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sbobovyc

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  1. Upvote
    sbobovyc got a reaction from Bufo in AMD 22.8 series breaks game again   
    I can confirm this. After upgrading to 22.8.2, game UI and rendering are broken.

  2. Upvote
    sbobovyc got a reaction from Lucky_Strike in Lucky Strike's Mods: Hedgerow Hell   
    @Lucky StrikeAmazing work. I hope to get to porting the Blender plugins to 2.80 around Christmas. The metadata is editable from Blender and I will rely on the community to figure it out and tell me.
  3. Like
    sbobovyc reacted to Probus in Battlefront Poll Updated   
    9. One Engine - CMx3
    game performance improvments, graphics improvements, ray tracing, intermediate distance bitmaps
    additional editor features, dynamic operational campaigns
    additional gameplay features, coop, LoS tool, visible aircraft
  4. Like
    sbobovyc reacted to NPye in CMBN New AFV models   
    Latest projects: if any one wants any of the AFV's PM me your address and I will send them to you. Cheers
    Panzer IV above and Hummel below
     
    Kubelwagon
     
     
     
    251/D
    Puma
    Some of you might recognise this Panther?
  5. Upvote
    sbobovyc got a reaction from IICptMillerII in Exciting news about Battlefront and Slitherine   
    Just happened to see a newsletter from Matrix games about this. Congratulations to Battlefront and I hope it leads to bigger things in the future!
  6. Like
    sbobovyc reacted to umlaut in Custom 3D Models and Mods Compilation   
    Thanks for the advice, guys - that solved it:
    It turned out that the culprit was set of shaders I never even knew was inside my mod folder. It was part of the old winter mod set I installed in bulk five years ago.
    Just goes to show you should tidy up your mods folder once in a while. Lesson learned (I hope).
    Now we can get somewhere with the mod. 😊
     
  7. Like
    sbobovyc reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Wintermod Collection V3
    - reorganized folder structure so people can easier pick/delete parts they want to keep/remove
    - added further winter skins for BRDM, BMD-1, BMD-2, and BMP-1D (the BMP-1D is a CMA Vehicle)
    - you need to install these vehicle mods seperately, they will then use the skins, make sure the winter mod comes after the vehicles in z folder hierarchy
    - all vehicle winter skins could also be used for the origin vehicle in CMBS or CMA without renaming i.e. if you throw the collection´s BMD skin files into your CMA z folder, it will give the vehicles there also snow camo.
    - I want to mention that the Snow Ninjas of the Syrian Infantry Winter Skins Mod are based on the creation of Sir Lancelot, the original mod can be found here: 
     
    In action alongside Syrian Infantry Winter Skins Mod:
     
    What happens when You put the Wintermod Collection without change into the Combat Mission Afghanistan z Folder
    CMA comes with winter tiles and snow weather on its own but some changes happen if you put the mod in:
    standard (+ Kieme Mods)

    wintermod:

    Not much change but what you don´t see is that there is a snow covered peak just some height above on the left. So its more natural when there are at least some snow patches beneath it.
     
    standard (+ Kieme Mods)

    wintermod:

    -Again not so much, different snow, streets, and bushes covered in snow but not more realistic than standard. Its a matter of taste.
    - Subtle changes on most maps but if you look for a fresh look of the CMA visuals its worth a try.
    - Downside: Some elements will stay snowy or winter-like even on non-snow CMA maps until you remove the mod.
    - The new folder structure allows for quick pick & removal. If you just want the CMA terrain modification obviously remove the vehicles part from the mod folder.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
     
    You need winter camo for your vehicle but have neither paint nor cover then why not use your old newspapers

  8. Like
    sbobovyc reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Syria Wintermod Collection V2
     
    - Collection of various terrain & vehicle winter mods most come from CMBS, credit goes to the original authors. Renamed and substituted missing textures. Added some foliage skins. Syrian or Russian Forces vehicles are converted. When in your z folder any campaign/scenario you boot up will get the winter visuals. When using the Russian Forces mod alongside it the winter mod needs to load last (add zzzz to the wintermod folder for example).
    - Some of the vehicles shown are optional (Tigr, BTR-80). However I should´ve included winter skins for the vanilla UAZ and BTR-60 aswell.
    - The vehicles have different winter camo, some are just partially covered by winter camo. I did this on purpose as I enjoy this non-uniform look.
    - I designed this specifically for a Syria Civil War Hasrabit campaign playthrough. So all vehicles appearing in this campaign on both sides should get a winter paintjob. No infantry changes. But with below method you can complete any vehicle/uniform you wish for. 
    - Some of the vehicles were reskinned by using this quick method shown here. Obviously its not there to compete with hard work skins but I think this still produces great results, especially when using "enhance shadows", desaturate to grey for winter skins, to sepia for desert skins (see post on this here). If there are headlights etc. you don´t want to modify cut these texture parts out before desaturizing and afterwards "paste in place".
     
