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Messages - sn00x

Pages: 1 ... 3 4 [5] 6 7 ... 160
61
Modding / Re: Map. (teaser)
« on: 01-09-2014, 13:09:56 »
Have in mind that lighting, overgrowth, undergrowth etc is WIP, nothing is final.

This is some of the approaches.

After going through the gameplay of the map, i see that Pushmode will have to be introduced here to gain the feeling of actually advancing on the german positions.







62
Modding / Re: Map. (teaser)
« on: 31-08-2014, 14:08:02 »
Im out welding my vw bug right now, found the mistake i so foolishly made, i wrote qpm_cq instead of gpm_cq.

63
Modding / Re: Map. (teaser)
« on: 31-08-2014, 13:08:29 »
So i ran into thise fine piece of error message at %0!

Text: Unable to find GamePlayObjects.con, though it is there?

64
Modding / Re: Map. (teaser)
« on: 29-08-2014, 14:08:40 »
I dont even remember the loginsite, i dont think my user is still available anyway.

65
Modding / Re: Map. (teaser)
« on: 29-08-2014, 01:08:45 »
That guardhouse is a great addition!

A fun little quite open mg position, altough it has quite good overview of the area, there is enough craters to sneak a battalion past it. No, but you'll have fun, kuuterselka style for those few who know it. Btw, any testers still have my map laying around? Cant seem to locate it after my last reinstall of OS.

Edit: nvm, found it. Cant belive its been 4 years allready. :o


66
Off-Topic / Re: Police brutality in Sweden
« on: 25-08-2014, 00:08:27 »
God damn hippies.

67
Modding / Re: Map. (teaser)
« on: 22-08-2014, 21:08:26 »
Neither is the skirt textures of the trenches adjusted to the terrain :)

68
Modding / Re: Map. (teaser)
« on: 21-08-2014, 16:08:16 »
Thanks for clearing that.

two more editor pics of a german checkpoint.




69
Modding / Re: Map. (teaser)
« on: 18-08-2014, 22:08:13 »
Oh there shall be light.

Ah rather shamefull question i must ask.. I have been using the older FH2 version creating this and have lost completly track of the new systems in fh2.

Now i am setting up a new editor version and i must wonder, one still does extract the .zip as usual?
No dark magic here considering the amount of .zips?

And now, might someone be as kind to point me in the right direction for making the SL kit work, and exactly how the map compressing that is needed work? I am really out of shape after these changes....

70
Modding / Re: Abbey of Sant'Antimo
« on: 15-08-2014, 22:08:01 »
A static modeler is born!

71
Modding / Re: Map. (teaser)
« on: 30-07-2014, 01:07:17 »
Interesting. Historical background?

Basicly a part of Operation Veritable, i considered it better to create a smaller part of it than the whole operation, hence why i kept it to the Reichwald and outskirts and parts of the surroundings to create the atmosphere.

From what i can understand from the battlemap from the specific area, the battle was carried out by the 2nd canadian inf div (2 canadian corp), 15th Scottish inf.div and the 53rd Welsh inf.div (30th british corp). It doesnt contain what german divisions was in this area, but im sure i can find that out soon enough to get an correct as possible load out. Ill try not to kill the map with tanks, you know how i love them ::)

Schottheide, attacking from the west.
http://www.canadahistory.com/sections/maps/military/wwii/D-day-Germany/images/Rhineland%20Operation%20Veritable%20Feb%208-21%201945.jpg


Incredibly WIP minimap, not sure if thats how i want the forest.

72
Modding / Re: Map. (teaser)
« on: 29-07-2014, 13:07:15 »
Impressing!

The map will countain a series of capturepoints, much like Torbruk style to gain a feeling of the german frontlines but again try to capture the fact that its a thick forest and manouvering isnt the most easy task, ending in the town/village/group of buildings called Schottheide. its 2x2km map, ofcourse the battlezone is quite smaller, but to make the map more interesting and opening for other for other playmodes.

Now, i had to move the german frontline a slight bit to intergrate it with the map, but thats just fine.. im sure Operation Veritable wasnt inside 2x2km.

And sorry Krätzer, no boobies this time.. :(








73
Modding / Re: Map. (teaser)
« on: 29-07-2014, 12:07:55 »
Close but no sigar!

74
Modding / Re: Map. (teaser)
« on: 29-07-2014, 12:07:25 »
A dug down bunker. This should allso give you a hint.


75
Modding / Map. (teaser)
« on: 27-07-2014, 15:07:47 »
Its wet, dirty and includes brits.


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