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OwO_Ishimura

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  1. Unfortunately, I do not have the necessary files and I have no idea how and where they can now be obtained. However, if no one can do this (or maybe someone is simply not interested, because here no one owes anything to anyone), then as a compromise, you can try to make the design of the tank so that the attachments are located in accordance with the way it was ( spare tank rollers, duffel bags, tools, tents, etc.). That is, you do not need to globally change the model of the tank, but just arrange attachments so that the tank looks more like what it was before.
  2. Can you elaborate more on this? Do you have access to the sound files of the game from some of the best-time versions of this project? (late summer / autumn / winter 2015 - winter 2016) If so, I would like to know in more detail: which version of the game and is there a complete sound package? I mean not only gun shots, but also other sounds, such as the interface in battle, voice acting for the crew, sounds of active systems triggering on an approaching guided missile, ricochets and so on, absolutely all sounds. The fact is that the ideal sound pack for me is one that will allow you to feel in battles now as if it were late summer / autumn / winter 2015 - winter 2016, with the help of sounds. Because in my opinion the best sounds of this game were at that time (and not only them, the interface, balance, gameplay in the end and online)
  3. To provide all possible assistance to a cultured person (judging by your profile picture) is the least I can do. I'm glad someone is getting a little better and someone like me can enjoy the game of running Abrams, bringing democracy to the masses. In fact, the Abrams tanks (in general, everything, perhaps) are the most problematic in this game, almost always something was wrong with them, but there were moments when they were more or less in order. And they were in order at some point after the changes in the geometry of the tanks by the Obsidian team, and so far no one has globally altered / changed anything after them. I’ll just show the pictures later and compare for yourself where there really is no doubt about how Abrams should look. In fact, the latest global "improvements" of Abrams tank models are a failure, with the exception of XM1 Tier 6. Real mediocrity is what we see in the game now. I'm talking about all Abrams tanks (except for the previously mentioned prototype). I look at them and wonder: what the hell? What is it anyway? Is it the Abrams? It's kind of a parody of them. Below are the pictures I talked about, just look and compare for yourself. This is where Abrams is really good and sexy! https://imgur.com/a/0cwiMbW (after clicking on the link, you can see all the pictures, enlarge when viewing if necessary, open and see in maximum resolution)
  4. Hello, I have a question for those who really understand this and understand what's what: is it possible to "return" the Abrams M1A1, M1A1 Storm, M1A1 AIM tanks models from the 0.32 version of this game with the help of the mod ???? If this is possible, then I would like to ask you to do the same. A) The main thing is to replace the models of the three tanks mentioned earlier so that they work correctly as they did in their time, that is, they react to a change in paint / camouflage. B) Optional, to be able to install the second version of the mod with the previous models of tanks, where both the M1A1 and M1A1 Storm will have an engine cage from the M1A1 AIM, but with the base paint of the progressive M1A1, also with synchronization for the selected paint / camouflage. It would be ideal if the engine cage could be configured so that for the M1A1 it would appear only when dynamic protection units were installed. But I'm quite satisfied if the engine cell is permanently displayed even on the stock M1A1 with a tank model from 0.32. Quite satisfied. C) (so far only theoretically) is it possible to return with the help of the mod the models of the M1A1 tanks (with their own engine cage) and M1A2 Abrams with the base dark green paint from the 0.12 version of this game ??? Or is this already from the category of fantasy at all? I'll leave a video with a demonstration of the M1A1 AIM just to remind you what the M1A1 used to be.
