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4 pointsSo, what many of us feared after the localization file encryption has happened. All of the resource files are now encrypted. What does this mean for modding AW? Any previously made mods will continue to work... at least until the modified tank is updated in any way (the model, the texture, the materials). A big caveat for sound mods - since they are a few FSB archives, any existing sound mods will break once *any* new sound is added or changed. That will never be possible to fix from that point on. What can be done is working from previously extracted files - if you have them. Anything released after this update will never be moddable or accesible. PanzerSofa, the community that in the past graced us with many mods, datamining and in-depth articles on the inside workings of the game, has already closed after these news. This is a heartbreaking loss for anyone that cares for the game at all. This, I feel, is a final turn away from the community as a group of passionate players for no good reason - other than perhaps some miniscule impact on skin sales. It appears that Wishlist cares not for players that engage with the game on any deeper level, but simply wants indifferent, but more importantly, regularily paying customers. Ones that don't care too much, just enough to buy into the next BP. It's been a ride, fun while it lasted, and I wish it could've ended differently.
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4 pointsSource (SS enters voice chat around 00:20:34): https://www.twitch.tv/videos/2317916918 Mirror: https://www.youtube.com/watch?v=8gXKmnfo0Bk ---- Battle Path: SS will try to include SPGs in the next Battle Path's missions The high requirements for current BP's missions are intended That said, SS will overhaul the missions again for the next BP Battle Coin boosts are not available in ranks, but only via mission chains for this BP, and this is also intended. There are no plans to add garage vehicle filters for BP-specific missions, e.g. sort by Bulwark, Maulers, Remnants, or Seahawks vehicles for Seahawks BP Mechanics: The devs are looking into possible AI improvement, especially as part of (but not limited to) the post-season 0 Shockwave Mode overhaul. They don't want to make the bots too smart and cause players to accuse the bots of cheating, but rather make them more predictable (akin to dungeon mobs in an RPG) as the game's development is shifting more towards PvE in direction. They are aware of bots ignoring player vehicles' smokescreens and soft kill APS as it was mentioned last July. On the other hand, AI is one of the most complex things in the game aside from matchmaking and connections. PanzerMarmelade asks if SPGs can have selectable modules to allow indirect fire for PvE only and while making it direct fire only for PvP, SS replies he and the devs don't want vehicles to have different behaviours in different modes. When asked if the devs can add a live "assist damage" stats table in battle, SS thinks it's hard to answer as it may or may not be very complicated to do. Drones will still come this year (this month), but there will be changes to its mechanics. Drone launches will be limited in numbers, and will use consumable mechanic. Light tanks will get attack drones, whereas scouts like CRAB and SPHINX will get recon drones. The changes are still being finalised, but there will be a new article explaining them. Spec Ops: SS thinks that they way how player vehicles get spotted over a long distance since the helicopter stage of Lone Star and getting bombarded by wide AoE artillery are intended - mostly as an improvisation for them to work. There were a lot of problems regarding their behaviour during that mission's development. SS also thinks that the helicopter not being able to locked on with autoaim is probably intended. (Helicopters in older spec ops can be locked on and even be shot down by self-guided ATGMs though) As for the artillery's wide AoE, SS doesn't think it's a problem; it wasn't brought up frequently in the survey. The level designers are currently working on the second iteration of Shockwave Mode, but Black Company chapter 3 aka Tiger Shark will probably still come in the first half of 2025 (subject to changes). The devs are aware that vehicle achievements for the latest Spec Ops are tedious due to long mission lengths. SS will look into writing new achievements for Tiger Shark. Implementing Apocalypse + Exile spec ops series into weekend War Games is harder than it seems. A lot of things, ranging from UI to the missions themselves, were broken, and the task was delayed by other factors as mentioned in July stream. They plan to get it done in 2025, but no idea how soon or late it will be. The devs are looking into allowing players to choose which spec ops mission to play, but no ETA on that. There are two groups of supertesters: one for EU, and one for RU. The RU group has its own rules for selection and testing things. As for the EU group, SS handpicks the candidates based on how much he trusts them and values their opinions, and the whole process is much easier in comparison. Vehicles: There are plans to add new light