E69_julian57 Posted December 31, 2025 Posted December 31, 2025 (edited) For the Farman's skin, you could use the FE 2b's, as you say, but unfortunately there is no template for the FE 2b...? Edited December 31, 2025 by E69_julian57 Quote
AndreiTomescu Posted December 31, 2025 Posted December 31, 2025 (edited) lovely! before 1915 1915-1941 1941- aug 1944. the rondel is actually 4 "M" into a cross. M from King Michael after aug 44 the communists took over, so that explains the star. after the revolution, we're back to 1916 type the first rondel is pre 1915 and Romania entered WW1 in 1916, so it's not suited for our theater of operations 1 hour ago, CzechTexan said: It's interesting that the Romanian roundels were different during WWI. yes, they changed in 1915, after the first king Carol I , died. also the colors on the flag didn't changed, only the order. These adjustments were part of standard heraldic protocol to reflect the new monarch, rather than a significant alteration of the national standard itself. The core tricolor design remained constant. that is to say his nephew, Ferdinand, had a bit of ego. 🙂 Edited December 31, 2025 by AndreiTomescu Quote
AndreiTomescu Posted December 31, 2025 Posted December 31, 2025 Ferdinand was the new king, called "intregitorul" = ....the one who made it (Romania) hole again. like united all provinces, even some not quite full romanian, after WW1. Quote
E69_julian57 Posted December 31, 2025 Posted December 31, 2025 I will make the changes but leave some with 1915 markings, the Nieuport 11 models, so that the change can be seen. Quote
AndreiTomescu Posted December 31, 2025 Posted December 31, 2025 (edited) 20 minutes ago, E69_julian57 said: For the Farman's skin, you could use the FE 2b's, as you say, but unfortunately there is no template for the FE 2b...? what do we do ??? The farman's were the most numerous......🫢 2 minutes ago, E69_julian57 said: I will make the changes but leave some with 1915 markings, the Nieuport 11 models, so that the change can be seen. smart! like they didn't had time to repaint! that's cool! actually i wouldn't be surprised, as the economics weren't at their best 🙂 Edited December 31, 2025 by AndreiTomescu Quote
E69_julian57 Posted December 31, 2025 Posted December 31, 2025 We will have to find a replacement that we don't have, and we will also have to find a Russian bomber. Another Breget 14b2 could be used. 1 Quote
MajorMagee Posted December 31, 2025 Posted December 31, 2025 Well three to go again because I decided to throw in an Austrian Infantry Detachment 1 Quote
kraut1 Posted December 31, 2025 Posted December 31, 2025 10 minutes ago, MajorMagee said: Well three to go again because I decided to throw in an Austrian Infantry Detachment Great, I will make some tests to implement the Infantry in the EMG Generic template. Quote
MajorMagee Posted December 31, 2025 Posted December 31, 2025 This version could be used for Austrian / German / Bulgarian units. Now to figure out the French / Romanian blue. 1 Quote
kraut1 Posted December 31, 2025 Posted December 31, 2025 1 hour ago, MajorMagee said: This version could be used for Austrian / German / Bulgarian units. Now to figure out the French / Romanian blue. Implementation of Infantry in the EMG template for automatic mission generation works. Quote
MajorMagee Posted January 1 Posted January 1 (edited) One more to go. Edited January 1 by MajorMagee 1 1 Quote
E69_julian57 Posted January 1 Posted January 1 (edited) Hello, I have created a mod, SKINS RUSSIAN-ROMANIANS-ASTROHUNGAROS, with aircraft for this campaign. Russians SPAD VII Late Nieuports 17 It is in the game by default. Sopwith Strutter 1 1/2 Sopwith StrutterB 1 1/2 Breguet14 Romanians Nieuport11 Nieuport17 Nieuport17GBR Sopwith Strutter 1 1/2 Sopwith StrutterB 1 1/2 Breguet14 FE2b as Farman Austro-Hungarians Albatros D III DFWC5 Let me know if it works. https://www.mediafire.com/file/ut2nqj2w43pj7wj/SKINS+RUSSIAN-ROMANIANS-ASTROHUNGAROS.zip/file Spoiler Edited January 1 by E69_julian57 2 1 Quote
kraut1 Posted January 1 Posted January 1 (edited) 12 hours ago, MajorMagee said: One more to go. The effect of the blue uniforms and the cut helmets is great, Thanks very much! 11 hours ago, E69_julian57 said: Hello, I have created a mod, SKINS RUSSIAN-ROMANIANS-ASTROHUNGAROS, with aircraft for this campaign. ..... Let me know if it works. https://www.mediafire.com/file/ut2nqj2w43pj7wj/SKINS+RUSSIAN-ROMANIANS-ASTROHUNGAROS.zip/file Reveal hidden contents I have defined your skins in the mission generator as default skins, they looking really good! Thanks very much! (Screenshots created with balanced settings) @AndreiTomescu Edited January 1 by kraut1 Quote
