 7 on my solid st
  3. So here's where I am right now: Foolishly tinkering with settings trying to find a solution on my own, I ended up with a BSOD on my new SSD with Win10 (upgraded from 7). Don't ask me how. I think I changed a boot setting. Fortunately, I still have the original HHD with my complete Windows 7 install (the one I had cloned to the new SSD). So I redid the OS clone from the HHD to the SSD. Now I have a fully functioning, authentic Windows 7 on the SSD. I've been here before. (SB loads much more quickly, by the way). What I'm thinking of doing now is completely uninstalli
  4. Re-installed (over existing), but got the same result on launch: Splash screen opens (in this case the four racing Leo 2's) then the same "stopped working" message as above. Zipped crashdump file on the way via email.
  5. I'll try the re-install first chance I get. Over the existing without first uninstalling? The crash dump folder is completely empty, by the way, after multiple attempts to start the sim ... normally, in debug mode and in safe mode.
  6. So I did a couple of things this weekend: Installed a new SSD in my aging rig, cloned my OS drive to it, and then upgraded to Windows 10 in advance of next month's end of support for 7. Ok. Maybe that's three things. So the install of the SSD went fine. The cloning of the OS went fine. Everything, INCLUDING SBProPe, worked fine -- just notably faster --when I booted to the new SSD, still with Windows 7. Then I did the upgrade to 10. Again, everything appeared to go fine; no conflicts or incompatible apps, to my surprise (and I've got some pretty old programs on my comp
  7. 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.
  8. 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 sof
  9. 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 (l
  10. 😏 Splash Clothiers, Esq. Outfitting stylish warfighters since 2014.
  11. 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 sessio
  12. 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.
  13. Version 1.0.0


    This mod affects only the "AFV Crewman (US)" face and gloves. Uniform mods are available separately, if desired.
  14. 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. 😐
  15. 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.
  16. Version 1.0.0


    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
  17. Version 1.0.0


    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
  18. Had been looking forward to this and planning for it, but real life will intervene. So I must back out. Sorry.
  19. Version 1.0.0


    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.
  20. (Ahem) The commander's position (F7) is now inaccessible in the Police version of this vehicle.
  21. 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.
  22. 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. ?
  23. Out four-wheelin'. Already scratched the new paint job.
  24. Splash

    German GD240

    Version 1.0.0


    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.
  • Create New...