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Sequoia

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  1. Like
    Sequoia reacted to Oleksandr in Oleksandr's Modding Space for CMFI.   
    Almost ready... 

  2. Like
    Sequoia reacted to IICptMillerII in Here is What I Dont Understand about BF?   
    Here is what I don't understand about starving people? 
    Get more food.
    Eat.
    Repeat.
    Problem solved. Duh.
  3. Like
    Sequoia got a reaction from Sgt.Squarehead in How a tree trimming in Korea's DMZ almost started a war in 1976   
    I wasn't aware of this. I found the article interesting and thought it worth sharing.
     
    https://www.bbc.com/news/world-asia-49394758
     
    P.S. Perhaps this is how Mord started out.
  4. Like
    Sequoia got a reaction from Hister in Online magazine posted BF's game screenshot   
    Sorry, single player just isn't near as much fun in this case.
  5. Like
    Sequoia reacted to JohnO in Custom 3D Models and Mods Compilation   
    Not sure if I want to post here, reason, seems every time I post nobody else post afterwards
    But I will see what happens. thanks to Aquila-CM and Sbobovyc, I've taking the plunge and try my hand in using Blender. At first I was cussing at the monitors but after awhile everything is working.
    I use the M1064A3 MC and try to change it to just a M113 medic. Still not finished, still have work to do on the interior.
    Have some ideas to work on and trying to add the M577 and M997 Medic vehicle.

  6. Like
    Sequoia reacted to Frenchy56 in Med-evacs + Detailed Injuries.   
    I often hear even people in the Army repeat this.
    5.56 was for standardization in NATO (really it's just the US that adopted 5.56 and NATO followed suit, among them some very angry Brits who had spent a decade designing an intermediate cartridge and a rifle to fire it from scratch).
    Its advantages over 7.62 were that a grunt could hump more ammunition for the same weight. This is definitely more important to an infantryman than making sure you're wounding your enemy, who might be left behind anyway, and the 7.62 round's power was judged too excessive due to its effective range usually exceeding today's usual combat ranges, especially since these days where urban combat is much more common, and is an integral part of combat training today, unlike during WW2 for example where people just tossed grenades and went in guns blazing with rifles and SMG's.
     
    In fact, the first 5.56 rounds fired in Vietnam, the M193 Ball, created wounds that were judged as too gruesome by the US military. They tumbled inside the target's body and made gory exit wounds. It was replaced by the Belgian SS109, the M855 in the US.
  7. Like
    Sequoia reacted to IanL in Online magazine posted BF's game screenshot   
    Well Britain is a democracy so the people do.
  8. Like
    Sequoia reacted to MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    More screenshots from the Southeast Asia mod and campaign Heaven & Earth.



  9. Like
    Sequoia reacted to MOS:96B2P in Custom 3D Models and Mods Compilation   
    The new billboard flavor object can also be used as bulletin boards and SitMaps etc.   Pretty cool.  I have to learn to lower them so I can get them inside a building and also raise them so they can be placed on the second floor above a storefront etc. 



     
  10. Upvote
    Sequoia got a reaction from BletchleyGeek in Online magazine posted BF's game screenshot   
    Who knows, maybe there's a huge untapped market of Brazilians wanting to play Brazilians in a computer wargame.
  11. Like
    Sequoia got a reaction from Freyberg in Online magazine posted BF's game screenshot   
    Who knows, maybe there's a huge untapped market of Brazilians wanting to play Brazilians in a computer wargame.
  12. Like
    Sequoia reacted to Aquila-CM in Custom 3D Models and Mods Compilation   
    Relax in the Sand Method
    Also known as IED Incident / Surprise Explosion Method
    Imagine you playing casually CMSF2 managing your units at the FOB and suddenly a big explosion happens somewhere on the map. What was that? Should we send a patrol to check out?
    How to setup:
    1) Setup a pile of enemy IEDs and Spotters or setup a VBIED on a specific spot.
    2) set a friendly vehicle/infantry as reinforcement (it can be also a BLUEFOR Taxi, Pickup, Ural Truck so when your units reach the scene it looks more authentic), set the time according to your preference. Place this vehicle into the IED/VBIED spot.
    3) when the vehicle spawns it instantly triggers the explosion, visible to the player. Spotters+IEDs require 1/some seconds. VBIED trigger instantly so fast the player won´t even see the reinforcement vehicle.
     