MajorMagee Posted January 1 Posted January 1 (edited) The last one in the current package is complete. Download Rev 2 Here The intention of this Mod package is to create a mod with new AI Infantry variations (Austrian, French, and Romanian) that expand what's available for Mission Builders to select from. DetachentAus5 DetachmentFrn5 DetachmentRom5 These are created from the existing US Infantry (Aus and Rom) or UK (Frn) Squads, so unfortunately the helmets and equipment are not modelled properly. The French helmets have been reshaped into the Adrian style by masking edits in the alpha layer. There are also 5 new AI Artillery pieces provided with crews dressed in French uniforms (versus the original WW1 British crews). French75fr Hotchkissmle14fr Hotchkissmle14fr-aa QF13pdr6cwtfr QF45infr Edited January 2 by MajorMagee 1 Quote
kraut1 Posted January 2 Posted January 2 (edited) 15 hours ago, MajorMagee said: The last one in the current package is complete. Download the WW1 Infantry Package here. The intention of this Mod package is to create a mod with new AI Infantry variations (Austrian, French, and Romanian) that expand what's available for Mission Builders to select from. DetachentAus5 DetachmentFrn5 DetachmentRom5 These are created from the existing US Infantry (Aus and Rom) or UK (Frn) Squads, so unfortunately the helmets and equipment are not modelled properly. The French helmets have been reshaped into the Adrian style by masking edits in the alpha layer. There are also 5 new AI Artillery pieces provided with crews dressed in French uniforms (versus the original WW1 British crews). French75fr Hotchkissmle14fr Hotchkissmle14fr-aa QF13pdr6cwtfr QF45infr @MajorMageeThanks very much for the Mod! I have installed the mod with JSGME (in the mod the main folder is now /data, because my MODS folder is inside IL-2 GB: example after installation: I am able to place all new units in the Mission Editor and I can see already the blue uniforms. But when I try to run the mission: The french75fr works, mission is running. ADDED LATER, ISSUE SOLVED, FILENAME in Luascripts folder changed (fr added) But for many of the other units I get an error messages and IL-2 crashs. Example: 13pdr AAA: In respect of the infantry all Romanian, French, Austrian standard Detachments with 5 soldiers seem to work. Thanks very much!🙂 ADDED LATER, ISSUE SOLVED, FILENAME in Luascripts folder changed (fr added) But the alternative units that are sitting or running create the Object undefined message and IL-2 crashs Current Status: We have already some great working basic units, thanks very much! But some other units are currently creating crashs, could you please test all units in a mission. ADDED LATER, ISSUE SOLVED, FILENAME in Luascripts folder changed (fr added) Attached my WW1 test mission for testing the plane skins and the additional units. ww1-weapon-test.zip Edited January 2 by kraut1 Quote
kraut1 Posted January 2 Posted January 2 @MajorMagee Maybe the reason is in the luascript files, for the marked files maybe the "fr" to be added: Quote
kraut1 Posted January 2 Posted January 2 (edited) Okay, now it works after adding the fr in the filenames: @MajorMagee and @E69_julian57: Thanks very much for your Skins and Modifications, here a small demo: (Video not published, only with with this link in the forum) In respect of the ground units we have to think about trucks, AAA trucks, trucks with balloon winches only with french drivers (blue french = blue romanian = most importent) Edited January 2 by kraut1 3 Quote
MajorMagee Posted January 2 Posted January 2 (edited) Sorry, I missed the typos. There's a lot to remember when creating these. I'll fix the upload so others don't need to do the edits, and to remove some unused textures. The detachment sit and run versions are used for the AI in the game as the troopers get killed, but should not be selected in the editor. I've copied the file structure exactly as the US and UK infantry detachments have it and they do not create these entries in the STEditor unit selector list. So far I have not been able to suppress them showing up for these new detachments. p.s. Now added vehicles Crossleyt5FR QuadFR QuadFR-ambulance QuadFR-searchlight QuadFR-winch Thorny13pdrFR-aa Download New WW1 Infantry, Artillery, and Vehicles Here Edited January 2 by MajorMagee 1 1 Quote
MajorMagee Posted January 2 Posted January 2 (edited) The Artillery and MG crewmen have the Artillery Badge on their Adrian helmet. I decided to leave the Vehicle Drivers with Artillery Badges on their helmets versus creating whole new characters for each unit type just to have that small detail correct. (e.g. Medical for the ambulance) The Infantry Detachments (French and Romanian) have the Infantry badge. Edited January 2 by MajorMagee 1 Quote
