This mod aims to replace or improve textures in game with new high resolution work while retaining the original feeling and color palette of the game. Characters in game will be given much higher variety of uniforms, equipment and decals which will allow for much deeper experience for those who want to revisit the game or play it for the first time after long time. The textures are redone using original ones as base whenever possible (most are still nice and have at least basic realism) to retain original design, but all textures are upscaled to twice (or more) of original resolution, sharpened, and have decals either redrawn, or replaced with as much reverence to realism as possible. In effect the skins are extra realistic, but also don't look out of place - everything is done as to not ruin the original scene background and color palette that has been developed specially for SPR and MoHAA.
Hello guys again, here's another part of new texture content, this time it's two of stationary heavy weapons - FlaK 36 8.8cm and 15cm Nebelwerfer 41.
In vanilla game they both had rather generic visuals, reed green for FlaK and greyish color for Nebelwerfer. Now I improved the textures of these models to higher resolution and applied camouflage for both, in colors and pattern used by Wehrmacht in Normandy.
FlaK 88 got coloured in typical German yellow-ish base, with thin green stripes for camouflage. As this gun appears in various locations, I wanted it to fit both Normandy and Africa missions, and this type of camo fits both. Now there's one more appearance of this gun where it doesn't fit as well, which is as fortification gun in Fort Schmerzen level, where this summer camouflage stands out among snowy winter of January 1945... hopefully it will be possible to switch out the model in that level for something more fitting - if so, I'll try to create basic no-camo grey texture for it.
Nebelwerfer received three-tone camo, since in original game this weapon had bright, low-contrast texture I decided to keep this style in coloring - such washed-out colors were sometimes used in german camouflages, in case of shortage of pigments the paint was thinned with water, gasoline and other additions, resulting in washed-out, bright and low-contrast look.
As a bonus, I remade the Wehrmacht Officer texture. The base one in the game was of really bad quality, I don't know why I kept it unchanged for so long, but well. It's fixed now. New officer tunic is upscaled to 2k, has new decals (collar, tabs, badges and medals etc) and colouring is adjusted closer to real-life counterpart. It's made in variants of three ranks (Lieutenant, Captain and Major), camo variant also received remake of collar and shoulder decals.
That's it for now, this is now majority of vehicles and heavy weapons to be remade so I will soon be releasing the pack to download for you.
By the way, there is a slight bug with Nebelwerfer model in game, the shading doesn't work properly on it in m3l3 mission (which is why the screenshot is made on model which was console-spawned in different place). This is how this bug looks: I.imgur.com as you can see there are shadows in place where there shouldn't be any (the launchers are placed in the open, in full sun)
I assume it's a problem with some settings in .shader file for Nebelwerfer texture possibly. If any of you know what's the problem and what might be a solution, I'll be very thankful for help!
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Looking Amazing, I Can't Wait To See The Africa Version of Flak 88.
And Same Cannons in Winter Version
No sorry what was meant that this version will be for both Africa and Normandy:) since there is only one model in game for all locations, so to not multiply model switches I chose this camo as it was used in both places IRL.
But I will try to make a separate desert variant for Breakthrough too
I don't really know anything, but could the shader bug be because those nebelwerfer models are partially embedded in the ground?
No, it doesn't seem to affect it, when I spawned the model both mid-ground and high above in sky the lighting was the same, totally dark in one section of map (where the middle Nebelwerfer is) and totally lighted up in other. This is what's weird, it's like entire sections of map have different lighting (or lack of it) which is not adjusted to what the sun position should give
So I guess at that point easiest would be to somehow edit the way the model is lighted up to ignore lighting altogether (since they're all in the open anyway)