    - Use it for surprise, alongside reinforcement message to make the player curious or give him the task to setup a patrol in order to investigate
    - Spawning infantry into the IED spot also trigger them (do not use BLUEFOR civillian spies etc. as they are hard to spot)
    - max out the triggermen´s or VBIED stats to speed up their spotting and detonation.
    - The VBIED or the Reinforcement Vehicle can be switched with custom 3D Models or even made invisible. An immobilized reinforcement vehicle also triggers the explosion.
    - Use this in combination with a mission objective: Example: "Intel reports insurgent leader Al Grognardib aquired an operational radioactive dirty bomb and plans to detonate it in this heavy populated are in the next 2 hours. Gather intelligence, find him, and stop the WMD attack".  He then could be the Triggerman of the IED spot or there could be several of them there. If he gets successfully interrupted or killed in time, the "victim" reinforcement vehicle/individual will spawn without blowing up. The reinforcement´s destruction would result in alot of victory points for the enemy. In case of player success the sudden reinforcement spawn could be explained in the briefing. Example: EOD team "Briefing:When located kill/capture Grognardib and secure the bombsite. Wait for the special EOD team/vehicle to arrive, they will aquire the bomb and transport it. Ensure the safe passage to exfil/fob".
    - the explosion also works on a start of a scenario although the player will see the victim vehicle of course in the SETUP phase. Can be used for scenarios such as: "Quarterback 2-2s Humvee patrol in Town A was calm so far, the weather is fantastic. Just in this moment the lead Humvee is approached by a friendly looking fella who is carrying a big chocolate cake. Looks like the day is getting even better."
    My over the top solutions for alot of smoke. You obvisouly don´t need to go so extreme:


     

  13. Like
    Sequoia reacted to Aquila-CM in Custom 3D Models and Mods Compilation   
    Yes both methods are possible:
     
    1) This was done with "Destroy BF109" objectives but as you can guess you can do it with everything.
    2) The destroyed objective was a Bedford Truck replaced by a BF109. Make copies of the custommodel.mdr of your choice and replace the main mdr and lod mdr files. For weapon caches you can simply take the vanila "crate1.mdr" and rename it to "vehicle-taxi.mdr", then make copies from it and add "-lod1" up to "-lod4" to it. You could also replace the VBIED vehicle as I believe these have a chance to explode when fired upon, so players would be extra cautious and call an armored vehicle to do the EOD job.

    3) Very good for replacement are casual/transport vehicles (Jeeps, Civilian cars, Humvees, Wolfs, Trucks etc etc,) as you can remove their crew in the editor and they don´t give away so much "?" intel like bigger stuff. The crew can then be removed by extraction zone or simply placed somewhere else as enemy force.
    4) It looks like the removed crews are accounted for victory points (in this example I had every BF109 set to 9999 but as you can see I received around 6000 or ca. 60% of the victory points. The Crew (Supply Platoon HQ) is sitting on the map edge in this demo. Keep that in mind when doing your mission´s victory point calculations.
    3) When replacing vehicle, turn them to "IMMOBILIZED" so they won´t make engine noises when spotted.
    4) You can either use them for hidden TOUCH, OCCUPY objectives (reach the downed bf109 and search it), for SPOTTING and like in this example for DESTROY objectives (destroy the bf109). These can obviously used for the player and for the AI aswell. Scenarios like "we lost an important asset in this region. Locate it before the enemy does" or "defend the asset from destruction/search" and many more become possible.
    5) You can also replace sturdier objects as (Wooden) Bunkers or armored vehicles, this would require the player to use specific weapons (satchel charges, launchers, grenades) to get the destruction objective done. For example you could replace some armored vehicles with the train for an "Ambush the Train" scenario requiring to fire rockets or missiles into the trains.
    6) And again these objects can receive AI plans and do movement like the replaced vehicle. You could simulate something being slowly towed away or trying to escape (like the example with the MIG-21s that try to get airborne (evac zone) in order to escape.)
    7) Same goes for reinforcements, you could let them spawn when and where you want.  Pretty good for these mentioned "patrol and locate weapon caches" big sandbox map scenarios. Combined with the methods used in the CMBS "TOC" sandbox scenario, there are ALOT of options just requiring creativity and out of the box thinking.
    8 ) placing these custom model objectives into ground caves (deeper as in my showcase) and cave labyrinths which then are covered by the Underground Cover Mod, and with the edges made inaccessible either by mapping or the various methods we have (invisible walls, bushes etc.), would the player demand to go into these caves to locate/destroy objectives otherwise not able to be spotted.
  14. Like
    Sequoia reacted to Aquila-CM in Custom 3D Models and Mods Compilation   
    Tent (All CM games)