  5. If at least one person was useful to my mini guide, then I definitely did not waste my time in vain to share it here. Buddy, if I understand you correctly, then you asked about the removal of the machine gun near the main gun of the tank, right? For M1A2 tanks (relevant for all three) you need to open CDF file with the name of the tank you need and completely delete the line: <Attachment Type="CA_BONE" AName="detachpart_turret1" Rotation="1,0,0,0" Position="0.01,2.5,2.3" BoneName="cannonbase" Binding="Objects/vehicles/mbt/cattb/cattb_guns02_turret_cattb.cgf" PA_ReceiveCustomization="1" Flags="0" /> After deleting the line, close the file and agree to the changes. For M1A1 I found only one way: go to the M1A1 folder and then seek and destroy the file "m1a1_cannonbase_m1a1_m256.cgf"
  6. Well, it's time to finish my mini guide for those who might need it. - Come on, let's go! (♂sounds of hitting the locker in the gym locker♂) Some time after the solution described above, I finally decided to figure out whether it is possible to install an engine cage on other Abrams tanks and yes, it is possible and everything turned out to be much easier than I thought. a) To install the engine cage on the M1A1 and / or M1A1 Storm, we need a line of code: <Attachment Type="CA_BONE" AName="cage_hull" Rotation="1,0,0,0" Position="0,0,0" BoneName="hull" Binding="Objects/vehicles/mbt/m1a1/m1a1aim_era_cage01_hull.cgf" Material="Objects/vehicles/MBT/M1A1/m1a1_cage" PA_ReceiveCustomization="1" Flags="0" /> You only need to find the CDF file with the name of the tank you need, open it and correctly paste the corresponding copied line. Then close the file and save your changes. It's all. Easily? Definitely. b) To install the engine cage on M1A2 and/or M1A2C you need a line of code: <Attachment Type="CA_BONE" AName="cage_hull" Rotation="1,0,0,0" Position="0,0,0" BoneName="hull" Binding="Objects/vehicles/mbt/m1a1/m1a1aim_era_cage01_hull.cgf" Material="Objects/vehicles/MBT/M1A2/m1a1_cage" PA_ReceiveCustomization="1" Flags="0" /> The procedure is similar, not complicated and not long. Easy, right? And finally, if after manipulating the files and lines of code to get the engine cage, there were problems with the M1A1 AIM (for example, permanent camouflage began to be displayed again), then after you have changed everything and are no longer going to do anything with the lines of code in the files, install this mod and agree to a replacement if needed. This is the solution to a possible problem. True, most likely his engine cage will still be the base color of the color of the M1A1 Abrams. For me, it’s not critical, and the tank itself is the ugliest of all Abrams now, and it’s extremely unfavorably located on tier 8 of equipment. I am not an expert, so I can not offer another solution yet.
  7. Historically? Historically! Did the author of the mod recreate the unique look authentically? Reliably! Is it better and more appropriate than the shitty skins officially created by the game developers and introduced such as the "Archangel" and "the Kraken" (their kind)? Better and more appropriate even! Any unique historical skins or camouflages (other) will be much more appropriate than something invented under the influence of drugs. Should developers officially introduce such unique skins into the game? I can't say for sure if it's worth it or not. However, here we are talking about an amateur mod that no one forces anyone to download and install. I consider it extremely inappropriate to breed some disputes here and drag in politics, historical events and breed demagoguery with a value judgment, and yes, I say this, a person condemning any war outside of video games. I downloaded this mod and threw it into my game, I will see such a unique look on the tanks of other players. Diversity? Completely, yes.
  8. Why don't you try (as an experiment) for two or three months to change the conditions of the "Global operation" mode ??? Namely: make the access to the mode only for vehicles of tiers 3-7, disable the bombardment call points. Bombing and other activity in the mode is one of the main reasons for poor system performance for players who want to jump in and enjoy the mode. Also, bombardment is an extremely toxic mechanic in the game, just like Tier 8-10 vehicles are currently the most terrible and toxic, in the "Global Operation" mode this becomes especially obvious.
  9. Why does this game continue to ignore the problem with campers, which can notably spoil the mood in just one battle? Obsidian, by the way, solved one of the main problems during the closed testing of this game - in the game update version 0.7 they added an extremely interesting and adequate (fair) mechanic: a player who caused damage to another player, while being out of his view, becomes visible to him for a while (no audible notification, markers or anything like that when it happens), just a silhouette of his technique. Even if it's minimal autocannon damage, it doesn't matter. This decision was quite enough to prevent players with high stealth from standing in one place to make several shots in a row at a player who cannot accurately shoot him back and do something to counter it except to try to escape. This mechanic was removed when the "amazing and cool" balance 2.0 was introduced, and since then it has been a complete mess.