tanks, as well as to overhaul the class as a whole. European vehicles will get balance changes in the future. SPG overhaul is considered a success, because it helps increase the play rate. However, the SPGs will be reviewed again in 2025, as they are not yet in a satisfactory state. Autocannon Wiesel is in limbo as it's not at a high priority. The devs don't want to turn it into a contract vehicle though. It may still return as a premium vehicle, or be merged with the progression vehicle (Wiesel TOW), whichever is easier to do. As mentioned in July stream, Object 292 is having problems, even though it's not as bad as T-80BVM's. No ETA available though. Leopard 2A8 will come after Object 292. Modelling has already started. AFT-10 will get a buff because it needs one; its performance is bad in pretty much every mode. This was also asked and confirmed in April's stream. The TOS-1M Buratino was supposed to get a new weak spot below the turret, as well as convergence for the 122mm rockets in late November. The changes did not go live last week, but are still coming in the future. No plans to nerf Boxer RIWP's armour unless it's doing too well statistically. No plans to sell the T-55M1. As for why the Object 640 Black Eagle returns as an obtainable skin in the current BP despite the promise not to sell it again, SS said "well I believe we said that we wouldn't sell it". No plans for more anime style vehicle skins. SS may look into adding an MG to Cheonma-2's stock configuration in order to deal with infantry or other targets CATTB is still doing statistically well according to SS. "Not great, not the best tank in the game, but it's doing OK". (For reference, he reported 48.9% win rate and average damage per match last June on official Discord server) XM1A3's 120mm didn't get any changes in the recent US vehicles buffs, and it's intended by the game designers themselves. SS didn't have much involvement in this, but he acknowledges that the 120mm doesn't seem as viable overall, yet the double-tap burst may compensate for it. He will look into the stats and see if it needs buffs in the future nonetheless. No plans to buff XM1A3's 140mm ammo capacity for now. PanzerMarmelade brings up the issue of SPHINX's and Jaguar's low autocannon ammo capacity again (also brought up in July's stream). SS says he will check the vehicles' damage per match and determine if they need buffs or not. More low tier vehicles planned for 2025, though not as many as higher tier ones. BM Oplot buff is possible, as it's not doing so well. However, the Russian vehicles' ERA took a long time to fix (the models had to be converted to a different format), so SS thinks they may go for a different direction for the Oplot. Buffing HP, however, is feasible, as it has less HP than many other tier 9 MBTs. Regarding top attack ATGMs, SS thinks it's better for something to be less useful than having it OP. There was a time when such missiles were doing a lot of damages, and the solution was to buff vehicle roof armour. As for vehicles like Shadow and K-153C, SS says he can look into buffing them, such as reducing lock-on time. XM2001 Crusader will be a loot crate tank. SS thinks it'd be really fun, and he's fairly confident that players will like it. Others: Regarding DXVK getting removed from game folder, SS says the launcher now deletes any files that it considers inconsistent with the game files. He also states that this move improves the game's stability, as the number of crash reports have dropped by 30%, even though they're not all caused by mods. He re-emphasised that 3rd party adjustments / mods are not officially supported, yet at the same time they are aware that players are so used to them by now that this is an awkward move, so he encourages people who are facing DXVK problems to contact him on how it's installed etc. and he will try to bring this up with the tech guys. Regarding patch notes coming after updates and not before, SS says it's not possible to communicate way in advance, because sometimes the changes are only confirmed at the last minute. The winter marathon event will feature things that players requested, such as Yugoslavia flag, googly eyes decal seen on Abrams tanks, and cheese camo to go with Object 490. There is a suggestion from the audience asking for repair points to refill APS charges, and PanzerMarmelade suggests doing so via consumable. SS says he will look into either options. New gun sounds may come in February or March 2025. The T-72 gun sounds were supposed to come in the Shockwave Update, but it turns out they weren't ready. The devs are aware that AMD Radeon cards are not doing well with this game (known issue with CryEngine). There will be a boost event (income increase?) around Christmas. No plans for new battalion content at the moment. There were plans for a new Battalion vehicle, but there isn't enough resource available and to allocate for such a task. SS would rather not touch this topic until there is a clearer plan on what to do. Rental vehicles are helpful for new players, and is a positive contribution for the Shockwave Update, but they also present a problem, because they have become "gold factories" for older players, which