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RE: New Units & Graphics - 9/9/2008 3:57:27 AM   
TAIL GUNNER

 

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From: Los Osos, CA
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phcas, where have you been hiding all this time?

Your beautiful art breathes new life into this old game....

Your ADGZ icon looks 100 times better than the original!




um, no offense to the original artist.

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Post #: 31
RE: New Units & Graphics - 9/9/2008 8:12:26 PM   
phcas

 

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The Mp file problem. Jason?

The game reads early (E-) late (L-) snow (S-) and normal units. A problem is that the Mp files have no early or late status. I tryed this out but it does not work. For example the Sdkfz 251/1 in early colors is grey. The late version is colored in cammo. The game can only read one Mp version. So this means if the Mp version is grey it will be wrong in the late war and if it is cammo it will be wrong in the early war. In a very old Eastfront version the was one E-Mp01072 file in the special folder but this did not work. Whatever I tried did not work. If the game could read E-Mp files and L-Mp files we can make wonderfull things. Jason?




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Post #: 32
RE: New Units & Graphics - 9/9/2008 8:14:50 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
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quote:

ORIGINAL: phcas

The Mp file problem. Jason?

The game reads early (E-) late (L-) snow (S-) and normal units. A problem is that the Mp files have no early or late status. I tryed this out but it does not work. For example the Sdkfz 251/1 in early colors is grey. The late version is colored in cammo. The game can only read one Mp version. So this means if the Mp version is grey it will be wrong in the late war and if it is cammo it will be wrong in the early war. In a very old Eastfront version the was one E-Mp01072 file in the special folder but this did not work. Whatever I tried did not work. If the game could read E-Mp files and L-Mp files we can make wonderfull things. Jason?





Yes, I know.. I tried too. That is the problem with the empty/full trucks I added. The default to the "grey" canvased trucks, unfortunately.

I am hoping this can be remedied in the future!

Jason Petho

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Post #: 33
RE: New Units & Graphics - 9/9/2008 8:36:33 PM   
phcas

 

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Airplane problems.

The in-game aircraft have some problems. A enemy submarine kills my aircraft on 10 kilometers distance and it seems that the aircraft can't fight other aircraft.

I will stay in my bunker till it is fixed






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Post #: 34
RE: New Units & Graphics - 9/9/2008 8:39:37 PM   
Jason Petho


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From: Terrace, BC, Canada
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quote:

ORIGINAL: phcas

Airplane problems.

The in-game aircraft have some problems.


Aircraft vs aircraft isn't an option as of yet.

quote:

ORIGINAL: phcas

A enemy submarine kills my aircraft on 10 kilometers distance and it seems that the aircraft can't fight other aircraft.



You have a 40 hex visibility in your scenario?

I would recommend reading the bootcamp documentation for the new scenarios. It discusses the new unit limitations and how they should be used in scenario design. As you've noted, there are limitations based on the game engine.

Jason Petho



< Message edited by Jason Petho -- 9/9/2008 8:40:20 PM >


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Post #: 35
RE: New Units & Graphics - 9/9/2008 11:52:37 PM   
marcbarker


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aircraft to aircraft wouuld be cool but isn't there other pressing issues....great artwork outstanding by the way.

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games:
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8. Rise and Fall of the Third Re

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Post #: 36
RE: New Units & Graphics - 9/10/2008 6:34:23 PM   
andym


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From: Kings Lynn UK
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Dude,they are AWESOME!!!!

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Post #: 37
RE: New Units & Graphics - 9/11/2008 7:17:23 AM   
dgk196

 

Posts: 248
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Man this is great..........

"Casper", I've tried to send you an email request for your graphics, but it keeps 'bouncing back' as undeliverable........

Is there an alternate address?

Thank you

(in reply to andym)
Post #: 38
RE: New Units & Graphics - 9/11/2008 9:13:41 AM   
Dumnorix


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Thanks Caspar for the beautiful work.
Your 2 icons are included in my mod JTCS meets PG3D.
Here are an view of Dalis work in the last 2 weeks.


H.Balck

< Message edited by Dumnorix -- 9/11/2008 9:34:36 AM >

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Post #: 39
RE: New Units & Graphics - 9/11/2008 5:30:58 PM   
Eagle Strike


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Wow these pieces of artwork and eye candy are fantastic... Phcas... you are the "Michelangelo" of CS graphics...

