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Messages - Matthew_Baker

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1651
Modding / Re: My First Real Attempt at Modeling (Go Easy)
« on: 19-02-2013, 00:02:22 »
Did you ever bake and texture this sucker?  :P

Negative. I attempted to UV it once but they came out like crap so I was going to try again after a few more tutorials. Lately tho I haven't had access to the computer with the files on it and it might be a few weeks until I can get to it again.

1652
Modding / Re: [Map] Cretan Village
« on: 18-02-2013, 15:02:41 »
Looks really good so far. One question though: How did they JU manage to land at that point without being torn apart? Maybe it was in the FH1 version too. I never played it.


Also it needs to leave trace behind it if it crash-landed. Its isnt no helicoper.

Yeah I know, I was just trying out overgrowth at that point, I need to get rid of the overgrowth and make some static trees that are broken. Unless I can edit the ones there? Either way I was gonna be working on it.

1653
Modding / Re: [Map] Cretan Village
« on: 17-02-2013, 17:02:38 »
Well the problem I have in recreating urban areas into that of the old one is that I don't have those kinds of statics. I wanted to remake the map with the same building layout, but with a more crete look to it. I intended it to be a mix between FH1 Cretan Village, and The Battle for Sfakia. If you go back and look at the original, alot of the statics are from the European theatre and imo didn't look as good. And since I don't even have buildings that look like those statics anymore I thought I'd just try to make it look more like an actual Cretan Village.

1654
Modding / [Map] Cretan Village
« on: 17-02-2013, 03:02:53 »
Hey guys, I just wanted to show some of my progress I'm making on a map. I decided I was gonna try my hand at mapping and I figured it'd probably be easiest (for me) to recreate an old map from FH1. So after some looking I decided to try and remake Cretan Village! Using a nice little tool, I was able to transfer the heightmap of the actual map right into the BF2 editor. And from there I painted the terrain with the minimap from the old map. And after a couple weeks of work and learning my way around here's what I've got.

I'll start with a nice overlooking view of the village of Pavlos.


Pavlos from the other side of town.


The main square, and where most of the fighting will probably take place.


Scenic shot of the tight streets.


The classic plane wreck we all probably remember.


The road leading to Pavlos.


Another shot showing off the 2 Pounder.


The guardpost flag.


The ruins atop the hill (which is luckily the like exact same model as from the original).


The german spawn of Zaros.


The British/Australian/New Zealand spawn.


A closer look.


And the command tent (the only place with any detail right now.)


As i said, the map doesn't have any details right now, just the over growth, undergrowth, and main building layouts. But let me know what you guys think. I can't remember how popular Cretan Village was, but I do remember I liked it. And also let me know your thoughts on whether or not I should make it more like the original.

1655
Gaming / Re: My FH2 Arma 2 mod
« on: 16-02-2013, 01:02:14 »

Hell In the Pacific's Bren


FH2 Bren  ;)


Another angle


FH2 No.1 SMLE

1656
Developer Blogs / Re: FH2 3.7cm Stielgranate 41
« on: 15-02-2013, 20:02:16 »
I didn't think you were allowed to link porn to this forum... great job. That whole video series. Wow, well done

1657
Developer Blogs / Re: FH2 3.7cm Stielgranate 41
« on: 15-02-2013, 04:02:18 »
I HATE you for making this look so easy! ;D honestly WOW great work. Even though the videos are sped up you seemed to make this soooooo easy. Can't wait for the texture vids

1658
Gaming / Re: My FH2 Arma 2 mod
« on: 11-02-2013, 16:02:40 »
Hey guys just thought I'd let you know that I'm most likely going to be able to work on this this weekend, so you can expect some photos  :)

1659
General Discussion / Re: Conspiracies Thread Mk II
« on: 01-02-2013, 22:02:02 »
FH1 ports?

1660
General Discussion / Re: Conspiracies Thread Mk II
« on: 01-02-2013, 20:02:41 »
Salerno and Diadem (with a bit of improvements) are FH2 standarts too IMO

Those would still require a whole new set of Italian statics. Iirc the Devs have said that they wont include maps without proper theater specific statics to match. Even to the extent that Market Garden Maps would need Dutch houses.

