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Thread: Patched: Crimson Tide 4.2 (blood,sand,dirt,snow) -Medieval combat isn't pretty

  1. #121
    Magus's Avatar Tiro
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    hmm I know that in custom battles, you can't choose the weather with the maps that have the little X next to them, make sure you try different maps, if it doesn't work still I'm sure it has somthing to do with descr_geography_new which is the file I modified to tell the game to use different overlay textures for specific climates. I'm sure that the changes I made to it should not effect the weather at all. try playing on different maps and see if that works, let me know if you figure it out or get any results.
    Author of Crimson Tide, the Battlefield Aesthetics Mod
    click below for link.


  2. #122

    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    I rebooted and it's working now... I actually just unrar everything into data folder and overwrote everything too. Not sure what happened there, maybe I did not wait long enough in battle for the dirt/snow to show up.

    The added textures are just brilliant.

    More suggestions:

    - I just did a snow battle and noticed the dead guys did not have any of the snow texture. They were dirty while fighting but quite clean after dieing .

    - blood wounds - I see splatters and stab wounds, but not incised wounds. There are a lot of slashings in battle, it would be nice to see them.

  3. #123
    Magus's Avatar Tiro
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    yeah I noticed that too with the snow, I'm not 100% sure why but I will try to figure it out and I'm sure I will. and I do plan to revise the wounds more, slashes sound good I will try to add some of them too in the next version, I'm glad to hear you got it working though. I will need to do some more research on the descr_geography_new to make the snow work 100% correct
    Author of Crimson Tide, the Battlefield Aesthetics Mod
    click below for link.


  4. #124
    Chevalier IX's Avatar Primicerius
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    I must say your work is indeed groundbreaking in the filed of battle immersion when it comes to this game that we all know and love.Keep up the good work ,I look forward to seeing what you are able to accomplish as time presses on.It is the work of modders like yourself that continue to reinvent this game and its experience time and again and insure that it will never become stale collecting dust upon our shelves....also I do not know if you have noticed but your overlay effects have added to the overall appearance of the model itself,causing steel armatures to hold the gritty metallic sheen they have been lacking,brilliant indeed

  5. #125
    Magus's Avatar Tiro
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    Quote Originally Posted by Ikusa IX View Post
    I must say your work is indeed groundbreaking in the filed of battle immersion when it comes to this game that we all know and love.Keep up the good work ,I look forward to seeing what you are able to accomplish as time presses on.It is the work of modders like yourself that continue to reinvent this game and its experience time and again and insure that it will never become stale collecting dust upon our shelves....also I do not know if you have noticed but your overlay effects have added to the overall appearance of the model itself,causing steel armatures to hold the gritty metallic sheen they have been lacking,brilliant indeed

    Hey, thanks so much that means alot to me to hear that, I've worked pretty hard on these textures and I'm pretty proud of them so far.
    Author of Crimson Tide, the Battlefield Aesthetics Mod
    click below for link.


  6. #126

    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    i think you can make a effect...cleave

  7. #127
    strife1013's Avatar Campidoctor
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    "I'm pretty proud of them so far."
    Magas

    You should be!


  8. #128

    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    how the snow can be exhibitioned?

  9. #129
    aNarion.'s Avatar Centenarius
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    You've done it once more Magus, the blood master!

  10. #130
    Brewskii's Avatar Senator
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    very nice I like the fact that you cut down on the mud a bit

    Spoiler Alert, click show to read: 
    Nothing, just wanted to see if you'd open it.

  11. #131

    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    Good job Magus, thanks for your effort in your great mod!

  12. #132
    Magus's Avatar Tiro
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    just to let you guys know, I added a little disclaimer in bold on the first page under features concerning the descr_geography_new.db file that I had modified, if you use a mod that uses this file it will overwrite but I can easily make it compatible with any mod and if there are any issues please let me know.
    Author of Crimson Tide, the Battlefield Aesthetics Mod
    click below for link.


  13. #133
    strife1013's Avatar Campidoctor
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    Magus,
    I found that playing as the T.O. before a battle the general and his army were dirty however all the other units were clean. Here is a pix


  14. #134
    Magus's Avatar Tiro
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    yes, unfortunatly it appears that all mounted unit will get extra diry/snow/sandy for some reason while their horse, and foot soldiers will still be clean. I am not 100% sure why this is but it is somthing that I am aware of and I wish to correct. I will have to delve into the code aspect of the overlay textures some more in order to correct that as well as some other things I wanted to change. so until I find a resolution there isn't anything to be done about that other than tone down the dirt to the point where you wouldn't notice it, and that wouldn't be good :/
    I'll keep you posted with my progress if I figure anything out.
    Author of Crimson Tide, the Battlefield Aesthetics Mod
    click below for link.


  15. #135
    Barser's Avatar Senator
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    Hope you find a solution for that problem. It looked a little wierd when I was fighting a snow battle and all my cav looked like ice while the infantry was normal.

    ______________Factionleaders and Generals mod__________________
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  16. #136
    Magus's Avatar Tiro
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    I am getting closer, I am starting to translate the wierd giberish symbols in the descr_geography_new.db as numbers for the values of when an overlay texture is applied... I think this is a good start..as always I will keep my progress posted.
    Author of Crimson Tide, the Battlefield Aesthetics Mod
    click below for link.


  17. #137
    strife1013's Avatar Campidoctor
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    Ehh, its still better even if they are dirty! Im lovin it!


  18. #138
    Byg's Avatar Read The Manual
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    Excellent. Any plans to add dust/more dust?

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  19. #139
    Magus's Avatar Tiro
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    yes definitley, I want to work on that too, increase the dust being kicked up on sand maps, that would be great, I am sure there is a text file somewhere that I can edit to fix that. I am hex editing the descr_geography_new.db right now and it is very wierd and complicate for instance the number "20" seems to be translated as " ÍÍI< " or somthing along those lines, I am cracking the code though!
    Author of Crimson Tide, the Battlefield Aesthetics Mod
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  20. #140
    Byg's Avatar Read The Manual
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    Default Re: RELEASE: Crimson Tide 2.5 (blood,sand,dirt,snow)

    Quote Originally Posted by Magus View Post
    yes definitley, I want to work on that too, increase the dust being kicked up on sand maps, that would be great, I am sure there is a text file somewhere that I can edit to fix that. I am hex editing the descr_geography_new.db right now and it is very wierd and complicate for instance the number "20" seems to be translated as " ÍÍI< " or somthing along those lines, I am cracking the code though!
    I think ss5.1 had increased dust or at least a mod for it.

    Might be worth testing before and after for any lag that dust introduces, if any.

    Back in RTW days in spqr mod the dust that flew up in and around clashing armies was fantastic.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

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