is not intended. Shockwave Mode has heavily impacted the player count in Global Operations. There is a general plan to make changes to Shockwave Mode so that gameplay takes place across the whole map, rather than forcing players to fight around the centre in close combat. Examples include activating turrets. Switching game engines was something considered before, but it was deemed super expensive. They did do a tech demo to review such a possibility before though. The devs have been looking for a dedicated community manager for the English community, but until then SS will still be fronting the public communications (even though he said he doesn't want to); those who can speak English well are either high in the leadership, or are too shy to do the public stuff. Still no plans to remove or change Ophelia's shield, particularly because of her premium nature. SS doesn't defend the 250 EUR price for tier 10 tanks sold in the web shop, as it's not his own decision. His only advice is buy if you think it's worth it, and vice versa. Regarding a comment about how 10 vs 10 GLOPs is mostly playing just playing on the same 3 maps over and over again, SS says it's possible to add more maps to the skirmish pool, but this requires adjustments for individual maps. About 70% of the matches occur on the same 3 maps. The newest PvP map Carson City only saw about 1.5 to 3%, and it's something that devs need to address eventually. When asked if there will be new missions for Heroic mode, SS agrees that there should be more Heroic PvE, but not just for clan content and in a different format ("so stay tuned, I guess"). Shockwave Mode doesn't count as Heroic; the "Heroic" part on mission selection screen is just placeholder text, and the two modes require different mindsets and skillsets. No plans for new retrofits, even though some rather toxic ones were planned at one point. Same for consumables.
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2 pointsI've added some new pendants to make it look even more cool Leclerc.zip
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2 pointsCHANGES WERE MADE TO THE ORIGINAL LECLERC AZUR, REPLACING THE 120MM GUN WITH AN EXPERIMENTAL 140MM GUN, AND ADDING A NEW ACTIVE DEFENSE SYSTEM ON BOTH SIDES OF THE TURRET, AND ADDING THE SAME UNMANNED TURRET CANNON AS THE ABRAMS X ON THE TOP OF THE TURRET leclerc.zip
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2 points
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2 pointsOn the basis of the original T-64A, the ring armor protection and defense system of the T-80UM-1 was installed. and install storage shelves as decoration. In the tail of the hull was installed the same grille armor as the T-64BV "2022". The front of the body is equipped with the same rubber skirt as the T-64BV "2022".( Likewise, the AVD is a fictitious model, that is, a semi-modern modified version ) T-64AVD 2007.zip
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2 pointsMod from the author of mx90384538, improvements to mod, original mod link: https://armoredlabs.net/index.php?/topic/54427-vickers-mk72-remodel/I found that there are two cannonbase codes, I directly changed to cannon code, but found that the position is wrong, no matter how I adjust it up and down, left and right, there are still flaws, I adjusted the Challenger 1 gun barrel model downward, and in the garage I will find that the gun barrel is lower than normal, but it does not affectThe group armor of the old A7 has been added, and an unmanned turret machine gun is installed on the top of the turret vickersmk7.zip
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2 pointsНам просто нужно посмотреть, сможет ли создатель это сделать, и вряд ли это будет контракт. По прошествии стольких лет только Т-80 обновили новым танком для разработки, и это еще не опыт разработки. Вероятность низкая, одним словом: лень.
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2 pointsSignificant improvements have been made to the original T-72B3, with fossil reactive armor and mesh armor installed on both sides of the vehicle. Fossil reactive armor and mine-clearing blades have also been mounted at the front, while two fuel tanks are located at the rear. The turret features the rounded armor of the T-80UM-1, with a curtain defense system similar to that of the T-90MS installed at the front. The gun shield has been replaced with a shield akin to that of the T-90M, and the main gun has also been substituted with a barrel similar to that of the T-90M. A 30mm unmanned automatic turret is mounted on the top, along with models of the cannon and rocket nest from object 787. The rear of the turret is equipped with mesh armor from the T-80BVM and also features a Leclerc-style mesh storage rack. T-72B3 2022.zip
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2 pointsThere are some similarities with PT-16 and PT-17 (hopefully they will appear in the game someday), and also with Leopard 2PLM1.
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2 pointsAre you a fool, no one forced you to pretend, dogs, brutes If you have the ability, do it yourself. Do not bark like a dog; in the eyes of others, you are nothing but a beast.
