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Splash

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Everything posted by Splash

  1. ... 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.
  2. 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 hap
  3. 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
  4. 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 t
  5. 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
  6. ☺️ 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.
  7. This has to be the elephant in the room, but I've wondered this for years, so I'm going to go ahead and ask it: Why haven't you dropped the "Games" from the company name and logo? Lots of companies rebrand over time, for various reasons. No one mistakes 3M for just a mining company these days. It seems to me that as long as you identify yourself as a Games company, people will, at least initially, see your product as such.
  8. I understand the performance issues (re: Volcano's post). But it seems to me that removing it has a tactical impact. I agree the slider suggestion is a nonstarter. As Ssnake says, the effect needs to be the same for everyone. But hopefully the effect will return to at least some degree.
  9. For another example, I decided to drop some arty on a little vignette I set up for an earlier screenshot on a different map. This is the OTWBeaudesert ver. 3 map with the theme from Panzer_Leader's Woodhill scenerio, which I extracted and edited for bumpiness issues. The dustiness setting for this particular patch of ground is 60. No precipitation. An ASLAV-25 leaves a dust trail. But about 30 seconds into an HE barrage that covers the entire viewshed ... things are rather, let's say, unobscured.
  10. Well, in my case, it's a simple test scenario on a portion of the map used in the Camp Hornfelt series (which, if IRC, is Blauheim ter. + plain41 hgt). It's shortly after mission start; a sunny day and there is/has been no precipitation. (Ground Saturation setting is 0 -- unchecked and grayed out). The Theme is one of those provided with the sim: "eSim_Woodland_(summer) high vis woods," which has dustiness settings ranging from 20-75 (excluding bog and water, which are 0). The sandy area in the screenshot has a setting of 75. (But I get the same visual result on all types of
  11. I can confirm @delta6's results. No dust from an HE barrage even on terrain where the theme calls for dust (60+)
  12. You guys are great. Thanks.
  13. First, let me say I never spent any time in the "Sandbox." But I have spent a few Midwestern winters looking at sun shining on heavy snow. Is it possible the specular treatments for sand and snow have been mixed up? When I began exploring Version 4.1x, one of the first things I noticed was how shiny/reflective the sand is. Almost like water. So, as an experiment (don't try this at home, kids) I switched the stock "sand1" and "sand2" specular files -- which are blanks -- for the stock "snow1" and "snow2" files -- which are scattered "sparkles." Below is a
  14. Kewl. The main reason for my post was the inverted rotation of the wheels, though.
  15. The wheels on the 3.3t Truck 4x4-V-NL rotate in the opposite direction of the vehicle's travel. No, it's not so-called "Wagonwheel effect." They literally (well, virtually) spin backwards when the truck moves forward, and forward when the truck backs up. The police version of the vehicle -- 3.3t Technical/Police 4x4 V -- does not exhibit this phenomenon. Also, the non-police version is drawing from the police decals, apparently, for its rear window. Again, not an issue with the police version. The bright green shackle mounts are also probably unintended.
  16. A newer version of this skin is available for Version 4.159. But if anyone wishes to keep this older one, note that the installation path will now be different. The files should be placed in the "us 2010" folder rather than "us 2000."
  17. A newer version of this skin is available for Version 4.159. But if anyone wishes to keep the old one, note that the installation path will now be different. The files should be placed in the us 2010 folder rather than us 2000.
  18. Version 2.0.0

    47 downloads

    This package includes updated infantryman and AFV crewman skins in the U.S. Army's current multicam: Operational Camouflage Pattern. Updates from my previous version include a new interpretation of the Scorpion camouflage pattern, and new issue Coyote Brown combat boots. The installation path also differs from previous versions. For the infantryman, body armor is painted to suggest an IOTV (Improved Outer Tactical Vest.) An optional included face2 file cleans the camo paint from your soldier's face and gives him the appearance of wearing protective eyewear.
  19. Version 1.1.0

    34 downloads

    Updated and revised for Version 4.159 to include new decal file and various color-matching fixes. This is a U.S./NATO camouflage scheme for the Steel Beasts vehicles based on the M113G3-DK. This includes M113 FO, Engineer, TOW, OPMV and Repair vehicles. Included is a 4.159-compliant decal file to replace Danish markings with U.S. ones. Template by RogueSnake79
  20. Version 1.1.0

    43 downloads

    Updated and revised for Version 4.159 to include new decal file and various color-matching fixes. This collection of skins provides German camouflage schemes for the Steel Beasts vehicles based on the M113G3-DK. This includes M113 FO, Engineer, TOW, OPMV and Repair vehicles. Included are versions for Germany ("Nato-flage" in colors to match other stock DE vehicles), and West Germany (Gelb-olive to match other stock DE 1980 vehicles). Template by RogueSnake79
  21. Version 1.1.0

    24 downloads

    Updated and revised for Version 4.159 to include new decal file and various color-matching fixes. This is an AUSCAM disruptive pattern camouflage scheme for the Steel Beasts vehicles based on the M113G3-DK. This includes M113 FO, Engineer, TOW, OPMV and Repair vehicles. Template by RogueSnake79
  22. Version 1.0.0

    22 downloads

    This is an "Auscam" disruptive pattern camouflage for the M577a2 Command Post Carrier in Steel Beasts. The model incorporates many elements of the M113A2 texture, so an Auscam version of that skin is also provided. Also included is a v4.159-compliant decal file, and a file for the deployed command tent (Longtent) in a brown color to match a reference photo.
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