    In action:
     
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
  9. Like
    sbobovyc got a reaction from benpark in Combat Mission: Modding tools   
    https://imgur.com/a/4CrVhdd
  10. Upvote
    sbobovyc got a reaction from JM Stuff in Custom 3D Models and Mods Compilation   
    To get started with texture mapping in Blender, checkout the "UV Editing" view in blender. You can change your views by clicking on the left drop down in the (1) box.

  11. Like
    sbobovyc got a reaction from Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    To get started with texture mapping in Blender, checkout the "UV Editing" view in blender. You can change your views by clicking on the left drop down in the (1) box.

  12. Like
    sbobovyc reacted to Mord in Is there anything that comes close to the CM games?   
    This is all that you need to know for why you need CM in your life...
     
    Mord.
  13. Like
    sbobovyc reacted to The Steppenwulf in Steppenwulf's Modded Flavour Objects for SF2   
    So.... with Hesco Barriers it occurred to me that they are not likely to be ever used in ones or twos but only as part of a larger fortification. So I dumped the idea of just having individual barriers as flavour objects and instead created full bastion walls as single objects.

    Below are screenshots of what we have. 
     

    Not sure what looks best though the temperate or desert look?!  
     

    I must add a big caveat about these particular models; as I discovered some time ago, large objects come with issues that I believe are so bad that they aren't perhaps a good idea to actually use them (Aquilia has noted the same in his recent posts but with some neat innovative workarounds). That said the meta data values that sbobovyc script is now able to identify, offers a way forward to resolve these issues. I plan to apply some time to this and we shall see what can be discovered.
  14. Like
    sbobovyc got a reaction from SchnelleMeyer in Custom 3D Models and Mods Compilation   
    Aquila-CM's excellent work motivated me to release the metadata update. The infantry file format is different than static objects, and though I made some progress reverse engineering it I would like to finish up mdr first. 
  15. Upvote
    sbobovyc got a reaction from Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Aquila-CM's excellent work motivated me to release the metadata update. The infantry file format is different than static objects, and though I made some progress reverse engineering it I would like to finish up mdr first. 
  16. Like
    sbobovyc got a reaction from Ivan Zaitzev in Custom 3D Models and Mods Compilation   
    Aquila-CM's excellent work motivated me to release the metadata update. The infantry file format is different than static objects, and though I made some progress reverse engineering it I would like to finish up mdr first. 
  17. Like
    sbobovyc reacted to Aquila-SmartWargames in Heaven & Earth: Project discussion thread   
    Perhaps you could use this for one of the H&E scenarios.

    Not a beauty but simple and resource friendly and thus more can be placed. For editor interaction the original flavor object is located on the see floor. I resized it to test if the fov issues go away but then the model got catapulted out of bounds. However for medium sized objects that are not always in point black front of the player its not that noticeable. 
    File is too big, I moved it to my dropbox. 
  18. Like
    sbobovyc reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    In the course of dozen playthroughs and experiments with Blender/CM2 Tools (http://community.battlefront.com/topic/118928-combat-mission-modding-tools/) several assets were created which I want to share with the community:
    Big Cargo Ship

     
    BF109

     
    Radar Station

     
    Downed Blackhawk

     
    Fire Truck

     
    Ambulance

     
    Barricade + optional Smoke/Burn Stash (Wreck, an invisible alternative is created by 37MM)

     
    Barricade (three sizes)

     
    Humvee V3 Woodland (Randomized Gear)

     
    Humvee V3 Desert (Randomized Gear)

     
    Humvee V2 Geardo Desert (Permanent Full Gear) 

     
    AFRICAN UNCON (now also including conventional African Forces conversion by 37MM, original work by MikeyD) 

     
    Falklands War Scorpion, Scimitar, and Argentinian LVTP-7 conversion

     
    Makeshift VBIED

     
    Humvee Wreck

     
    Uncaged M2 Stryker

     
    Marines to Army Special Forces or Navy SEALS conversion skins (including work of mjkerner, Combatinfman, Blimey)

     
    BMP1/2 to BMD1/2 conversion (with corrected hatches)

     
    Desert KAMAZ Skin

     
    Marines frankensteined Armored MTVR Skin

     
    New Syrian Special Forces and Woodland vehicles (based on the work of various modders)

     
    Syrian Winter Mod (just terrain and partial "winterization" of vehicles, created for a Hasrabit Campaign playthrough)

     
    PK Pickup to PK UAZ conversion

     
    Russian Forces (original work Euroscape + various modders)

     
    US Army & Marines Woodland Forces (original work Euroscape + various modders)

