LizLemon Posted September 30, 2019 Posted September 30, 2019 In other words no no-mans land Install by dragging the data folder into the install location https://mega.nz/#!zXQG0aRJ!z01cF3LzB5xmkfF6bpRwIi3o2e1wdc_FtoncUyprnT8 10
Jade_Monkey Posted October 1, 2019 Posted October 1, 2019 19 minutes ago, Avyx said: What is this mod doing, actually? Gets rid of "No man's land", the strip of land that was full of craters and trenches due to the war. So the map shows green fields instead of the war torn battlegrounds.
Kapteeni Posted October 1, 2019 Posted October 1, 2019 Looks great. Good for WW1 C and early WW2 scenarios
Pict Posted October 2, 2019 Posted October 2, 2019 (edited) On 10/1/2019 at 4:11 AM, Jade_Monkey said: Gets rid of "No man's land", the strip of land that was full of craters and trenches due to the war. So the map shows green fields instead of the war torn battlegrounds. Oddly enough no-man's land and it craters are still there more than 100 years after WWI, they are just a bit overgrown with vegetation, but the craters are etched into the landscape and still clearly visible. In the Zone Rouge or Red Zone there are still no people, nobody lives there and these areas are still dangerous to this day because on munitions including poison gas like mustard gas. That said I really like the idea of this mod, as it gives us a nice little frame rate friendly western Europe map, without the WWI active front line Edited October 2, 2019 by Pict 1 2
jollyjack Posted January 26, 2020 Posted January 26, 2020 (edited) Is there a way to have both Arras map versions present and loadable in the game/editor program, thus both versions one with and one without the No-mans land zone? PS in the editor the zone is still present, and in the game are barb-wires, explosions etc: still present; how can you get that out? Edited January 26, 2020 by jollyjack
Beebop Posted April 30, 2020 Posted April 30, 2020 (edited) On 1/26/2020 at 11:25 AM, jollyjack said: in the game are barb-wires, explosions etc: still present Oh good. Not really but...I thought maybe I installed it wrong. (made a 'No NML' folder and put the data folder in that, place 'No NML' folder in 'MODS' and enabled via JSGME) Nice work though Liz. Thanks. Edited April 30, 2020 by Beebop
Beebop Posted May 1, 2020 Posted May 1, 2020 On 1/26/2020 at 11:25 AM, jollyjack said: the game are barb-wires, explosions etc: still present Just did a test in the ME. With the mod enabled I removed the "Battlefield" objects block. The dugouts and barbed wire fences were gone but there were brown earth patches were the dugouts had been, there were white lines where the barbwire fences had been and the explosions continued. Not being a modder in any sense of the word I would not know where to look for the explosions and would be loath to remove them if I knew where to look. Possibly they are in the hard coding of the game as we don't have a similar effect on any other map. They are not like the fires of Stalingrad, they are very "dynamic" acting events that only appear in no mans land. There is no "explosions" object or block that I'm aware of in the ME tools. (but what do i know, i can barely hit a target with the whole plane, lol)
jollyjack Posted May 1, 2020 Posted May 1, 2020 On 10/2/2019 at 10:19 PM, Pict said: Oddly enough no-man's land and it craters are still there more than 100 years after WWI, they are just a bit overgrown with vegetation, but the craters are etched into the landscape and still clearly visible. In the Zone Rouge or Red Zone there are still no people, nobody lives there and these areas are still dangerous to this day because on munitions including poison gas like mustard gas. That said I really like the idea of this mod, as it gives us a nice little frame rate friendly western Europe map, without the WWI active front line Must be a really haunted zone, best flown over as quick as possible. Those WW1 fly-birds are in need of a turbo then. A Red Zone Turbo MOD?
Avimimus Posted May 4, 2020 Posted May 4, 2020 Wow! I hadn't realised that some areas were still considered unsafe for cultivation... apparently the forests in very large sections of Vietnam haven't recovered from Agent Orange (mentioned in a Botany class I took a few years back)... it really brings home the scale of modern war when you realise that it permanently changes the environment. 1
LizLemon Posted May 8, 2020 Author Posted May 8, 2020 Making changes to the heightmap will make the game spit out "this map is not authorized for your account" - plus the heighmap resolution isn't high enough for fine detail like that.
Beebop Posted May 8, 2020 Posted May 8, 2020 OK. (sigh) But you never know until you ask. Thanks for the info. Is there any way to retexture the dugout patches and remove the explosions? Again, just asking.
LizLemon Posted May 8, 2020 Author Posted May 8, 2020 Its using airfield_05.dds and airfield_05_nm.dds for dugout patches. Not sure about the explosions, probably something in the scg folder.
Beebop Posted May 8, 2020 Posted May 8, 2020 The explosions are really great for No Mans Land. Adds a lot to the immersions. But on the repaint they detract from the impression of a more peaceful environment. I'll take what I can get when I can get it. it's still a gorgeous map either way.
GOZR Posted May 27, 2020 Posted May 27, 2020 Is this interfere with the original or create a new name map ?
Beebop Posted May 27, 2020 Posted May 27, 2020 Neither. Same map name just different textures in No Man's Land. It's like any other map repaint. Original files are not altered when installed, the game engine is just directed to use other texture files. I suggest installing it via JSGME. 1
jollyjack Posted January 9, 2021 Posted January 9, 2021 (edited) Anyone figured out how to get rid of the Arras explosions yet? They annoy me as i want to experiment and create a mission there, with Liz' no no-mans land active. Edited January 9, 2021 by jollyjack
J2_Oelmann Posted January 10, 2021 Posted January 10, 2021 Is it possible to do the opposite? Extension the nomansland? Fighting raged back and forth for four years over almost the complete map.
