Company of Heroes: Eastern Front

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Messages - Pfuscher

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1
Bugs & Tech Support / Re: Small things
« on: November 13, 2013, 11:09:00 AM »
If the Panzerwerfer has a hedge in front of him his rockets get 1 meter out and then they move 8 meters parallel to their side and explode against the hedge.

Sorry if all my contributions are already known, I'm new here and in the middle of exams, so no time to read trough all threads.

2
Suggestions / Re: Alpha and blacken non used texture parts
« on: November 11, 2013, 07:06:01 PM »
Ok, I thought it would help as the filesize gets up to 40% smaller, doesnt he load the whole thing?

3
Suggestions / Alpha and blacken non used texture parts
« on: November 11, 2013, 05:18:12 PM »
EF has dozens of textures where the not used part isn't blackened nor alphad out.
You could save a lot in mod size and performance that way.


4
Bugs & Tech Support / Re: Small things
« on: November 11, 2013, 12:43:16 PM »
My fault, with ki I meant ai

That screen explains what I meant
I don't know the mesh, therefore I can't say if the sleeve has its ownt front. the Normal sleeve have them hidden in some colour "tinkle" nobody notices.
Making the arm longer could fix it maybe? It also shows the seam between hand and arm. It's your mod, just wanted to report it.

As far as I know widowmaker has a nice us engineer skin with short sleeves, maybe the solution to it can be seen there easily.
Just wanted to report it, no offense.
http://s14.directupload.net/images/131111/vxtqnz8u.jpg

5
General Discussion / Re: Ingame screenshots
« on: November 10, 2013, 10:19:57 PM »
Then damn me ^^ I already looked at those files. The camo pattern looks 5 times stronger on the texture than on the screenshot.

6
Bugs & Tech Support / Small things
« on: November 10, 2013, 02:08:22 PM »
The Panzerjäger gas mask guy needs his own texture for a face, his nose looks through the mask and needs to be eliminated with an alpha map.
His arm texture is not long enough at the ellbow, too much alpha there, because his arm is cut from his sleeves in some positions.
Also the arm to hand texture isn't seamless.

The Ki seems to be confused with defensive placed ostheer trucks on resource points. They walk towards the flag, can't cap it and keep standing there for a long time.




Keep up the good work.

7
General Discussion / Re: Ingame screenshots
« on: November 10, 2013, 12:06:31 PM »
Panzerjäger, this screen would look cool if I've had found out where that damn Panzerschreck is.

8
General Discussion / Re: Ingame screenshots
« on: November 08, 2013, 10:16:04 PM »
Pfuscher is very sad about this :( is there any chance to get it? Of course I wouldn't release it in any way, as I have never released anything without permission.

Thx
It's actually a hybrid bastard. My files override vanilla, then EF overrides my stuff again with half vanilla and half EF. Would look a lot better without that problem.

I just made that textur:
http://s7.directupload.net/images/131109/heh4bsvu.jpg
I know that it's the russian helm with a german texture.
But that damn hungarian model didn't want to work with the other meshes :/
As you can see the  texture gets stretched extemely and also has a hole in it :(
And I also know, that the relic motion crippled that poor guy on the left ^^

sooo, why doesn't the hungarian model work and is it possible, that the helm gets fixed? :-) pleeeaaase

edit: another screenshot from it
http://s7.directupload.net/images/131109/piks2ktf.jpg
The strap also has a problem with the face :/






EDIT: Ingeniry loves to play snow angel with his new body armor
http://s1.directupload.net/images/131109/em2ltk6t.jpg

9
General Discussion / Re: Ingame screenshots
« on: November 08, 2013, 05:29:23 PM »
Demjansk and some other map
[spoiler]





[/spoiler]


Which race has this KT? Or how do I get it?
http://fc04.deviantart.net/fs71/f/2012/214/3/8/kingtiger_vs_is_3___the_eastern_front_by_rainamechan-d59md8b.jpg

10
General Discussion / Re: Texel size in worldbuilder, high ress Maps
« on: July 02, 2013, 08:26:52 PM »
This game is already 7 years old, every 4 year old pc can run it on high settings. I remember playing it on a geforce 4200ti. Later the 8800gt from 2007 could run it smoothly.
Coh1 got a lot of graphic options, there's always a way to get the game working.
Those people only need to set the texture details/quality down a bit and everything is fine. Wouldn't exclude them.

11
General Discussion / Texel size in worldbuilder, high ress Maps
« on: June 29, 2013, 10:27:51 PM »
1. Hi there, is there a way to get coh1 to use ground textures bigger then 512x512? I found some settings about that in worldbuilder(total worldbuilder noob) and asked that myself.
If someone manages to do that we could easily make maps 16 times the resolution of vcoh or coh2.
It's possible to use 1024 or 2048, but coh1 seems to just resize them or use them for a bigger area. It also causes bugs with the mipmap system as they get user a lot earlier if 1024/2048 which leads to blurrrrr.
Already asked Maxiking about that and he told me to ask Rizz or Walki :) so here I am.

2. About your mod: I really like it, but it has some problems with my modded coh. Actually parts from other guys, my stuff works. strange.
I wondered, why you haven't build 2048 textures for everything and stayed with 1024. Sure, not everybody has a good rig and your mod started years ago, but people with a bad pc easily can set the model details down.

3. I sent your snow normal maps through crazy bump and made other specular maps as I think the original ones are too flat and dark. Maybe the specular files are too bright, but that can be easily fixed in 5minutes. I couldn't test them.
Test and use it if you like, if not, not much time is lost on my side.
xxhttp://www.file-upload.net/download-7764390/2-x-Data.rar.html    <-- I'm not allowed to post external links, delete the "xx"
I used the snow pack from BotB mod, but as it's from Lord van Dalen it should be the same as the EF one.

4. I would recommend giving your users a sweetfx + setting optimized for their EF. Ef seems to me as a direct competitor to coh2, so it would make sense enhancing the graphics.
Also a lod bias activation tutorial under dx9 and 10 as a ambient occlusion activation tutorial

5. You're always allowed to use anything of my stuff as long as credit is given (If you even want to, don't want to sound like a bragging ass here)

6. I should stop making stupid numbers, 1-3 was ok but now it's getting pretty ridiculous.
But some of your winter maps have nearly no sunshine, that makes them nearly black n grey and no sun / specular maps get used. Snow textures look awesome with sun and specular.

Does anybody see a way to get around the "hardcoding" for buildings, they aren't changeable.


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