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Aquila-CM

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Everything posted by Aquila-CM

  1. https://www.marcorsyscom.marines.mil/News/News-Article-Display/Article/1505738/marines-to-receive-more-m27s/ I think I saw some decent A2 models on CadNav Would definitely make for a better swap.
  2. I´ve just exchanged ideas with @3j2m7 about depicting the Balkan War or Israeli-Arab conflicts and noticed that I forget to mention this mini mod: Six-Day War Vehicle Collection (Stug, Jagdpanzer, Pz. IV, T-34, T-55, Sherman, all with desert skins) Similar to the Falklands vehicle conversion minimod this was also created. It includes Arab Stug, Jagdpanzer, T-34, and T-55 and the Israeli Sherman. If scenario designers should pick this up, they replace the static T-54 and static T-55 but keep in mind that there is no way to limit the fire arc of the STUG/Jagdpanzer so if you use them then only for the AI and place them in tank emplacements which limit their fire arc via terrain. A total conversion with infantry etc. if one would be interested should be certainly doable as most modern conflicts from post WW2 to up this date work pretty good with CMSF2s capabilities. Many infantry weapons of this war are already to be found in the various CM games. A Red vs Red scenario would be likely the best base and with the force selection trick you can also use further bluefor vehicles (and their reskinned/relocalized crews) if really required. You can do Red vs Red quickbattles and by human purchase and setup these tank battles fairly quick. Just have in mind what replaces what. M1200 Armored Knight V2 for Recon Humvee I think this was my first Blender modification created 3 weeks ago. Corrected hatches and removed the M2. Desert + Woodland Skin version. MT-LB, BTR-70, BTR-70M, BTR-80 for BTR-60 Conversion Replace your BTR-60 with other Russian APC with custom skins. Good for some enemy variety. (Credit to Euroscape authors for the BTR-70 skin). MT-LB swap is not very realistic as the real MT-LB has no 14.5mm. SPG Makeshift Car One of the first models. https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
  3. Newest Release/Technique: Okay a pair of Syrian soldiers and this radar station. Nothing new but look at the ground on the left. Here is a demonstration video what this is: Terrain Cover What it looks like in the editor: This is basically a floating terrain object that allows to cover underground spaces or buildings. Possibilities: - Hide stashes or caches under them in caves which then need to be located by the player - create underground tunnel systems - create underground bunkers and basements - the cover texture can be easily switched by any terrain or building ground texture or a new one can be created. - if you have troubles with editor placement remove the blank.bmp texture which makes the primer shelter invisible - with some size and height adjustments in Blender cover can be provided for deeper underground systems. - its not hard to be located by the player, especially due to shader differences but it is still a nice method to get some underground/tunnel action into CM. https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
  4. Ruins Pack Release (WW2 + Modern) High Low Use it so or combine it with visible/invisible Buildings, Walls, Emplacements, Wrecks etc. for LOS/Fire/Movement block and additional cover. Can be customized, textured, resized like all projects here. https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
  5. The file is now in the clouds. There is a issue with the commander hatch when opening up it disappears which is probably CM2Tools- and/or Tiger-specific. I´ve contacted @sbobovyc.