     
     
  15. Like
    Sequoia reacted to Aquila-CM in Custom 3D Models and Mods Compilation   
    Camo-Net Emplacement Release (All CM games)


    - camo texture can be quickly changed, retextured, and/or modtagged ([snow] etc) as required
    - hide vehicles, crates, emplacements, trenches, at guns, atgms etc. beneath
    - height/width can be quickly resized in Blender
    - combine sandbags, bunkers, buildings. As a flavor object it can be placed in/on buildings.
    - if you want it to be spotted and not being always visible on the map: Replace an unused emplacement with it (sandbag, trench, wooden bunker) or an vehicle (taxi, kübelwagen) which then is turned into a wreck. The replaced emplacement/vehicle will not be visible but the camo net (or other objects released here) will inherit the "needs to be spotted" ability. 
    - again if you have an hard time hitting the shelter in the editor. Remove all blank.bmp files from your Z folder in order to see the shelter and make it easier for you while editing.
    - combine 2 or 3 nets that are displaced 1-2 tiles to make it denser.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
    Video:
     
  16. Like
    Sequoia reacted to Aquila-CM in Custom 3D Models and Mods Compilation   
    The weapon model has an arrow named "weapon muzzle"  attached that tell the game engine where to create an effect. You can freely move it to match your model but for most CM model swaps it isn´t required as naming conventions are almost always the same for all CM2 engine games.

    Some examples for engine specific arrows/markers you will see in Blender: 
     
    weapon eject (1,2,3...) where brass is thrown out.
    driver, gunner, commander, loader, radiooperator soldier (1,2,3,4,5...), leader etc.: tells the game the position of crew member and passengers. However what stance he has (sitting, standing etc.) is I believe defined by the internal part of the game. There are often duplicates an a or bc attached i. e. "commander a" and "commander bc", don´t know exactly what it means.
    gear (1,2,3...) see the post where I explain it
    -option (a,b,c...) see the post where I explain it
    groundpoint (1,2,3...) for what spot crew/passengers will leave the vehicle
    firespot (1,2,3...) where a flame is created when the vehicle burns, but I believe when this is not defined the engine randomly assigns firespots.
    hatch (1,2,3...) hatches and doors of vehicles that may be opened by the engine when crew/passengers exit. Model swaps have the tendency to use wrong hatches. For me the unbuttoned commander hatch is important, especially in WW2 games, so I check ingame which wrong hatch opens up and then go into blender and rename the hatch names (for example hatch 2 and hatch 4 switch names) and eventually the correct commander hatch then opens up. Can be used to define hatches or bulkheads on boats and other custom models.
    exhaust (1,2,3...) where fumes are coming out
    turret/mount/weapon (1,2,3...)don´t know exactly how they work but I guess they tell the engine what part is what so it can be moved/animated properly the turret will traverse, the mount will elevate/slightly traverse depending on the type and the weapon may have a recoil animation. Also seen the term "fixed-gun" on the Tiger model its probably the part of the gun that doesn´t recoil 
    wheel (1,2,3...) all tire wheels and track wheels are called wheels in CM models, don´t know if their rotation/jerking is defined by the engine internals or if the rotation information is stored in the models metadata or both. Could probably used to create rotating radars or boat propellers but I did no tests in this direction.
    clip defines the part that is removed when an infantry weapon´s mag is reloaded
  17. Like
    Sequoia reacted to Combatintman in Custom 3D Models and Mods Compilation   
    The preferred procedure is to get the hell out of dodge once the self-loading cargo has disembarked. If a quick extraction is needed then they will go to a previously secured forward LZ close by.
  18. Like
    Sequoia reacted to Aquila-CM in Custom 3D Models and Mods Compilation   
    About Model Part Exchange and Mounting Different Weapon Stations and Guns
    Stryker with 30mm Mount (Proof of Concept Prototype, no Release)