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2 pointsOn the basis of the M1A1 Storm, an improved 120mm main gun was replaced, an active defense system was installed on both sides of the turret, and upgraded explosive reactive armor was installed on both sides of the hull. Newly installed grille storage racks behind the casemate.At present, it is still being rectified, and various pendants and accessories will be added in the later stage. My original idea was to remove the shovel in front of me (it can be removed from the file, which is more beautiful), but since the shovel has a physical collision volume, it will hit the enemy at a large distance after removing it, which will affect the feeling of the game. Crashing into buildings and rocks is also QAQ localization.zip
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2 pointsIn 2027, Russia will modify the T-90MS in service. The 125mm gun on the original turret was replaced with a 152mm gun (the 152mm gun was improved on the self-propelled gun, and the gun body was shortened so that it could be installed in the turret of the T-90MS). Grille armor for anti-UAVs was installed above the casemate. Explosive reactive armor was mounted on both sides of the hull, and two oil drums were carried in the rear. It was changed to the T-90MS of the ninth level (The above content is only fictional) T-90MS 152mm.zip
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2 pointsI've been working on cdf files on my own for the past few days, and since I don't know how to make 3D models, I can only start with the cdf files of the vehicle. Make mods from January 9th ~ January 11th, and it will take at least more than 10 hours a day for these three days (back and forth revision, back and forth adjustment, back and forth testing, back and forth) Right away! The Leopard family on the banknote line has basically changed, and a lot of people may not like it. However, this was my first attempt and I changed the model myself without any guidance. In the future, I will change a lot of better mods! By the way, I'm Chinese and I don't like words with racism Leopard series.zip Well, there is a problem with the A5 file, and the extra leopard2a5_cannon_l44.cgf in it is mainly to replace the cannon of A5. Why? Mainly I installed the vickersmk7 module, and that mod changed the main gun of the A5, so I overwrote the main gun model of the A5 with the main gun model of the A4. There are files for vickersmk7 below, which I have also improved its appearance vickersmk7.zip
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2 pointsThanks to TobiichiOrigami. He taught me how to do sound mods and eventually after a whole day of suffering because of how BS the audio files are designed in the game. I eventually did it. However it is not perfect. 76mm will be using 105mm sounds in WoT because of how the game assign different sounds to an unknown selected group of tanks. Not very straight forward indeed. And 152mm will sound a bit hollow when scoped in due to unknown sound processed stored in unknown places even if its using modded sounds. Small calibers - 75-90mm and some ready rack tanks will be using the 105mm sound from WoT (Cant fix it, its how the game works) Medium caliber. MBTs with 105-130mm will be using the 100mm caliber sound from WoT High caliber. 140-152mm will be ofc. Using the 152mm caliber sound from WoT. https://mega.nz/folder/Y6RwXS5C#SuO8DQWn2754VBbjrmlgcw All credit goes to TobiichiOrigami. <3
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2 pointsJust slapped some random things onto some tier 10 mbts This might make your game run like poopoo Put into localization folder https://sharemods.com/bu4bmbi6r7bj/English.zip.html https://imgur.com/a/6woMt6x
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2 pointsArmored Warfare Clan Decals Remover As the title said, it removes a clan decal that appears on your tank. Before After Download
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2 pointsSkin for tier 7 M1A1 Abrams based primarily on tank 12 "Archangel" of Australian Army 1st Armoured Regiment with matching callsign and serial numbers applied. Pattern is kept mostly accurate with some necessary adjustments due to how the UV mapping works out. Also included is a skin for the tier 8 M1A1 AIM using the same base pattern but with the name and numbers of tank 23B "Barely Legal" from the same regiment. More images: https://imgur.com/a/IYm3ITT Download: https://drive.google.com/file/d/15BirKdbmXro4wwQzvUNoE7M5ZjgNK2cK/view?usp=sharing To install, drop the contents of the archive into your localization folder (Assuming you are using the english version of the client). If you like my work and want to see more, please consider supporting me on Ko-Fi.
