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PureBlue

+MODDER
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Everything posted by PureBlue

  1. Exactly what I needed. Awesome job Adrian!!!! Thank you! :good:
  2. Thank you Eric hopefully I'll find enough time to try all these beautiful mods!
  3. Club-K

    Banidos team on a roll, thanks for these nice mods guys! Got a question, I haven't tried them in game, but do they (club-k and topol-m) engage other ground units, is that how it works? btw, here's an ad(!) for club-k: http://www.in.com/vi...em-8311614.html
  4. I suspect new bugs could've been introduced when TK is trying to implement new features and fix old bugs. Which not all have been noticed/reported by the players yet. This might be one.. The chaffs, I thought it was an effects mod gone haywire on my side.. but I got the same as yours, If these are implemented as tga's, then it could be because TK's messing around with that code, for the props issue..
  5. You can save your document from MS Word as a PDF file. Or use an online pdf conversion service: http://www.texttopdfconverter.com/
  6. Great documentation and attention to detail Champ.
  7. Check here: http://www1.gsi.go.jp/geowww/globalmap-gsi/gtopo30/gtopo30.html
  8. Happy New Year...

    Happy new year to all from Turkiye !!
  9. File Name: Julhelms_FactoryObjects.7z File Submitter: PureBlue File Submitted: 29 December 2010 File Category: Structures These ground objects were simply converted to LOD format from models kindly shared by Julhelm from Combatace. All credit goes to him. 12/30/2010 (Fixed J_16OpenSilos) 12/28/2010 Models by Julhelm Conversion by Pureblue 1. Insert the various groundobject entries from xxx_types.ini to your modded terrain_types.ini. 2. Copy over the Diffuse.tga, *.LOD and *.INI files to your terrain folder. 3. Create corresponding target objects in terrain_targets.ini Click here to download this file
  10. I think they could complement each other. But you'd need to compare/merge the terrain_types.ini and _targets.ini. And pick and choose which airfield layouts you want on your map. So not of the box compatible.
  11. Thanks for the fix Julhelm! I updated the file.
  12. Julhelms_FactoryObjects.7z

    Version

    550 downloads

    These ground objects were simply converted to LOD format from models kindly shared by Julhelm from Combatace. All credit goes to him. 12/30/2010 (Fixed J_16OpenSilos) 12/28/2010 Models by Julhelm Conversion by Pureblue 1. Insert the various groundobject entries from xxx_types.ini to your modded terrain_types.ini. 2. Copy over the Diffuse.tga, *.LOD and *.INI files to your terrain folder. 3. Create corresponding target objects in terrain_targets.ini
  13. The last one looks pretty good I think. Still yet to try these in game, but very nice work as usual Stary
  14. Anatolian Terrain release is very close guys. Waiting on TK's next patch to test everything out once again, than it should be ready to go. A January release looks very possible to me. I'm using Stary's HR 1024 GermanyCE tiles, and a dozen new tiles to have some variety. I wish some parts were less green but oh well.
  15. Not much on avionics but a Mig-17F got my vote.. plus it would push him to look over from the Red side.. perhaps fix blue side radar problems, since you'd be flying against them.
  16. Actually, I was just contemplating what TargetType=? variable to use for the entries in terrain_types.ini. From Julhelms models 10 different target objects came out. Depending on their TargetType, they will could be tasked for strike in single/campaign missions. I wanted to get your expert opinion on this. Anway, in the zip package I have them all defined as power_plant. Julhelm, can I also upload this to its proper location on CA ?
  17. Well here's the compiled package all ready to use.Thanks for sharing these Julhelm edit: corrected smoke.
  18. Got a question for Wrench: What should I set the TargetType= for different models? A mix of power_plant, weapon_factory etc? or Misc?
  19. Julhelm these are some great looking models! All I did was export with the plugin and create a new types.ini entry. Shadows worked out of the box, and the collision model too as far as i see.. Smokes will be easy I think. Destroyed models would be sweet.
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