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stalintc

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1 hour ago, Koen said:

Indeed !

Are those in the mods already ?

 

If you're referring to the modded grass files, no. But the thread about them is here:

 

 

I was asked to take a look at them and offer feedback. Even though, as noted in the above thread, they might eventually become obsolete with a future major terrain update, I suggested he upload them as they are quite good and realistic -- and easily reversible if you like variety in your SB flora. But that's his call.

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20 hours ago, Ssnake said:

That grass/wheat looks really, really nice.

Thanks, the trouble with my grass mods is they will be obsolete some day and they will make your terrain on your maps look out of place. The grass mods I have done required the themes to all change also. I give my maps a western US feel, with lots of tall grasses, sage brush and conifers. My themes are are generally dryer than conditions in Europe but not quite desert.

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I have figured out that I can place blue side, OPFOR (red) vehicles that are set as "destroyed" in the scenario editor and then place destroyed textures in the blue side mod folder. It makes for a nice effect on the battlefield.

Untitled-1.jpg

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2 minutes ago, dpabrams said:

I have figured out that I can place blue side, OPFOR (red) vehicles that are set as "destroyed" in the scenario editor and then place destroyed textures in the blue side mod folder. It makes for a nice effect on the battlefield.

Untitled-1.jpg

Very cool.

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Now for burnt tyres (or at least flat ones). :)

 

Seriously though these look great and I would have used them in RT'18 if I'd known. I put wrecked vehicles in Mission 2 and 3 to reflect previous losses but these would have looked even better.

 

Is it a generic texture or do you need vehicle specific ones - and if the later how many have you completed to date and are they available somewhere?

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2 minutes ago, Gibsonm said:

Now for burnt tyres (or at least flat ones). :)

 

Seriously though these look great and I would have used them in RT'18 if I'd known. I put wrecked vehicles in Mission 2 and 3 to reflect previous losses but these would have looked even better.

 

Is it a generic texture or do you need vehicle specific ones - and if the later how many have you completed to date and are they available somewhere?

The tires just can't be done realistically so I went with the burned top BRDM, figuring smaller ammo might burn out quicker and there are plenty of ways for this tin can to vent.

The skins are made custom on each vehicle. I had a template for the T-55 but none for the BRDM. The BRDM was a dds file that I did some photo shop tricks on. I just did these today and was thinking I would do a BMP and release a pack. 

Thanks,

 

Pete

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Some images from Rolling Thunder'18.  The first and third picture are from RT-2, the rest from RT-1

 

Hinds trying to take out LAVs on Route White.

SS_21_15_46.jpg

 

Incoming!

SS_18_16_37.jpg

 

Ran headlong into six BTRs and while I ran around trying to stay alive Roerbaek killed five of the six.

SS_21_01_58.jpg

 

AI taking out a recon team by ricochet.

SS_17_52_18.jpg

 

Furia Killing a PT-76 by the airfield.

SS_18_02_02.jpg

Edited by TSe419E

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2 hours ago, TSe419E said:

I like the early '80s BDUs and helmet. 

Thanks. And for anyone who hasn't noticed, it's available in the downloads section. Enjoy.

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4 minutes ago, Ssnake said:

Which vehicle?

That's a Shot' Kal but its the m2HB.dds file. So it should work for all vehicles with the M2 mounted. I haven't checked the M2 tripod. I like the sight because it doesn't block out the target at longer ranges.

m2HB.dds

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2 hours ago, dpabrams said:

Semi transparent M2 sight.

IMHO, previous experiments in rendering vehicle elements transparent (deleting side skirts, cargo, fording tubes, etc) have been completely harmless because, being purely visual mods on the user's frontend only, they have no tactical relevance. This, however, crosses a dangerous line, I think.

 

I agree fully that the sight unrealistically blocks the user's view, and making it semi-transparent is closer to real life. But a user mod doing so gives an advantage over anyone not using such a mod. That's bad juju in a multiplayer situation.

 

The genie might already be out of the bottle, but I think something like this should be instituted at the sim level -- like the similar effect we now have with ground cover, buildings and such.

Just my thought ... as someone who has been guilty of dabbling in this particular black art.

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3 minutes ago, mpow66m said:

I can see ill be spending less time cursing at the Ma Duce!

 

And that's the "problem".

 

As Splash alluded to, this is a one in all in change (IMHO) otherwise the player with this mod gets an unfair advantage over the one without.

 

This isn't a cosmetic mod, this is a functionality mod.

 

Edited by Gibsonm

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18 minutes ago, Ssnake said:

This has been proposed as a general change however (since 2010), in report #1551.

 

Look forward to it, when its implemented in some future patch / update. :)

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