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RE: 3D graphics Mod

 
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RE: 3D graphics Mod - 4/3/2018 9:25:50 PM   
piotre


Posts: 93
Joined: 9/17/2006
From: Bologna, Italy
Status: offline
Outstanding job MausMan, many thanks

(in reply to MausMan2)
Post #: 61
RE: 3D graphics Mod - 4/4/2018 2:28:42 AM   
majgentob

 

Posts: 14
Joined: 11/24/2017
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Sweet! DL-ing now, but (darn it), can't play until tomorrow. Aagggh! Thanks x 10K,MausMan!

< Message edited by majgentob -- 4/4/2018 2:29:10 AM >

(in reply to piotre)
Post #: 62
RE: 3D graphics Mod - 4/4/2018 2:06:17 PM   
Jason Petho


Posts: 15009
Joined: 6/22/2004
From: Terrace, BC, Canada
Status: offline
Thank you, MausMan!

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Post #: 63
RE: 3D graphics Mod - 4/20/2018 3:32:32 AM   
majgentob

 

Posts: 14
Joined: 11/24/2017
Status: offline
MausMan! If I have not written to thank you and congratulate you on this superb mod, it's because I have been too busy playing the game with your mod installed. Hope you will extend your work into the other theaters, as these GFX help me to understand the true scale of this great game.Thanks*10K!

(in reply to Jason Petho)
Post #: 64
RE: 3D graphics Mod - 4/29/2018 7:39:42 PM   
MausMan2


Posts: 65
Joined: 8/13/2007
From: Minnesota, USA
Status: offline
Great, thanks. I noticed that some of the scenarios like "into the the valley of tears' using a few files I didn't convert, like MediterraneanBarrenTrees and some vegetation and barrier files. I just duplicated MediterraneanGreen versions to cover some of these and pushed an update. I'm sure there's more, -like I think tall grass also needs to be done.
For now I want to get my counter-like look of 3d units updated. Doing a west-front version wouldn't be too hard as some files could be used from both the East Front map mod and ME1.0. -would need to do a new Italian looking terrain file though. But got to get up to speed with lua also. ..so much to get into CS these days.

(in reply to majgentob)
Post #: 65
RE: 3D graphics Mod - 4/30/2018 9:47:32 AM   
Crossroads


Posts: 17372
Joined: 7/5/2009
Status: offline
quote:

ORIGINAL: MausMan2

Great, thanks. I noticed that some of the scenarios like "into the the valley of tears' using a few files I didn't convert, like MediterraneanBarrenTrees and some vegetation and barrier files. I just duplicated MediterraneanGreen versions to cover some of these and pushed an update. I'm sure there's more, -like I think tall grass also needs to be done.
For now I want to get my counter-like look of 3d units updated. Doing a west-front version wouldn't be too hard as some files could be used from both the East Front map mod and ME1.0. -would need to do a new Italian looking terrain file though. But got to get up to speed with lua also. ..so much to get into CS these days.


Here's a quick recap how the Region + Biome syntax on map files works:


quote:

ORIGINAL: Crossroads

Order used:

  • Region+Biome, if available, always used.
  • Biome, if no Region+Biome version found
  • Region, if no Biome or Region+Biome version found
  • default (no prefix), if no specific version found (one of the three options above)




  • CS Middle East does not have any Region prefix used, the available ones would be:

  • WAsia (West Asia)
  • NAfr (North Africa)

    The two Biomes used are, of course:

  • Mediterranean
  • Desert

    So, for instance, it would be possible to have specific Desert tiles per, say:

  • WAsiaDesertGreenVegetation
  • NAfrDesertGreenVegetation

    override

  • DesertGreenVegetation

    overrides

  • GreenVegetation

    Obviously, the idea was to have only additional files as where necessary, and not to duplicate any graphics files at all. Clear terrain files are an exception for instance, IIRC, as it has

  • Normal*d.bmp (not used), as a Biome specific version is always available:

  • DesertNormal*d.bmp
  • MediterraneanNormal*d.bmp

    ... so in effect Normal*d.bmp files are redundant. However, the default files (without either Region and/or Biome) are set to Temperate Forest biome, so there's that consideration, and Mediterranean clear terrain was depicted to be "more burnt out under sun" than what Temperate climate zone would have.

    Just a general comment, on mechanism as how the graphics files are loaded.




    < Message edited by Crossroads -- 4/30/2018 9:48:56 AM >


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  • Post #: 66
    RE: 3D graphics Mod - 4/30/2018 10:29:21 PM   
    giffin


    Posts: 188
    Joined: 3/24/2015
    Status: offline
    quote:

    ORIGINAL: MausMan2

    .. and here we are with some positions on the Golan Heights.




    quote:

    vehicle profile counters as an alternate in the 3-D view


    Hi MausMan2 I just upgraded to the new CMS 2.01 and your 3D Mausman MapMod. Where can i find the vehicle profile counters MOD and does it work with 2.01 version?

    thanks!!

    < Message edited by giffin -- 4/30/2018 10:39:00 PM >

    (in reply to MausMan2)
    Post #: 67
    RE: 3D graphics Mod - 5/6/2018 3:54:43 PM   
    MausMan2


    Posts: 65
    Joined: 8/13/2007
    From: Minnesota, USA
    Status: offline
    working on it.

    (in reply to giffin)
    Post #: 68
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