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2 pointsThis mod touches up on all the Merkava models in the game to make them fit the "armoured beast" stereotype better while keeping things believable. Given how the Merkava series are already very well armored, the major improvement is to give them frontal entrenching tools (mine plows) to allow them better versatility in urban combat, as well as other minor changes. Vehicles modified: Merkava 1 (and the upgraded Merkava 2 model) Merkava 2B Merkava 2D Merkava 3 Merkava 4 Merkava 4M Mod download: https://mega.nz/file/JQoiQBIL#jokTKelcm2uA3jzSbUrJ1l-wi3uJNiVvJLpvvPMpClQ Side skirts are also touched up on, with the addition of rubber strips to marginally improve protection to the road wheels. The Merkava 4 and 4M also received a new RCWS on the turret roof to engage soft targets without rotating the whole turret. Last but not least, all the the previously empty turret bustles now also hold personal equipment for the crew. Mod download: https://mega.nz/file/JQoiQBIL#jokTKelcm2uA3jzSbUrJ1l-wi3uJNiVvJLpvvPMpClQ Installation instructions: this mod will persist across any future game updates and patches, there is no need to modify any other files. To uninstall, simply delete the mod files. Legalese and stuff: You may freely use and redistribute this mod and perform any additional modifications as you see fit. Please attribute the author (me) when redistributing the mod, and provide the address of this thread as the source of the mod. You may NOT monetize this mod or any part thereof.
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1 pointSource: https://armoredwarfare.com/en/news/general/development-bulsae-6 When asked if first person view missiles can be used in indirect fire, SS said yes in skilled hands, but also that it isn't going to be the same as legacy artillery with bird's eye view, i.e. "you gotta work for it" [to hit the targets beyond line of sight]. SS also said that the three vehicles of upcoming BP will have the option of equipping first person view camera missiles, but "each is a bit different".
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1 pointSource: https://armoredwarfare.com/en/news/general/update-0355-now-available Regarding the elephant in the room, aka the nerf in credit multiplier for Spec Ops and particularly that on Heroic difficulty, SS claims it's required for "future healthy economy" and that Heroic difficulty Spec Ops no longer provided a challenge for players while it remained as a money printing machine. As for why they took action with this mode practically left untouched for so many years, and without prior notice, is unknown. As for VN20's deployable turret, there are still several ongoing problems with it since its debut, including its ability to elevate gun, hence it will try to shoot targets that are beyond the grenades' reach. Although the devs have added the function for the player to instruct the turret which target to shoot, there is no visual indicator as to who it is targetting that way (unlike infantry).
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1 pointThis mod is pretty unorthodox compared to the others. It is a mod changes some of vehicle's name and description (including change description when change a skin of some vehicles) aimed to make some vehicles to make it become more ''accurate''. Since it is designed to be used for my personnel use (I post it here solely due to friend's request), it might not totally historical accurate, as I change mainly the vehicles that I use often. Still, a creative suggestions are welcome. These pictures are a few examples of mod (there are more changes than these). If you find it interesting you can try. PS. The mod might be update sometimes if it is deemed to be a good idea. Latest update: Update 0.205 (9/19/2024) localization.zip
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1 pointi'm gonna be fully honest yeah it is dissapointing, however my level of skill in making skins and understanding what makes them work was a LOT more limited when i first made the post compared to now (AW's is still very confusing compared to WT unfortunately but i grasp the concepts a lot more now), alongside a lot of irl stuff like graduating high school at the time and going into college as well as my lack of interest in AW compared to WT i just decided to never get back to this mod at all as i said in the added note though i WILL be doing more skins in the somewhat near future, but instead doing them via user request and personal preference/ideas rather than forcing myself to do skins for vehicles that admittedly no one really cares about or plays at all
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1 pointIt is just about changing the silver coin line BMPT, installing the 2017 explosion resistance, and then replacing the turret shield with the BMPT-72's turret shield, restoring the red dot of the missile, which makes it very good. (The biggest problem with this mod is that the turret shield of the 2017 version will disappear; among the two skins of 2017, one of which is the Black Mamba also has a disappearing turret shield, but the other one will not because the turret shield of the other skin is also the BMPT-72's turret shield.) Image link: https://imgur.com/a/Rqlr7X9 BMPT“ 2020 ”.zip
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1 pointI'm sorry to try to modify it, but because the elevation angle of the BMP-2 is too high, the model has a series of problems such as clipping, because the objects on both sides of the turret are operating with the gun shield, which leads to serious clipping
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1 pointI modified it to include muzzle brakes, inclined reactive armor on the front of the hull, and missile launchers on both sides of the battery. The green ticket version adds a missile launcher and a gas drum behind the hull to the left side. https://imgur.com/a/aMekSgy
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1 pointI understand now, I can upload pictures without registering. Thank you for providing the method. Try to check in the game, the images of the mods will be displayed on Imgur later.