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Thx,
Eagle Strike (aka Reddog)

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Post #: 40
RE: New Units & Graphics - 9/11/2008 6:59:01 PM   
phcas

 

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quote:

ORIGINAL: dgk196

Man this is great..........

"Casper", I've tried to send you an email request for your graphics, but it keeps 'bouncing back' as undeliverable........

Is there an alternate address?

Thank you



Hi, you have to try again, it works for other people.

Greetings




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Post #: 41
RE: New Units & Graphics - 9/11/2008 7:03:52 PM   
phcas

 

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quote:

ORIGINAL: Dumnorix

Thanks Caspar for the beautiful work.
Your 2 icons are included in my mod JTCS meets PG3D.
Here are an view of Dalis work in the last 2 weeks.


H.Balck


Thanks Micha,

Dali is doing a great job, I am in contact with him now.

If I have made new things, I will mail them to you. Use it if you want or drop it if you don't like it.


Greetings Cas

(in reply to Dumnorix)
Post #: 42
RE: New Units & Graphics - 9/11/2008 8:41:29 PM   
phcas

 

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Incomming Sdkfz 9 Famo 18t project......... a few hours later




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Post #: 43
RE: New Units & Graphics - 9/11/2008 9:05:31 PM   
Dumnorix


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Hallo Caspar
Send me this good stuff.
I will test it and included.....

H.Balck

(in reply to phcas)
Post #: 44
RE: New Units & Graphics - 9/11/2008 9:44:14 PM   
TAIL GUNNER

 

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From: Los Osos, CA
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Is it possible to add a hexside graphic of barbed wire?

Would you have to overwrite one of the existing hexside graphics?

ChadG

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Post #: 45
RE: New Units & Graphics - 9/11/2008 11:15:22 PM   
phcas

 

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Joined: 9/7/2008
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quote:

ORIGINAL: Dumnorix

Hallo Caspar
Send me this good stuff.
I will test it and included.....

H.Balck


I will send it to you tomorrow, there will be more of it................

Greetings Cas




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Post #: 46
RE: New Units & Graphics - 9/12/2008 6:06:16 AM   
phcas

 

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DGK196

Whats your E-mail adress? I will try to reach you.

Greetings Caspar

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Post #: 47
RE: New Units & Graphics - 9/12/2008 8:09:30 AM   
Dumnorix


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Hallo Caspar
take a look at this new units for an new mod with 1 Hex = 100m, called JTCS Realism.

German:





US:


Commonwealth:




Col.French:


etc....more on this side:
http://forums.civfanatics.com/showthread.php?t=223674
H.Balck




< Message edited by Dumnorix -- 9/12/2008 8:27:42 AM >

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Post #: 48
RE: New Units & Graphics - 9/12/2008 8:20:23 AM   
phcas

 

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quote:

ORIGINAL: Juggalo

Is it possible to add a hexside graphic of barbed wire?

Would you have to overwrite one of the existing hexside graphics?

ChadG


You need barbed wire? Oké.

Yes you have to overwrite one of the existing hexside graphics.

Greetings Caspar




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Post #: 49
RE: New Units & Graphics - 9/12/2008 8:22:48 AM   
Dumnorix


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Hallo Caspar
To big for JTCS meets PG3D and only to small colours without shadows !

H.Balck

< Message edited by Dumnorix -- 9/12/2008 8:23:18 AM >

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Post #: 50
RE: New Units & Graphics - 9/12/2008 8:25:19 AM   
phcas

 

Posts: 67
Joined: 9/7/2008
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quote:

ORIGINAL: Dumnorix

Hallo Caspar
take a look at this new units:

German:





US:


Commonwealth:




Col.French:


etc....
H.Balck





Wow Great,

But those moving images are .GIF files. Can we use someting like that in the game?

I remember you had some things with ship animations in the past to.

Greetings Caspar

P.s. Do you like the Anh.116 ?