  10. After successfully removing the mudguards, I decided to do a little brainstorming and it hit me! I thought, what if I can do what I want to see for several long years, just making small changes in mod, guided by logic. And I decided to try. What was my shock from the fact that, as a result, everything turned out the first time and worked just perfectly! I launched the game and was skeptical about this, but everything worked out. I am very happy! Which is where the next guide comes from, hehe. B) How to return the cage to the M1A1 Abrams engine? Answer: it's not difficult to do this, using the files of this mod, of course. And so in order: 1) In the "M1A2" folder, copy the "m1a1_cage.mtl" file and paste it into the "M1A1" folder. 2) In the folder "M1A2" we find the file "m1a2--xm1a3.cdf" and open it with an editor. 3) Find the line: <Attachment Type="CA_BONE" AName="cage_hull" Rotation="1,0,0,0" Position="0,0,0" BoneName="hull" Binding="Objects/vehicles/mbt /m1a1/m1a1aim_era_cage01_hull.cgf" Material="Objects/vehicles/MBT/M1A2/m1a1_cage" PA_ReceiveCustomization="1" Flags="0" /> We copy this line completely from beginning to end, after which we close the file. 4) In the folder "M1A1" open the file "m1a1--m1a1.cdf" and then paste the copied line so that the line "<!--MOD END-->" is one line lower. 5) After inserting the copied earlier line, we need to find "/M1A2/" in it and just change the number "2" to the number "1". After such editing, close the file and save the changes. Easy, right? The result should be a line: <Attachment Type="CA_BONE" AName="cage_hull" Rotation="1,0,0,0" Position="0,0,0" BoneName="hull" Binding="Objects/vehicles/ mbt/m1a1/m1a1aim_era_cage01_hull.cgf" Material="Objects/vehicles/MBT/M1A1/m1a1_cage" PA_ReceiveCustomization="1" Flags="0" /> After such a procedure, you should have an M1A1 Abrams in the game with a cage on the engine, which will be synchronized with the selected paint and camouflages. It will be on the tank regardless of whether dynamic protection units are installed or not. Not critical. The main thing is that she is. I've missed it ever since after "Obsidian", some unknown developers who didn't even have a name began to remake the vechicle in the game. (and sad and significant decisive changes in the game took place in the spring of 2017) Just in case, I’ll throw it off completely as it’s written in my “m1a1--m1a1.cdf” file, but you should consider that I removed everything else, since at the moment for the M1A1 Abrams I only needed a cage for the engine and nothing more ( ideally, of course, to return the authentic model of the tank at the time of the end of 2015 - the beginning of 2016, but this is probably completely fantastic) I have it written like this: <CharacterDefinition> <Model File="objects/vehicles/mbt/m1a1/m1a1--m1a1.cga" Material="Objects/vehicles/MBT/M1A1/M1A1_Hull" /> <AttachmentList> <Attachment Type="CA_BONE" AName="antenna02" Rotation="1,0,0,0" Position="1.2823913,-2.0999532,2.5238092" BoneName="antenna02" Binding="objects/vehicles/vehicles_common/antenna_short.cdf " Flags="0" /> <Attachment Type="CA_BONE" AName="antenna01" Rotation="1,0,0,0" Position="-1.1534978,-2.1744652,2.6110883" BoneName="antenna01" Binding="objects/vehicles/vehicles_common/antenna_short. cdf" Flags="0" /> <!--MOD START--> <Attachment Type="CA_BONE" AName="cage_hull" Rotation="1,0,0,0" Position="0,0,0" BoneName="hull" Binding="Objects/vehicles/mbt/m1a1/m1a1aim_era_cage01_hull. cgf" Material="Objects/vehicles/MBT/M1A1/m1a1_cage" PA_ReceiveCustomization="1" Flags="0" /> <!--MOD END--> </AttachmentList> </CharacterDefinition> So far, I haven’t really thought about whether it’s really possible to “move” cage engine on the M1A2, M1A2C or M1A1 Storm using the method described above. Don't know. I do not know yet, I have not tried, I have not checked. It seems to me that something else will need to be changed there in the "m1a1_cage.mtl" file itself, to prescribe something so that this engine cage is relevant not only for M1A1 and XM1A3.