Chief_Mouser Posted January 10, 2021 Posted January 10, 2021 5 minutes ago, J2_Oelmann said: Is it possible to do the opposite? Extension the nomansland? Fighting raged back and forth for four years over almost the complete map. I tried that, after seeing which files LizLemon used for the original mod. It did not go well as the 'new' no mans land ended up with block edges and not merged in. Something about it I didn't understand, obviously. ?
LizLemon Posted January 10, 2021 Author Posted January 10, 2021 Either move/edit out the decals that have the craters, or create new textures for the transition.
jollyjack Posted May 10, 2021 Posted May 10, 2021 On 5/8/2020 at 6:48 AM, LizLemon said: .... Not sure about the explosions, probably something in the scg folder. I finally found that: 1
Moderators CLOD AWC Posted June 1, 2022 Moderators CLOD Posted June 1, 2022 Could this mod be updated please! The link is no longer available. 1
Stonehouse Posted June 1, 2022 Posted June 1, 2022 4 hours ago, Lemsip said: Could this mod be updated please! The link is no longer available. Is this what you wanted? arras pre-post war.zip 1
jollyjack Posted January 10, 2023 Posted January 10, 2023 On 9/30/2019 at 11:53 PM, LizLemon said: In other words no no-mans land Install by dragging the data folder into the install location https://mega.nz/#!zXQG0aRJ!z01cF3LzB5xmkfF6bpRwIi3o2e1wdc_FtoncUyprnT8 I tried your mod with the new 5.004 game's map, it does not seem to work ... I might be wrong though My no dummy explosions does however, even in the no-man's land zone between the two marked areas. Download: No Dummy Explosions MOD for Arras 1
WitchyWoman Posted January 10, 2023 Posted January 10, 2023 (edited) The map isnt just good for WW1 I think, Any history buff knows that this is the location where the allies had their butts handed to them for the first time by Rommel and the 88mm in 1940. Problem is that we dont have the vehicles to model that part of the war though. Edited January 10, 2023 by WitchyWoman 1
jollyjack Posted January 11, 2023 Posted January 11, 2023 rommel in dutchspeak means junk, shambles, litter ... guess you can use anything ...
WitchyWoman Posted January 12, 2023 Posted January 12, 2023 (edited) 16 hours ago, jollyjack said: rommel in dutchspeak means junk, shambles, litter ... guess you can use anything ... Well to be honest in this case the man and the gun used was not junk. It was the Matilda,Souma, and Vickers tanks that wer junk. Edited January 12, 2023 by WitchyWoman
jollyjack Posted May 2, 2024 Posted May 2, 2024 (edited) PS does Liz's arras pre/post war mod still work in 5.203b ? Maybe it needs a fix; seems to work only in the FC1 area, not on the western front arras stuff. Edited May 2, 2024 by jollyjack
Stonehouse Posted May 3, 2024 Posted May 3, 2024 19 hours ago, jollyjack said: PS does Liz's arras pre/post war mod still work in 5.203b ? Maybe it needs a fix; seems to work only in the FC1 area, not on the western front arras stuff. Pretty sure it is at least partially map specific. No idea whether the files need a resync with the current version.
jollyjack Posted May 14, 2024 Posted May 14, 2024 (edited) Been experimenting replacing ungtp-ed western front map files with LizLemon's "no man's land" edits. No man's Land is gone, and some stuff like the craters etc were replaced but other files should be left alone, now which? The modded files here to install with JSGME, download 95MB: https://www.mediafire.com/file/970rwfqsreugxc8/arras_pre-post_war_test_3.zip/file I think the errors to fix might be somewhere in .......... \data\graphics\landscape_westernfront_sw folder. The middle of the no man's land area: Edited May 14, 2024 by jollyjack
kraut1 Posted May 17, 2024 Posted May 17, 2024 On 5/14/2024 at 8:37 PM, jollyjack said: Been experimenting replacing ungtp-ed western front map files with LizLemon's "no man's land" edits. No man's Land is gone, and some stuff like the craters etc were replaced but other files should be left alone, now which? The modded files here to install with JSGME, download 95MB: https://www.mediafire.com/file/970rwfqsreugxc8/arras_pre-post_war_test_3.zip/file I think the errors to fix might be somewhere in .......... \data\graphics\landscape_westernfront_sw folder. The middle of the no man's land area: An updated working version for the Western Front Map would be great for 1940 Battle of France missions. 1
jollyjack Posted May 17, 2024 Posted May 17, 2024 Yep, was working on a fictional Paris mission. With London stlll missing at least we got that as area flyable ...
kraut1 Posted July 9 Posted July 9 (edited) On 1/10/2023 at 8:27 PM, jollyjack said: I tried your mod with the new 5.004 game's map, it does not seem to work ... I might be wrong though My no dummy explosions does however, even in the no-man's land zone between the two marked areas. Download: No Dummy Explosions MOD for Arras Thanks for the "No Dummy Explosions..."! I will use your mod for the next release the Civil Transport pilot MOD with France / Paris (not released) Edited July 9 by kraut1
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