Unless the Devs have been stockpiling Italian houses I don't think they'll be included that easily.

1661
Gaming / Re: My FH2 Arma 2 mod
« on: 29-01-2013, 22:01:46 »
great work

better than the BF2 mod.


my advice: wait for DAYZ SA or Arma3 and continue your work.

FH3 will have some future.

Well judging by the compatibility of mods betweeen Arma 1 and Arma 2 I dont think I'd have much trouble transporting content from my mod in Arma 2 to Arma 3. Hopefully thats the case. Alot of mods like Invasion 1944 still have alot of content that was just transferred from Arma 1 (dont quote me on that). But even if I couldnt transfer it, I'd keep going for Arma 2 until mod tools come out for Arma 3 and then just start again  :P

1662
Gaming / Re: My FH2 Arma 2 mod
« on: 28-01-2013, 21:01:59 »
Glad to see everybody likes it so far! Ill try to post some pictures and videos of FH2 player models in game so I can get some 3rd party perspective and feedback on those. Unfortunately it wont be for like 2 weeks at least

1663
Gaming / Re: My FH2 Arma 2 mod
« on: 27-01-2013, 18:01:36 »
Not for a couple weeks unfortunately  :P. I'm heading back to school in a couple hours and I wont be able to work on anything. But when I come back I'll be sure to post some more photos, maybe even a video showing some nice night time combat on kidney ridge  ;)

1664
Gaming / Re: My FH2 Arma 2 mod
« on: 27-01-2013, 17:01:13 »
Thanks Ts4EVER, thats good to hear. I have some pictures for you guys if anybody is interested in seeing more. BTW, the british soldier in the first pictures is just the one from the recently released Hell in the Pacific mod. The weighting I did on the player models from FH2 were a little bleh to say the least and I didnt like playing with them, so these placeholders were better. Anyway, heres some weapons and vehicles.

MP40




MG34




K98




WIP German Players, its simply just a shoddy reskin of a Sample BIS player model. If anybody wants to see the FH2 models, let me know I'll post it.


Crusader Mk1 Late (Still sort of WIP, working on some animations for the front turret)


PZIII J Late


the PZIII is still very WIP. I need to adjust the UV maps on the wheels (as you can tell) and fix the animations for the Hull MG but other then that, its in working order.

Thats all I can really post for now, but let me know what you guys think.

1665
Gaming / My FH2 Arma 2 mod
« on: 27-01-2013, 04:01:35 »
Hey guys, for awhile now (behind the scenes) I've been putting some time into making a sort of FH2 mod for Arma 2. Actually first I should clarify, this is NOT a mod I plan on distributing. This is simply a mod i started experimenting with and kind of got carried away. Also, if for any reason the Devs want me to stop, I understand. I had been working on it with the thought process of "If its for private use and not being redistributed its okay". Alot of my other BF2 modding endevours, I had used content from multiple mods with the authors saying if its for private use its okay. I thought that would probably apply here, but if I've over stepped any bounds I'll gladly stop.

Anyway, I had been playing alot of Arma 2 and Invasion 1944 (mod for A2) and got a little bored with Invasion 1944's 2 maps and lack of diversity. So I thought hey, how cool would it be to have everything that FH2 has but with the mission customizability of A2 and the extra singleplayer fun that it brings. So I just said why not and transfered my first model from FH2 to Arma 2. After a bumpy start, I've managed to convert several weapons, player models, and vehicles. But my pride and joy is that I got my first terrain working in A2 and its FH2's El Alamein! So I decided, in my giddyness, to just show it to some of you guys and see what you think!

The view from Kidney ridge.






And the view from inside the Crusader MK1 Late, looking at Kidney ridge.



So let me know what you guys think and if any DEVs can please confirm if this is okay, that'd be great.

P.S. I didnt know if this should go in modding or not, I thought it was more off topic of BF2 modding then it was with FH2 modding

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