MajorMagee Posted January 2 Posted January 2 (edited) I've noticed that the lighting of the Character Models that are attached to the Artillery, MGs and Vehicles varies between normal, and over bright. It's really obvious when you compare the Hotchkiss with the Hotchkiss-AA. They both pull in the same 3D model and texture, but the result looks completely different. I suspect that this is buried somewhere in the mgm file, but I'm not sure where I should be looking. If I can find where it's located perhaps I can hex edit a correction. The original British characters have this issue too, so I know it's not something I've done by mistake. P.S I surprized even myself, and found the proper hex code location to change this. Hold off on downloading the new package until I've had time to fix everything. Edited January 3 by MajorMagee 1 1 Quote
kraut1 Posted January 2 Posted January 2 (edited) 41 minutes ago, MajorMagee said: I've noticed that the lighting of the Character Models that are attached to the Artillery, MGs and Vehicles varies between normal, and over bright. It's really obvious when you compare the Hotchkiss with the Hotchkiss-AA. They both pull in the same 3D model and texture, but the result looks completely different. I suspect that this is buried somewhere in the mgm file, but I'm not sure where I should be looking. If I can find where it's located perhaps I can hex edit a correction. The original British characters have this issue too, so i now it's not something I've done by mistake. P.S I surprised even myself, and found the proper hex code location to change this. Hold off on downloading thee new package until I've had time to fix everything. Thanks very much for your work! 4 minutes ago, kraut1 said: Thanks very much for your work! Could you please check the Mediafire Link:🙂 Edited January 2 by kraut1 Quote
Stonehouse Posted January 2 Posted January 2 8 hours ago, kraut1 said: @MajorMagee Maybe the reason is in the luascript files, for the marked files maybe the "fr" to be added: Just a passing observation and coming in part way so maybe missing someone else saying the same thing but instead of adding fr to the file names wouldn't you just clone the text file to another name? You're essentially doing what we did with Additional Warships. Better to completely clone units than alter existing ones as it better insulates the mod from future changes plus doesn't take an existing unit away. @MajorMagee you may already know but in case it's useful - when you are adding units and setting up new graphics folders for them you can sometimes end up with the files in the new graphics folder appearing in the editor list of objects like they are placeable units which is undesirable. You can suppress these via the editorobjectsblacklist,cfg file in the GUI folder. You may also want to add new messages to names.locale in swf/il2/worldobjects. You may want to pick up the simple WW1 train AAA mod and include it with a repaint. Happy for you to do this if you wish to. What is being done looks very good! 1 Quote
MajorMagee Posted January 2 Posted January 2 (edited) I decided that in addition to toning down the French character models, I would fix the British ones as well. Original Characters With Reduced Specular Reflection AI - New WW1 Infantry Rev 2 The intention of this Mod package is to create a mod with new AI Infantry variations (Austrian, French, and Romanian) that expand what's available for Mission Builders to select from. DetachentAus5 DetachmentFrn5 DetachmentRom5 These are created from the existing US Infantry (Aus and Rom) or UK (Frn) Squads, so unfortunately the helmets and equipment are not modelled properly. The French helmets have been reshaped into the Adrian style by masking edits in the alpha layer. ***The detachment sit and run versions are used for the AI in the game as the troopers get killed, but should not be selected in the STEditor.*** There are 5 new AI Artillery pieces provided with crews dressed in French uniforms (versus the original WW1 British crews). French75fr Hotchkissmle14fr Hotchkissmle14fr-aa QF13pdr6cwtfr QF45infr I've also included the original British units with their character's specular reflection reduced from 7F to 50 hex. French75 Hotchkissmle14-aa QF13pdr6cwt QF45in There are six new AI Vehicles provided with crews dressed in French uniforms (versus the original WW1 British crews). Crossleyt5FR QuadFR QuadFR-ambulance QuadFR-searchlight QuadFR-winch Thorny13pdrFR-aa I've also included the original British units with their character's specular reflection reduced from 7F to 50 hex. Crossleyt5 Thorny13pdr-aa I've turned the link back on again. Download New WW1 Infantry, Artillery, and Vehicles Here Edited January 2 by MajorMagee 1 Quote
MajorMagee Posted January 2 Posted January 2 (edited) I'm not overwriting any existing units. These are all clones like I did for my big collection of new AI vehicles. I didn't know about the blacklist. I've added it to the download. Edited January 2 by MajorMagee 1 Quote
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