(in reply to Dumnorix)
Post #: 51
RE: New Units & Graphics - 9/12/2008 8:34:14 AM   
Dumnorix


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Joined: 3/15/2007
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Hallo Caspar
We need more slots for running animations one slot for every unit. Also we go to full animation sets for every unit (Attack / Death / Running / Default / Victory -animations)
You can download this flcs and and download also free jasc animation programm and you can use the graphics !
http://www.pchome.de/download/jasc-animation-shop-3_3844.html

Take a look at my ancient test phase: (In this civ forum I am Yang Liu)
http://forums.civfanatics.com/showthread.php?t=290215&page=3

Jason an Co can we make those things ?
The terraingraphic is in an testphase...

H.Balck

< Message edited by Dumnorix -- 9/12/2008 8:41:19 AM >

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Post #: 52
RE: New Units & Graphics - 9/12/2008 8:42:12 AM   
phcas

 

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Joined: 9/7/2008
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quote:

ORIGINAL: Dumnorix

Hallo Caspar
take a look at this new units for an new mod with 1 Hex = 100m, called JTCS Realism.

etc....more on this side:
http://forums.civfanatics.com/showthread.php?t=223674
H.Balck










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Post #: 53
RE: New Units & Graphics - 9/12/2008 9:46:08 AM   
Dumnorix


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Here are an view of this projekt with first german units on new terrainstyle.
100m = 1 Hex / with the same OOB like original JTCS (platoon level) with new weapon.pdx
More realistic battlefields with all historian bunkers, paths etc.

H.Balck


(in reply to phcas)
Post #: 54
RE: New Units & Graphics - 9/12/2008 11:04:23 PM   
dgk196

 

Posts: 248
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Sent you a pm with my address, thanks.

Dennis

(in reply to phcas)
Post #: 55
RE: New Units & Graphics - 9/14/2008 11:20:27 AM   
phcas

 

Posts: 67
Joined: 9/7/2008
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A little update




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Post #: 56
RE: New Units & Graphics - 9/14/2008 9:28:51 PM   
phcas

 

Posts: 67
Joined: 9/7/2008
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The Sdkfz 9 18t Famo project is finished




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Post #: 57
RE: New Units & Graphics - 9/14/2008 9:46:52 PM   
GavinP

 

Posts: 42
Joined: 11/15/2007
Status: offline

phcas ....

Great graphics, but was wondering how to replace hexside large wall in CS with hexside barbed wire?

Figure as large wall needs engineers to breach it would be the best part to change with barbed wire.

Is there a way to do this .. and - here's the crunch - could you, or some one else please explain how to replace large wall with hexside barbed wire fences .....

Cheers

GavinP

(in reply to phcas)
Post #: 58
RE: New Units & Graphics - 9/14/2008 10:49:52 PM   
phcas

 

Posts: 67
Joined: 9/7/2008
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quote:

ORIGINAL: GavinP


phcas ....

Great graphics, but was wondering how to replace hexside large wall in CS with hexside barbed wire?

Figure as large wall needs engineers to breach it would be the best part to change with barbed wire.

Is there a way to do this .. and - here's the crunch - could you, or some one else please explain how to replace large wall with hexside barbed wire fences .....

Cheers

GavinP


Hello,

You will find the Large wall graphic in the game in the files BLOCKED.BMP and BARRENBLOCKED.BMP. You have to replace that graphic. For the game it stays a Large wall in gameplay

Greetings Cas

(in reply to GavinP)
Post #: 59
RE: New Units & Graphics - 9/14/2008 11:14:15 PM   
TAIL GUNNER

 

Posts: 1152
Joined: 4/27/2005
From: Los Osos, CA
Status: offline

quote:

ORIGINAL: GavinP


phcas ....

Great graphics, but was wondering how to replace hexside large wall in CS with hexside barbed wire?

Figure as large wall needs engineers to breach it would be the best part to change with barbed wire.

Is there a way to do this .. and - here's the crunch - could you, or some one else please explain how to replace large wall with hexside barbed wire fences .....

Cheers

GavinP



Problem with this is that only Engineers could blow a hole through it, and it will also block LOS....

I was thinking maybe replacing the escarpment terrain?
It blocks wheeled vehicles and costs 65 APs for infantry to enter....only problem is that it's not destructable.

I don't think this could be modded in properly....needs some .exe tweaking.

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