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1 pointThe new scheme removes the cannon and rocket nest of the OBJ787, adds the missile launcher of the BMPT-72, adds the ring protection of the T-80UM-1, and adds the skin of the OBJ195 gun shield.Fossil Reaction Armor from BMPT 2017 has been added to the hull. OBJ249D.zip
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1 pointIt's hard to get it because he limits my file size, which makes it impossible to upload images QAQ
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1 pointThere are changes to the Mercenary Loot Crates since 10th April's update. There are now more vehicles added to the prize pool, but it seems that it's no longer possible to get duplicates hence no gold for compensation. The difference is quite noticeable as shown by one of the players, who opened 15 before the update, and another 15 after the pool changes. Known drops combined from official website and Maciek's message in Discord server:
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1 pointI'm sorry, but since it's a standalone skin, items that don't belong to it are rendered with a primer
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1 pointYou're a dog after all, and we love to see you bark It's a shame you don't have parents; You are an orphan.
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1 point
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1 pointArmored Warfare BATTLFIELD Gun sound mod V.3.0 Including Cannon sound MG sound Smoke grenade sound ATGM sound Minigun sound Infantry weapons sound Weapons reloading sound Autocannon sound Hypersonic missile sound UPDATE V.3.0 Support update 120 version Fix interior high-caliber gun sound SPG now uses a proper high-caliber gun sound Add alternate version (Autocannon exterior sounds use AW vanilla sound) *Note - MG sound isn't working as intended because of the new update. I notice that it's a game bug. When you're shooting mg in 3rd person mode and suddenly switch to a sniper mode, the sound will be lower. And when you're shooting mg in the sniper mode and suddenly switch to the 3rd person mode, the sound will work as it used to. So, I hope dev will fix this bug. Preview (V.1.0) V. 3.0 Download here V.3.0 Alternate version Download here Enjoy ! All sound credit to EA/DICE
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1 pointRe-girths the XM1A3 cannon, idk why they made it a pencil but kept the Chinese Knockoff. Adds the storm plow to the m1a2c and xm1a3 Adds mudguards to the m1a2, m1a2c, xm1a3 adds the leopard RCWS to the m1a2c and xm1a3 adds the iron fist and trophy system to the m1a2c and xm1a3, instead of the cardboard cutouts we get in game. https://sharemods.com/fw2y4p0px9o8/m1a2.zip.html If anyone can get the M1A1 AIM rear cage to work can you let me know, my game data is from last year and I'm unsure if it got corrupted Also can someone upload an image, it only lets me upload 0.07MB T_T
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1 pointList of changes: Every Abrams model now has physics-enabled mudflaps from XM1 M1A1 uses Storm's camo net and turret props M1A1 AIM uses Storm's turret props and is reskinned to a desert color instead of the Liberty skin M1A2 uses Warhammer turret props M1A2, M1A2C and XM1A3 use CROWS and an additional .50 cal on the cannon base (credit to @TobiichiOrigami) XM1A3 now also uses M1A1 AIM's engine cage. Image gallery: https://imgur.com/a/JafVnwx To install, simply drop contents into your localization\<your language>\ folder.
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1 point
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1 pointBased on Argentina's TAM 2s in service, mostly tanks 321 and 221, adapted to the shape of the 2IP. Added commander's MG and a camo wrap for the barrel as seen on real TAMs. Markings are mostly accurate to tank 321, emblems are loosely inspired by tank 221. Pattern is loosely based on both tanks. Download: https://www.mediafire.com/file/tgci8y0ejbz4s65/tam_2_c-ip.7z/file If you like my work and would like to see more content in the future, consider supporting me with a one-time donation on Ko-fi: https://ko-fi.com/arto9 Every dollar helps and is appreciated.
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1 pointWhat if KPz-70 actually took off and got accepted into service? Inspired by a modernized KPz-70 kitbash posted by spyder on official discord. Inspiration image:
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1 pointI never liked the way the "biathlon" T-72B3 was implemented in the Armored Warfare, so after the recent texture rework of this tank, i repainted them to make them more authentic. The skins themselves are not exact copies of the real ones, but only collective images from the competitions of 2014-2016. I did not paint a regular tank! You can download this mod from Yandex disk
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1 pointBecause the game will do some of its own color adjustments. But it's too much trouble to delete code like this, So you can do this by adjusting the exposure and the grayscale factor. I prefer -1 exposure and 0.6 grayscale. Of course, there is also the possibility, as Tahax said, the color format's , so a lot of things still need to be studied.
