LizLemon 1020 Posted September 30, 2019 Share 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 9 Link to post Share on other sites
Avyx 23 Posted October 1, 2019 Share Posted October 1, 2019 What is this mod doing, actually? Link to post Share on other sites
Jade_Monkey 3770 Posted October 1, 2019 Share 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. Link to post Share on other sites
Avyx 23 Posted October 1, 2019 Share Posted October 1, 2019 Thank you Link to post Share on other sites
Kapteeni 17 Posted October 1, 2019 Share Posted October 1, 2019 Looks great. Good for WW1 C and early WW2 scenarios Link to post Share on other sites
Pict 549 Posted October 2, 2019 Share 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 Link to post Share on other sites
jollyjack 563 Posted January 26, 2020 Share 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 Link to post Share on other sites
Beebop 677 Posted April 30, 2020 Share 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 Link to post Share on other sites
Beebop 677 Posted May 1, 2020 Share 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) Link to post Share on other sites
jollyjack 563 Posted May 1, 2020 Share 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? Link to post Share on other sites
Avimimus 615 Posted May 4, 2020 Share 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. Link to post Share on other sites
Beebop 677 Posted May 4, 2020 Share Posted May 4, 2020 I wonder if this could be done with the repaint: Link to post Share on other sites
LizLemon 1020 Posted May 8, 2020 Author Share 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. Link to post Share on other sites
Beebop 677 Posted May 8, 2020 Share 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. Link to post Share on other sites
LizLemon 1020 Posted May 8, 2020 Author Share 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. Link to post Share on other sites
Beebop 677 Posted May 8, 2020 Share 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. Link to post Share on other sites
GOZR 71 Posted May 27, 2020 Share Posted May 27, 2020 Is this interfere with the original or create a new name map ? Link to post Share on other sites
Beebop 677 Posted May 27, 2020 Share 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 Link to post Share on other sites
jollyjack 563 Posted January 9 Share Posted January 9 (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 by jollyjack Link to post Share on other sites
J2_Oelmann 96 Posted January 10 Share Posted January 10 Is it possible to do the opposite? Extension the nomansland? Fighting raged back and forth for four years over almost the complete map. Link to post Share on other sites
216th_Cat 1052 Posted January 10 Share Posted January 10 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. 🙁 Link to post Share on other sites
LizLemon 1020 Posted January 10 Author Share Posted January 10 Either move/edit out the decals that have the craters, or create new textures for the transition. Link to post Share on other sites
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