     
    British Scorpion with 76mm cannon (released, part of Falklands Vehicle Collection)

    Also see the UAZ MG, or the Jeep conversions for the H&E Mod.
    1) Moving parts/turrets/weapons between existing models is pretty straight forward. Simply import the 2nd vehicle model you want to take a part from and remove it/ "unparent" and install/"parent" it on your target vehicle.
     2) With Blender/CM2T I´ve noticed that there is a tendency that when you move/install multi part gun/turret and then export your new model, there is a tendency for the gun/turret parts to get distorted in their position. You need to reimport, correct, reexport. This is perhaps required several times until all parts stay in place. 
    3) When planning a vehicle modificaton involving new turrets and weapons naturally think about what vehicle you want to replace with it. The vehicle to be replaced should resemble the new weapon/turret characteristics. You don´t need to stay with the original military branch or even nationality as Combat Mission enables scenario designers to setup missions with mixed forces involving ALL branches, factions, Bluefor/Redfor assets at the same time for one side.
    4) Also its good to put your new vehicle in context of its environment and technology, especially when recreating specific time frames. For example with the 1967 Six-Day war vehicle collection a good choice would be to do a Red vs Red and replace all the oldest Syrian Tank slots with the Arab/Israeli tanks and then pitch them against each other. The oldest Syrian vehicles don´t come with this superior optics and the ability to kill everything on the battlespace in matter of seconds which then results in a more authentic depiction.  It isn´t hard to guess that replacing a new gen M1A2 or T72T-T/T90 with a Arab T-34  would result in a tank that over-performs in its 67´ environment. Alot factors can also be influenced by crew experience.
    5) Don´t forget to turn "Export Metadata" on when your vehicle has tire wheels or track wheels. Check Blender tutorial in this thread to understand importance and current limitation of this setting. 
    And yes technically it would be possible to depict the Korean War with replacing all CMWW2 German assets with existing Soviet Red Thunder assets (preferably waiting for the Late War RT module) to create an US/Commonwealth vs Soviet-equipped force situation. it would require some consideration on what to replace with what, alot of file renaming, and considering how to set the experience levels to depict the conflict in a best possible way but it could be done. Furthermore the H&E mod advances and assets will open up more options for Asian scenarios.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
  19. Like
    Sequoia reacted to Aquila-CM in Custom 3D Models and Mods Compilation   
    MTVR Full Desert
    The Marines of my Rolling Lords of War campaign playthrough decided to give their beloved trucks a complete desert paintjob:

     
    You can see them in action here:
    I´ve recorded the method I´m using for these jobs. Its not perfect but shows a quick/cheap way and requires little photoshop expertise. Use it along the info in my recent post:
     
    About Terrain Modding
    Alot of the terrains are exchangeable between the CM games and some additional where created by modders. When it comes to CMSF2 Syria (and other Middle Eastern countries) aren´t all about desert and just arid terrain but you can find plenty of diverse conditions and regions there. To give you some visual diversity or to depict specific regions you have plenty of terrain options that can be quickly utilized: 
    Euroscape terrain:
    Gives a green/"European" like experience. As it is hard to find a public link I´ve uploaded it to my clouds. It is just the terrain & buildings not the full package and neither the original mod. Combine it with the Russian Forces Mod and CMBS buildings in order to get a Euro Cold War experience.
    In action (together with the US/Marines Woodland & Russian Forces conversion & CMBSHD Mod Buildings)
     
    Syrope Terrain:
    Its greener than Euroscape and links are still available here: 
     
    In action:
     
