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Aquila-SmartWargames

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Posts posted by Aquila-SmartWargames

  1. Didn´t expect this thread to spark to activity again but I like it.

    Custom Models and what to replace in relation to Draw Distance

    When using huge custom models I replaced the biggest default flavour objects in order to prevent them from popping in/out, as they all have different draw distance/fov. Seems like you found out that the Large Fountain is good in this regard and stops vehicles. Never tested it. My not uptodate testing back then indicated that the best draw distance/fov comes from replacing non-flavour "hard stuff" like units/wrecks, walls, buildings, ammo depot(?). For the aircraft carrier I used an invisible wreck.

    Placing Heavy Units inside Buildings/Upper Floors

    Was intrigued by @RockinHarry´s method to place guns/vehicles(?) inside buildings/upper floors. Despite bringing heavy ordnance upstairs, by rubbling upper floors tanks/heavy guns might be placed in the base floor (ambush). Other map-related objects might work aswell (furniture, objects placed on roofs). This might open up entire new ways for map/scenario designers. And this without any mod download requirement for the end-user it seems.

     

  2. Thread shouldn´t see much activity and people usually check out 1st and last post, here the

    Abstract:

    Utilize the Blender method in order to create/import new (3D) objects or modify existing objects in Combat Mission. Furhtermore techniques and ideas how to integrate these in-scenario.

    Mods/Downloads:

    The majority of the 3D custom mods released here are of experimental, educational, and proof-of-concept nature and never had the intention to become a quality/final product. They were not made to look great. Objective was to breach boundaries and enable modders to employ and further develop these techniques in order then to create shelf-ready mods. Was clear to most as I stated it dozen of times but there is always the particuar not very bright struggling to understand, this should sort it out extra clear.

    Text:

    Good information but alot of clutter. Documented and described all discoveries. Best to start from beginning, skip what is not interesting. Used bold to emphasize. Good skimming skills welcome.

    Videos:

    Alongside documented alot of my Blender experiments by video recording them. Some without commentary, newer ones with. Not easy as the Blender method per se is unusual but computer layman level individuals reported to me they were able to figure it out using the videos. Skip video parts you don´t see relevant. I recommend to start with the later - commented - videos. Linked video 47 is a good start. Playlist:

     

    Next?:

    My objective is completed. @JM Stuff @37mm @Lucky_Strike  @kohlenklau @NPye and other very talented modders released quality mods and are further developing and exploring new methods. Check out their threads for the most up-to-date knowledge. You will find their work in the respective threads usually located in the CM games´ mods forum sections.

     

    Great too see the plenty of promising projects

    Good modding

  3. On 5/20/2021 at 1:48 AM, Erwin said:

    Am confused - I got to smart wargames site and one has to pay to subscribe or something?

    A grand for every Dropbox access.

     

    Wanted to make clear that this mod was made afaik by @MikeyD . With the help of @37mm we converted it to CMSF2

    Dropbox link can be accessed via my signature and this thread aswell:

     

  4. 5 hours ago, 37mm said:

    "Best" '3d model quality' is badly optimized & probably should be called "Screenshot mode" or something... FPS slows to a crawl on anything but the smallest & flattest maps.

    @Aquila-SmartWargames advises never playing above "Improved". I (with an older system) rarely play above "Balanced" or "Fast".

    3d texture quality should probably always be set to Best however, as any graphics card whatsoever can deal with it these days.

    For most systems roughly at this point the performance investment starts to steeply increase. It is very map size dependant

    Improved ist the sweet spot for me as I don´t want to tinker around with the setting before every scenario and it should cover a wide range of recent gen systems with a good performace base, +/- as one sees fit. With my new battleship I could go higher but high fps - especially fluid camera movement/panning - are priority for me.

    So on smaller maps and/or with a powerful system one can go higher for sure, some max it out on bigger maps aswell as they might favor better terrain/tree draw distance but the fps impact can be tremendous. I´ve seen players being content with what appeared to be 15fps why others aim for the tripple/quadruple of this.              

    Eventually - as often - it comes down to personal preference.

     

  5. 30 minutes ago, benpark said:

    I had a great time tuning in on that- you covered a lot of stuff (and there's still maps and QBs left).

    It was a fun CM night for sure

    31 minutes ago, benpark said:

    I'd hope it goes back up, as the game is now released.

    Is it fine now? If so I will unlock the video again

  6. 14 hours ago, AlanSA said:

    Smartwargames is currently live streaming F&R

    It is true that I don´t treat mails concerning games, shopping, etc. with the same attention as my professional or private emails. I read download ready and just located the link. I was not aware that bf prefers it this way.

    I put the video on private.

  7.  - more control for scenario designers when it comes to CMRT pre-planned air support

    - and/or reassessment of friendly fire strike chances 

    - leaving the current CMRT system in its foundation intact in order to prevent issues for existing scenarios

  8. 17 hours ago, IanL said:

    Yuck, no thanks.

    It is not at all reasonable for a squad leader getting his men out of harms way to have multi minute delays just because a lot of order segments are involved. I realize the command delays are good at representing communication delays and experience for higher up commanders. It utterly fails for lower level officers and NCOs. Since in CM you play all command levels it just do not work.

    I guess one must do many things wrong in order to always end up with multi-minute delays just to get his men out of harms way in CM1.

    The claim that such challenges don´t matter for platoon and company level sounds like an opinion based on the fact that videogames is probably the closest one came to an infantry officer course or actual command.

    It was obvious beforehand that it is a feature some like some don´t, hence why an optional implementation.

    Persistent maps were also a great feature.

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