  11. I'm here and I'm in a positive mood, later it will become clear why. To begin with, I want to express my gratitude to Arto for this mod (pack?), despite the fact that not all of his author's ideas in mod I personally liked, despite the misunderstanding that arose in the discussion of this mod - thank you Arto! My knowledge of modding "Armored Warfare" is absolutely non-existent, so I certainly could not create the mod on my own in the way I wanted to make it. However, thanks to Arto's mod and his hint to a person in a discussion of another mod (how to remove a specific element that I didn't like in a mod for a tank's appearance), which I paid attention to today - I was able to eliminate the "extra" (in my opinion) and give the necessary to that particular tank, which I wanted the most. And although it currently does not look so authentic (due to the fact that the tank models were spoiled by the developers), I am glad at least for this opportunity. Thank you Arto and thank you to all those who make mods for this game. It's really cool and it's important! And so, I want to share here small guides (perhaps it will be useful to someone), there will be only two of them. A) How to remove mudflaps from the stern near the rear rollers from the tank? Answer: very simple. In the folder "M1A1" we find and open the file "m1a1--m1a1.cdf", then we need to delete the line completely: <Attachment Type="CA_BONE" AName="mudflaps" Rotation="1,0,0,0" Position="0,-0.05,-0.21" BoneName="hull" PA_ReceiveCustomization="1" Binding="objects/vehicles/mbt/xm1/phisical_detachparts_hull.cdf" Flags="0" /> After deleting the line, close the open file with the editor and agree to save the changes. That's all. This can be done with any of the tanks in this mod if you want to remove the mudguards. The main thing is to open the desired file with the name of the tank you need and find the desired line there, and then delete it completely and save the changes. I did this first on XM1A3 because in this version of the mod I didn’t like only mudguards in it, otherwise it was very coolly redone. Let's make the Abrams great again!
  12. Type 99A and Type 99A2 are also my favorites and even though they are not very popular I play them from time to time. And it happens that I play only on them and for quite a long time. A few years ago, I remember playing for several hours every day in "Global Operation" at a time when these tanks had the best dynamics among all MBTs and at the same time their armor in the forehead was quite confident. Few people could confidently penetrate the forehead, it was not even necessary to especially move or twist the tank body. Of all the chinese MBTs, I like these two handsome men: 99A and 99A2, they are really cool, both in appearance and in their characteristics. Perhaps not the best and most comfortable tanks at their levels, but they will find their lover. So what am I on about? Oh yes, mod, for my favorites, yes, thank you, thank you very much and special thanks for the opportunity to choose from different options: so far I have chosen a simple option with tanks at the stern of the tank, that's enough for me for now. Thank you. Then, of course, I’ll try options with camouflage and dumps, probably even. The ability to choose is really great, everyone can choose the one they like best. This is great. Thank you very much buddy!
  13. American MBTs were good even at low tiers at the time of balance 1.0, it's a pity that time is long gone and I believe that in spite of everything we will never see such an interesting balance (adequate for a game of this kind) in this game. It's sad, it's unfortunate. However, I'm here to express my admiration for the work done and indeed the listed tanks began to look much better. I like. I might even dust off some of them in my hangar and go out random, hehe. It would be interesting to see something similar for the Abrams line of tanks, including a change in the design of the basket on the turret in the manner of how it was all this time before the release of 0.34, when all the Abrams tanks became ... became sad. For example, pull out the spare roller from the basket and attach it to the steel bars of the basket itself, even at the same level where the spare roller is now, also remove these square inserts (which are especially disgustingly placed on the M1A1 AIM) from the back of the tower / basket. I don't know where they saw exactly the same appearance on the tanks that they made in the game as a result. There are plenty of different elements in this mod that can be used to transform Abrams tanks, adhering to history (I would like to).
  14. Another one of my favorites got an interesting visual mod! Thank you! This is good work. I don’t know if it’s possible to attach some body kits in the form of bags or boxes / canisters (based on historicity), but the option when there is nothing superfluous that could cause a cringe suits me too.
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