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RE: Kursk 1943
Posted: Sun Feb 10, 2013 10:58 pm
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.
RE: Kursk 1943
Posted: Sun Feb 10, 2013 11:21 pm
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).

RE: Kursk 1943
Posted: Wed Feb 20, 2013 10:17 am
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.
RE: Kursk 1943
Posted: Sun Feb 24, 2013 7:26 am
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
RE: Kursk 1943
Posted: Sun Feb 24, 2013 12:59 pm
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?
RE: Kursk 1943
Posted: Sun Feb 24, 2013 1:35 pm
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?
RE: Kursk 1943
Posted: Sun Dec 29, 2013 3:59 pm
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....
RE: Kursk 1943
Posted: Sat Jan 04, 2014 12:19 am
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.
RE: Kursk 1943
Posted: Thu Jan 09, 2014 8:14 am
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.