Company of Heroes: Eastern Front

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Topics - jonarus_drakus

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1
Mapping / Courland Map-Pack
« on: June 25, 2017, 07:46:30 PM »
Hello Boys! I'm ba-aaack! :P

I'm starting on a new mini map-pack as a way to re-reintroduce myself to the world-builder, and get some practice happening in advance of starting work on maps for my own project.
To that effect, I have a set of maps lined up, covering the full spectrum of 1-vs-1 to 4-vs-4, all based on the Courland region of modern Latvia, from Riga in the east, to Liepaja in the west, and all the farmland and forest in between.

Only basic 'concepts' for now, but I'll be updating this thread with each map in order as I go. First of the bat? A simple 1-vs-1 'crossroads town' style map: "Saldus"

~JD

2
General Discussion / Base Buildings
« on: June 15, 2017, 08:38:58 AM »
Hello again!

Bit of a 'clue in' first - I'm currently (literally right now - just a quick pause to write this question) working on a 'base building' in 3DsMax'17 (student edition if that matters). Using Max because thats what I know, and can thus build with real-word measurements and the like (Going by the WB 'grid', the Tier1 WM building has a 10x10m 'footprint' - and the building I'm working on will thus match that).

Anyway, on to questions:
   1) What is a good 'target' poly count? The incomplete building is currently sitting on 1873. Is 5000 a reasonable number or should I try to go for a lower number?
   2) Once Its done in 3DsMax (including UV mapping and texturing), where do I need to go from there to get it in-game (What programs will I need, etc)? - For the sake of being more specific, would the process be different for stand-alone vs 'replacer' (Cosmetic only replacement of an existing structure)?

Thanks in advance for you time,

~JD

3
Off Topic / A Mod of my own
« on: November 19, 2016, 05:23:10 AM »
Hello again everyone! I've been very quiet for a while, I know... But that is because I've been rather busy this year. I've been studying "Interactive Digital Media" (2D and 3D art and basic programming) which has taken up pretty much ALL of my time. This was something of a distraction from another project of mine (though I worked it in where I could)... A project very much inspired by the fine work the EF team have been doing!

And finally - I have something to show! So, Gentlemen (and ladies if there are any of you about), I have the pleasure of (re)introducing: "Company of Heroes: Mediterranean"
https://www.youtube.com/playlist?list=PLEaANe3RMvK4OAZef-cKwhkYpjL0b8gm-

~JD

4
General Discussion / Technical questions
« on: September 30, 2014, 11:10:21 PM »
This thread is a follow-up to my 'Doctrinal buildings' one, but as the subjects are different, using the same thread wouldn't 'work'...

Anyway, based on that thread I have a few follow up questions about the feasibility of a few other ideas I had, so here goes...

1) Can you change the way a soldier uses an equipped weapon based on conditions? For example, can SMG equipped troops 'pick up' an AT gun and have their SMGs switch from full to semi-auto?

2) Can crewed weapons with non-standard crew sizes be made to maintain their crew size if said weapon is captured by the enemy? (Have the max crew size be linked to the weapon and applied regardless of faction?).
As an example, lets say you have a soviet AT with a crew of 4, its crew are killed and the Ostheer take it for themselves... Can it be made so the crew size is still a max of 4 under the new Ostheer owners?

3) Going by the Ostheer 'Opel Maultier' and the way it 'drops' Goliaths, this should be possible, but just to make sure - Can a (locked down) vehicle (or building even) be rigged to 'drop' inanimate objects (collectible weapons, LMG, AT-rifles, etc)?

Thats it for now, but there will probably be more to come as I refine my 'secret project' further...

~JD

5
General Discussion / Doctrinal buildings?
« on: September 30, 2014, 11:08:34 AM »
I'm pretty sure the answer is 'yes' (commando gliders being an example of 'yes' belief), but I wanted to make sure before I get too committed to the idea...

Can 'tier level' base buildings be changed in accordance with chosen doctrine? Please note, I DO mean this is as in a standard line-up building that is built bu the generic builder unit. The 'goal' would be a building that changes its build options entirely depending on the doctrine the player chooses (preferably even have the building itself appear different).

Why am I asking this? Well, lets just say that I have something of a 'secret project' in the works that (if I can flesh it out a bit more, and get the necessary assurances for the team) I may well be willing to share with the EF team... I *could* tell you more... But then I'd have to kill you...

~JD

6
Red Army Suggestions / Soviet emplacements
« on: September 06, 2012, 06:45:32 PM »
With the new version OP announced, I was wondering if the team is planning to do any simmilar updates for other Soviet emplacement that currently 'borrow' British versions...? The most obvious examples being the MG nest and the Artillery... But even the 'dug-in' Elite zis-2 AT guns...

> The Artilery would be easiest... Just create a similar 'hole' with the same double wooden 'walls' as the OP, with one section 'cut out' to provide access, and line the inner walls with ammo crates and the like... Maybe use the existing 'wooden bunker' model to make up a wall section for storage and drape the Red Army flag over that?
> The MG nest would be a little harder... Maybe just take the existing (new) OP, make the center completely hollow, then shrink the whole lot down so there is only enough room for the MG itself, and then put the british style roof over the top... You'd have to look closer to see the difference, but it's minor details like that that drew me to the EF mod in the first place...
> For the 'dug-in' AT gun... Well, I'm actually working on an idea for that myself... It would be sketches rather than in-game models or anything (I can't do that stuff to save myself), but would hopefully make the point just as well...

But anyway, it we re-establish a sense of soviet emplacement uniformity, which will only help to make the SU appear even more unique and thus more appealing as a choice to play as...

Thanks for listening,

~JD

7
Mapping / [WiP]_Daugavgriva (4p)
« on: September 05, 2012, 06:43:46 AM »
Pretty much just pitching an idea at this point...

I recently (re)read the C.S.Forester Novel "The Commodore", from the "Hornblower" series. A good portion of the story was focused on the coastal village of "Daugavgriva" (as it is named in the Novel). In doing so, I found myself thinking that the village, on the coast of the Gulf of Riga and at the mouth of the Daugava River (referred to as the "Dwina" River in the Novel), with the city of Riga itself just inland, would be the perfect place for a CoH:EF map...

Here is a wikipedia article about the location: http://en.wikipedia.org/wiki/Daugavgr%C4%ABva

Here is an edited Google Maps image of the location today: http://imageshack.us/photo/my-images/812/efmapidea.jpg/
- The red box indicating approximate in-game map area, red circle are rough stating areas, yellow circles are VPs, white circles are locations of note.

What do people think of this as a map idea? Does anyone have any suggestions of how to best go about achieving the desired result? Was there any conflict in this general region during ww2, and is there anywhere I can find more info (or better yet maps) from that period?

Thanks in advance,

~JD

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