     
    All these mods and many more can be found in this Dropbox:
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    Credits to modders, 3D-Artists, and Battlefront.
    For better quality footage and more information about 3D custom models check out the recent videos & descpriptions here:
    https://www.youtube.com/channel/UCeK7fSyoEE8aorVLlVfNcAQ
    The custom flavor objects have a "crate1" box placed into their center. Click it to interact with its placing. Zoom into the model if difficult. There are some FOV issues with bigger flavor objects can perhaps fixed by making the original "crate1" box bigger in Blender/CM2tools. Combine flavor objects with "visible/invisible" wreck objects to give them obstacle characteristics.
    Good free library of 3D models you could use for importing. .max does not work with Blender. There are others.
    http://www.cadnav.com/
    Tutorials on Blender and CM2Tools can be found here:
    https://www.youtube.com/watch?v=lkbTOSIrNV0&feature=youtu.be
    https://www.youtube.com/watch?v=MXVAMaELSao&feature=youtu.be
    The main intent was to explore the possibilities of this method. As I see this as accomplished I´ll step back now and hope it will motivate others to get into it. Prior getting into custom CM models I had absolute zero experience in 3D modelling, Blender or whatever but found my way into it in a short period of time and once you figure out the specifics it is not that difficult. Give it a try.  Anyone interested in custom CM models can reach out on Discord.
    Happy wargaming.
  19. Like
    sbobovyc got a reaction from The Steppenwulf in Combat Mission: Modding tools   
    @The Steppenwulf I did some experimentation, but I don't have anything conclusive. One of these days I will get all my notes together and put them out, but for now it's best for people to experiment and share what they find. The meta data is the key to getting custom vehicles fully working since it contains data for wheels and suspensions.
  20. Like
    sbobovyc got a reaction from The Steppenwulf in Combat Mission: Modding tools   
    New version 0.9.2 of the Blender tools has been released. The importer/exporter now support what I call "metadata". For example, import bush1.mdr from CMSF2 with the meta data import enabled and you will see that the "trunk" object has custom properties.
  21. Like
    sbobovyc got a reaction from benpark in Combat Mission: Modding tools   
    New version 0.9.2 of the Blender tools has been released. The importer/exporter now support what I call "metadata". For example, import bush1.mdr from CMSF2 with the meta data import enabled and you will see that the "trunk" object has custom properties.
  22. Upvote
    sbobovyc got a reaction from JM Stuff in Combat Mission: Modding tools   
    I am glad the tools are getting some use. Been really busy with real life stuff, so I never got around to figuring out how vehicles work. For the more advance users of Blender, you can import what I call "metadata" by checking a box in the importer. The data will show up in the object tab, under "Custom Properties." You can tweak things and when exporting the model also export the metadata. For example, I deleted the UAZ's canvas cover and had a fully working vehicle. The metadata could also be edited and exported, facilitating reverse engineering of its meaning.
  23. Like
    sbobovyc reacted to Sir Lancelot in Syrian Army Realism Mod 1.0   
    Content:
    This mod is intended to create an accurate representation of the Syrian Arab Army around the timeframe of this game.  Download link below:
    https://www.dropbox.com/sh/bwgu0k7bdjpblkr/AADo5tmmL0RTWPz8omGaS6twa?dl=0
     
    v. 1.0 List of changes:
    1. Replaced the fictional Syrian flag with the real flag of the Syrian Arab Republic
    2. Replaced the Ssh-40 steel helmet with the Ssh-68.
    3. Replaced the fictional all-black outfit of the Syrian special forces with the standard Syrian woodland camouflage (w/ late Soviet-style armor vest) and the black helmets with olive or camouflage-covered Kevlar helmets (to represent the Chinese QGF-02).
     
    Acknowledgments:
    A big thanks to @||CptMiller|| and @SaintFuller for making their armor vest and Ssh-68 helmet mods available for our community!  Not long ago, @||CptMiller|| released a mod for the fictional Sahrani Liberation Army, which made the Syrians into a generic Soviet-style OPFOR with armor vests and Ssh-68 helmets (helmets made by @SaintFuller).  This ingenious mod is what gave me the tools to make this realism mod for the Syrian Arab Army.
     
    Research notes:
    (1) The stock Syrian helmet in the game is the Ssh-40, which is a WW2-era Soviet helmet.  The Syrians began equipping their troops with the Ssh-68 by 1982 and were still widely using it in 2005 when Syria pulled out of Lebanon.  Based on my research, the Syrian army would not begin widespread equipment of Kevlar helmets until shortly before the Arab Spring.
    (2) The stock all-black outfit worn by the Syrian special forces is in fact worn by the Iraqi special forces, but I haven’t seen any reference pointing to its use by the Syrians. Based on news photos from when the Arab Spring protests began, we know that the SAA had body armor and Kevlar helmets by Spring 2011.  I think it’s reasonable to assume that the Syrian special forces had this type of modernized equipment a few years earlier.
    The photos below are comparisons of the modded SAA soldiers with photos of the real SAA.


  24. Like
    sbobovyc reacted to Wodin in New Review   
    Reviewed at AWNT. Enjoy!  Oh just bare with it😁😉
     
    Link to review
  25. Like
    sbobovyc reacted to CMFDR in CMBS Training Maps Ported to WW2 (BN, FB, FI, RT)   
    I like the maps included in Black Sea's training campaign so I ported to Battle for Normandy, Final Blitzkrieg, Fortress Italy and Red Thunder to have my PixelTruppen train better.
    More sweat, less blood they see...
    To port the maps, I've used the novel Mutator tool developed by Stan Bobovych @sbobovyc, thank you Sir.



     


    http://www.thefewgoodmen.com/tsd3/cm-red-thunder/cm-red-thunder-add-ons/cmbs-training-maps-ported-to-ww2-bn-fb-fi-rt/
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