    Using Terrain files from your other CM games
     By using the tool rezexplode which ships with your CM game you can unpack the terrain from your CM games. Its a folder called "terrain" and you can then copy it into the z folder of another CM game. The ground and roads folders are pretty straightforward and also buidlings work for the most part but watch out with foliage files. I´ve experimented with porting trees or bushes but for me it often ended up with invisible bushes or trees. I don´t know much about foliage modding and porting may know more about the limitations or how to get it done. For beginners I recommend only to copy ground, roads, and if desired buildings files. Buildings are like a surprise bag you never know how they will look like in your other CM game. Especially the CMBS buildings provide you with a more colorful buildings palette which can be very pleasing after seeing the same grey/tan CMSF buildings for a long time or especially for heavy urban scenarios.
    My buildings favorite:  CMBSHD Buldings mod in CMSF2
    My terrain favorite: CM Fortress Italy terrain in CMSF2
    Both in action:
     
    Syria Winter Terrain
    Yes it can snow in Syria. You´ll find the winter mod in the clouds. I think I extracted it from the CM Red Thunder Winter mod. 
     
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
  20. Upvote
    Sequoia got a reaction from BletchleyGeek in Online magazine posted BF's game screenshot   
    I thought you liked seeing heads roll?
  21. Upvote
    Sequoia got a reaction from Warts 'n' all in Online magazine posted BF's game screenshot   
    I thought you liked seeing heads roll?
  22. Like
  23. Like
    Sequoia got a reaction from Aquila-CM in Custom 3D Models and Mods Compilation   
    Wow, all this new stuff is almost as good as a new release. A million thanks!
  24. Like
    Sequoia reacted to Aquila-CM in Custom 3D Models and Mods Compilation   
    BTR-82 Release (CMSF2 and CMBS)
    Desert:

    Green

    Video:
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
  25. Like
    Sequoia reacted to Aquila-CM in Custom 3D Models and Mods Compilation   
    MT-LBM-6MA (MT-LB V2) Release (CMSF2 and CMBS)
    Desert

    Green (CMBS Original with Added Gear) 

    The MT-LBM-6MA comes with a 14.5 and 7.62mm dual weapon turret. I didn´t know that this vehicle variant existed in CMBS but it is a perfect match for SF2´s BTR.
    - desert and green version available
    - hatches corrected
    - random gear added, gear comes with a dedicated gear texture which is only used by this MT-LB and which can be customized for example to make it greener
    - replace the dedicated gear texture with a blank.bmp to remove the gear.
    - new model can be used in CMBS alike, just rename the .mdr files to "mt-lbm-6ma.mdr" and "mt-lbm-6ma-lod-x.mdr". Hatches may behave different when disembarking as this is optimized for CMSF2´s BTR. However the often for model swaps troubling "Open Up" should work fine as it required no change.
    - this model - no matter if used in CMSF2 or CMBS - is compatible with the already existing CMBS MT-LB texture mods out there. Replace the textures in the folder as you see fit.
    - hatches are optimized for a BTR-60 replacement but it can also used for other vehicles such as the BRDM-2 (less passenger capacity). If you want to use it alongside my Makeshift APC mod I recommend to use the MT-LB for the BTR and the Makeshift APC for the BRDM-2.
    - both versions in the clouds. I removed my old MT-LB mod.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
     
    @Erwin The vehicles, skins, weapons, conversions you can use as simple "Z modfolder" jobs. The flavor objects need also to be placed in the Z folder but you shouldn´t do this blindly. They are primarily dedicated to scenario and campaign creators which then can replace specific flavor objects with them them and modtag them for their scenarios.
    However "private users" still can use them but it requires extra work. You can basically open every scenario in the editor and place your own flavor objects into these missions without getting spoilered about enemy forces and positions. But it requires some knowledge about flavor objects and where to expect them. I started a scenario lately that features a radar station landmark, so I opened it in the editor and added the radar station. I often replace traffic light flavor objects as these are almost never used in rural/open terrain and they come with an excellent draw distance. But no matter if open or urban terrain with a good eye there are always unused flavor object slots with a good draw distance to be found for these personal edits. With some practice this just takes a minute.
    blank.bmp
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