Level Designer, 3d Artist & Lead Animator at Archaic Entertainment. If you have issues with Company of Heroes: Eastern Front write it in my comments I'll try to sort them out as fast as possible.
Yah, same here. I'd like to support ModDB, but sometimes there are some kinda weird flashplayer ads that play a video by themselves (with sound!) and then you have to go through the entire website to find them and stop them. Very annoying tbh. (I don't know if this only relates to german ads)
Makes it sound more seriously doesn't it? ;D. The background check might be a little over the top though xD.
Lots of games in the pot! :D
Thank you :)
This is the replacement for the normal minesweeper we had and these are just generic ingeneries.
Yeah, R. MI 43 is just the brand name :D.
Nope, I doubt you'll see it in reallife too (but ofc this is just and excuse for not being able to do it with our tools ;)).
Suddenly a wild DMz appears.
Lots of details gone and it looks crap :P.
Leute keine Flamewars hier. Das könnt ihr auch per PM klären!
Yes, you will!
Yeah actually the Men of War Map Editor is more complicated <.<. I also get lost there.
Who said that there is no snow on the Western Front lol :P
Damn somebody noticed it! :D
Thank you :).
It's included in CoH hidden and partly bugged.
It's the Ostheer flag actually...
Will be checked.
No, model exporter only work with 3ds Max 7 or 8.
Oh I forgotten to tell that Ostheer tanks have a spawn protection for the first 2 seconds so mapentry point mining is useless.
Well, basicly there is no disadvantage. The Ostheer is already quiet well protected against base rushes (flak38 can even damage light armour). I even see a clear advantage of the Off map spawn because you are able to plan your defense a little bit longer than if just your tank gets destroyed while rolling out of the factory. In addition the Off map spawnpoint is close to the HQ on nearly every map so it won't make a huge difference.
There are going to be some (no numbers here) patches before it.
They come off map so no need for that.
We are currently trying to find a good balance so the texture fits on every surface :P.
that's what we call German Engineering.
Did you update your game to the latest version?
Cool screenshot I see a bugged magazine :P
No, it seems to be a screenshot from the alpha version or from the campaign.
huh didn't see that one :P.
Added your question to the FAQ.
By the way this is an ambush point so make ready for some nice partisan action here ;).
It's quiet easy to do that.
-Place your "flags" or "HQ's" (gameplay>fuel_point(_medium/high);gameplay>munitions_point(_medium/high) or gameplay>manpower_ressource_point(_medium/high))
-Click on the "Ter" button in the Taskbar.
-Find "Draw Overlay Map" under "Overlay" menu. Then click on "Draw Sector Map"
-Now click "Calculate Voronoi" on the right. (sectors will now be spilted up in percentage)
-If you want to change a sectors layout then just click on sample then on the sector you want to edit.
Additinal notes: If parts of the territory start flashing then you disconnect it from the point/flag.
Going to post a tutorial about this soon.
We are probably going to include a temporary fortress doc ability for that.
Ostheer already have flak emplacements as base defense... I don't think they need flaks on top of their tier buildings :P.
Sure probably we'll also use units which we have in reserve.
This section is still under construction, if everything goes well we are going to add some more tutorials about Level Design and Animation. So make sure to check this section out again ;).
I my opinion the genere of both games are almost completly different.
Yes who cares? :p
Belarus tractor? :P
No this guy wants to ride his tractor :P.
No, as we are trying to stick to a Relic imitation. So yes we continue to use the vanilla damage system.
Thanks for your support!
Don't worry guys our team features german as well as russian historicans. I guess they'll find a good balance between fact and fiction. I also want to refer to the last post in this commentrow. In the end it's still a videogame, it's about telling a story and not to reflect historical facts or the reality (even though Relic truely did advertise with that).
Yes, because finding reference roof texture is hard and nearly impossible. We had some buildings which didn't reference any texture files in their entire .rgm (hexcode) and were still displayed as they should.
How you can find out what texture an object uses:
(Corsix's Mod Studio)
Go to attrib/ttrib/ebps and find the exact object you placed in your map (should be the same path). Then go to "entity_blueprint_ext" under animator you'll find the path to the art object. So go back to the tree head and then to Art/models/... you'll find the model you search for. Pick the .rgm and you'll find the path to the textures on the left side.
As the mod is almost snow only it could be possible that they just replaced the paths of the existing buildings.
Glad you fixed it! Have Fun ;)!
Did you launch in -dev mode and also the correct mod?
Did you modify the right roof texture?
Did you place the right assoicated house model?
Is your issue related to CoH modding in general? If yes then you can post it here or just PM me so we can keep this team page clean.
You can donate here if you like:
Strange. The Corsix's website is basic HTML it should work in any browser! (I use Firefox and it works just fine).
Here's a link to the tutorials made by Corsix himself: Corsix.org
1) It's pretty hard to answer this question. However I'm going to sum it up like this: BotB copied the orginal tree .rgm (Relic Model File) and just changed the texture & the texture path in the .rgm according. Check the texture editing tutorial of Corsix's: Corsix.org
2) Yes, this will only work through a mod or otherwise if you would replace the paths of the existing pine trees, all pine trees will look like snow. OR if you break something you could loose compability with other CoH clients as they would have a different checksum.
3) If you duplicate them in Corsixs and then load up the game or Worldbuilder with the mod you modified then it'll show up automaticly. You'll only need to export objects if actually create a new 3D model and you want it to be in the game, all of the above is basically just texture editing & replacing.
There is already a winter texture pack for CoH which is featured in BotB (like you mentioned), in Eastern Front and many more. That package also includes snow ground textures in lots of varieties.
Some small side note: If you start modifing your files always back them up! Otherwise you'll be forced to reinstall your game or mod if you break something.
Are you sure you got the newest Steam version of CoH?
Nope, not going to happen.
Yes, try using Corsix's Mod Studio.
We got some experienced modders here I see! :D
2.700 is a Steam patch. So if you own the game over Steam, it should automaticly get it up to date for you.
You have to have the Steam version of either. Company of Heroes OR Company of Heroes: Opposing Fronts OR Tales of Valor. So yes you can install it on Tales of Valor.
No, there's not.
You have to update your Company of Heroes to the latest version.
You know that developers add stuff to ModDB and not the ModDB staff themselves. If new mods for new games are good they have no problem getting enough attention. The point is that new games usually do not support modding at all, that's one of the reasons why there are so few.
Can you show me a screenshot? And what's written in the Debug window, when you load up WB?
Steam>Steamapps>common>Company of Heroes Relaunch
We have a T-60 model, only a matter of time until it'll be in
Well, RMC is already done. The question is if we are going to keep, remove or readd it.
Yes, that's true.
We got something coming up in that area.