Kursk 1943

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davidss
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Joined: Thu Dec 10, 2009 5:24 am

RE: Kursk 1943

Post by davidss »

perhaps something else to consider is ... the relationship between the size of vehicle graphic and its associated hitbox, and if gameplay will be affected.
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Stwa
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RE: Kursk 1943

Post by Stwa »

Davidss,

Excellent point! And now that I think about it, I have the perfect screenie that clearly demonstates the relationship of the hitbox to the size of the soldiers (in this case).

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CherbourgArsenal.jpg
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CSO_Talorgan
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Joined: Sat Mar 10, 2007 5:53 pm

RE: Kursk 1943

Post by CSO_Talorgan »

ORIGINAL: Conrad mana

About the image posted: Most of the elements such as vehicles and structures are created in 3D and then converted to 2D.

What 3D software did you use?

ORIGINAL: Pvt_Grunt

The tanks do look HUGE in your picture. It doesnt look right, but after 15 years of CC it's just not what I'm used to.

One of the complaints of large (correctly sized) vehicles is that they are too difficult to maneuver in towns and tight places, but really this is realistic.

If it is realistic then I vote that we change to it.
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Conrad mana
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RE: Kursk 1943

Post by Conrad mana »

I'm using Blender 2.64 and I'm really happy with it because for me it works better than Maya or 3D Studio Max.

This is probably because it is open source and free to use. IMO all software should be free
Cathartes
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RE: Kursk 1943

Post by Cathartes »

'm using Blender 2.64

I've poked around in blender. How steep is the learning curve time-wise? Can you export shadows from this?
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Conrad mana
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RE: Kursk 1943

Post by Conrad mana »

I've been trying it for 1 year now and it's quite easy since they introduced a new interface.

If you wish I can make a small tutorial on importing and exporting objects and shadows. There are allot of options inside blender and there are some tricks to make it go perfect with cc graphics. How can I contact you?

Tejszd
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Joined: Sat Nov 17, 2007 4:32 pm

RE: Kursk 1943

Post by Tejszd »

Conrad, any update on this mod?

My assumption is that there has been little or no progress since "Close Combat - Gateway to Caen" would be your priority....
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johnsilver
Posts: 188
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Location: Florida

RE: Kursk 1943

Post by johnsilver »

I check in on this one periodically also Tejszd. it's one of the more interesting mods for any CC that was under development and was also going to be curious to see how it played on PITF period.

Shame so many D-Day and D-Day plus 30 or so. Russian front, Italy, or late war west front are in short supply, even non existent (Italy). Kursk would have been pretty nice. Hopefully Conrad has the time one day to work on this, but everyone has real life situations.
Sailing The 7 Seas...
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Conrad mana
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RE: Kursk 1943

Post by Conrad mana »

You're right about that, there hasn't been any progress since I'm working on 'Gateway to Caen'

It's plausible that i'll be working on 'The Bloody First' as well.



But my intentions are to finish Kursk 1943 sooner or later. Perhaps based on GtC or tBF.
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