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1 pointIt's not ideal as it doesn't have all the bendy lines of the original NK camo, but maybe someone more competent can make a more true version. Still better than the PS filter of original 152, no? Ignore the bushes and barrel fabric, it's part of my other mod. Download: https://drive.google.com/file/d/1EhEar0TxWOrlHkC2kx4KJBGQRrWTzMjV/view?usp=sharing Just drop the files into your localization folder.
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1 pointI wanted to start working on camo replacements specifically for free and easily obtained camos, so that more players can enjoy using camo mods (and learn how to mod themselves). The choice of replacing the Drought and Shuttle camos is because they are ass ugly and new players don't really have any other choices when it comes to free camos. If nothing else, this gives some new life to two sets of otherwise old and outdated camo patterns. One "new" feature of modding camos with different color patterns for the three terrains, is that you can use one texture pattern and apply them to all three terrain colors. Unfortunately this is also a limitation, in that you cannot individually adjust the colors for each terrain without affecting the others. Fortunately these two camo sets can accept base paints, so there are some extra customization options in-game up to the player's discretion. Forest Hive 1 w/ Russia base paint (replaces Forest Drought 1) Desert Hive 1 w/ Olive base paint (replaces Desert Drought 1) Desert Hive 2 w/ Desert Wind base paint (replaces Desert Drought 2) Winter Hive 1 w/ Titanium base paint (replaces Winter Drought 1) Forest Swarm 1 w/ Russian base paint (replaces Forest Shuttle 1) Desert Swarm 1 w/ Desert Wind base paint (replaces Desert Shuttle 1) Desert Swarm 2 w/ Desert Wind base paint (replaces Desert Shuttle 2) Winter Swarm 1 w/ Titanium base paint (replaces Winter Shuttle 1) Mod download: https://mega.nz/file/4NoimABS#JsW0iYmAcNq-xQbXAFdAg0g3fJNpFuh_HdGKUovw6NE Installation instructions: this mod will persist across any future game updates and patches, there is no need to modify any other files. To uninstall, simply delete the mod files. To use the modded camos, you MUST already own the preexisting camos the mod is based on. The Drought camos are unlocked through the Magach 5, 6B, 7C; the Shuttle camos are unlocked through the Merkava 3, 4, 4M. For best results, please reduce your dirt levels to minimum in your settings. You can also use the dirt removal mod to remove all dirt completely, bypassing the in-game settings. https://armoredlabs.net/index.php?/topic/8298-aw-dirt-remove/ Legalese and stuff: You may freely use and redistribute this mod and perform any additional modifications as you see fit. Please attribute the author (me) when redistributing the mod, and provide the address of this thread as the source of the mod. You may NOT monetize this mod or any part thereof.
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1 pointThis mini project started as an attempt to create a Perihelion-themed camo for the Storyline Campaign. After being advised to "wait a bit" (hint hint) I decided to instead create an alternate variant of the Hades camo, along with a lighter-themed variant based on the Mount Elbrus camo as a companion piece. Elysium (replaces Hades): Tatra (replaces Mount Elbrus): Mod download: https://mega.nz/file/wQonyQJZ#6pScgL6mTx4xBF3gx9DEzFZDV6QGJY5IuVKcCfseCVo Installation instructions: this mod will persist across any future game updates and patches, there is no need to modify any other files. To uninstall, simply delete the files. To use the modded camos, you MUST already own the preexisting camos the mod is based on. Hades camo can be obtained rarely from battalion PvP missions (can be traded within battalions); Mount Elbrus is unlocked when you obtain the Black Sea Hero achievement for completing heroics. For best results, please reduce your dirt levels to minimum in your settings. You can also use the dirt removal mod to remove all dirt completely, bypassing the in-game settings. https://armoredlabs.net/index.php?/topic/8298-aw-dirt-remove/ Legalese and stuff: You may freely use and redistribute this mod and perform any additional modifications as you see fit. Please attribute the author (me) when redistributing the mod, and provide the address of this thread as the source of the mod. You may NOT monetize this mod or any part thereof.