  6. Apparently there is an exhibition for captured and improvised vehicles from Syria. An article covering it: https://citeam.org/russias-syria-trophy-exhibition-mistakes-and-manipulation/?lang=en I´ve included some objects into my latest playthrough and made some screenshots: Train Engine Car + Couple Box Cars Truck Pics MOS already made some beautiful billboards. I throw also one in. Warning Sign: I`ll put the texture into slot 2 of the billboard release but will also upload it directly to the clouds. https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=vsLBGu
  7. Captured/Insurgent M2 HMMWV V4 The M2 HMMWV being one of the few vehicles that can be made accessible to foreign crews in the editor I´ve created a highly randomized insurgent version with a frankensteined appearance to depict the lack of spare parts etc. However main goal was to test how far randomization can be done for a single vehicle. Here is the result: - Will randomly display spare wheel - Will randomly display gunners camo net - Will randomly display makeshift door or other replacement doors in several colors - Will randomly display the hatch in the back either in different colors or removed. - Will randomly display frontal protection and tire mudflap. How to do it: 1) When you want randomized gear in Blender, name a model part "gear" + (Number) there is a chance that it will displayed or not: 1) EXAMPLE: name spare wheel model "gear15". It might be displayed or not. You may get a vehicle with alot of "gear" models or you may get a vehicle with little "gear" models. 2) When you want your vehicle to display exactly ONE option of many use -optiona -optionb -optionc as suffix to the model name. 2) EXAMPLE: name spare wheel on the vehicle´s back face "spare-optiona" , name spare wheel on the left face of the vehicle "spare-optionb" etc.. Either the back face spare will appear or either the left face spare will show on the vehicle. 2) EXAMPLE2: name a door that uses a desert texture "hatch1-optiona", name a door that uses a woodland texture "hatch1-optionb", name a door that uses a blank texture "hatch1-optionc". Result: either or desert, or woodland, or a invisible/no door will appear. (I used this on the hatch in the back when you watch the Insurgent Humvee Showcase.) 3) Sometimes you may not want to have all options the same chance to display. For example I didn´t want half of the HMMWVs to have this makeshift door. I believe this little trick should work. Create several duplicated of the model you want to show often and name them for example: "hatch1-optiona" "hatch1-optionb" "hatch1-optionc". If you add now the model you rarely want to see with "hatch1-optiond" it should have an average appear chance of 25% in this example. 4) Was curious if weapons could be utilized with the -option feature and I added a DHSK to my Insurgent Humvee which then should be randomly displayed instead of the M2 but upon export it threw an error. Tiger with Camo Nets 1) The Tiger uses a quick recolored camo-net model & textures from the British CMSF vehicles. You can basicaly do this to all vehicles and it isn´t that time heavy. 2) When adding camo or other stuff to the vehicles, make sure that you attach them to the correct parent. I.e. Camo nets for the turret should be attached to the turret so when the turret turns, the camo nets will follow and stay in place. 3) I tried to add CMFIs own bush models to the Tiger which looked beautiful in Blender. However in the games only the wooden base is visible. Perhaps someone else will figure this out or find an good bush substitute in the game files. 4) I am pretty sure there are more models suited for camo addons to be found in the CM game files. Downloads in the cloud.
  8. You´ve made it. The ball is rolling. May the force be with you.
  9. You should be fine with the draw distance when putting the cargo ship into one of these tall/big flavor object slots. However on big maps and very big flavor objects - such as the Cargo Ship - the limited draw distance of all flavor objects still can be noticed and it could be an idea to not use a flavor object slot at all but replace something like mentioned a vehicle (taxi, static t55 etc.) or an emplacement (bunker etc.).
  10. When replacing flavor objects its important to keep the draw distance of the original in mind. Replacing the crate1.mdr with the blackhawk isn´t a good idea as it will go invisible to quick. The biggest draw distance is provided by flavor objects such as "street (traffic) lamp" and "shelter" etc. It can also be an alternative to better replace an unimportant vehicle (taxi) and give it a destroyed condition, as vehicles have excellent draw distances.
  11. US Marines M27 Infantry Automatic Rifle (IAR) - Marines´ new infantry rifle, based on the HK416 - wanted to at least once try & create a weapon - blender file includes the M16´s standard ACOG and a front grip as alternative attachments. - the body would look even greater but it doesn´t load its texture located in the m27iar_txt.bmp. I guess this has something to do with UVs but I don´t know much about textures. - the alignment could be refined. - original weapon status icons included but need to me modded. Weapon name can be changed in the strings.txt - feel free to mod/fix this weapon. - download in the cloud - For creators: it seems that weapons with grenade launchers are modelled in fact as two weapons in Combat Mission. One with the rifle as "weapon" and one with the launcher as "weapon", both models look the same. I guess the game engine switches between the two seperate weapons while players won´t notice due to the same model. Keep this in mind when replacing Weapons with GLs. However this also opens new options: I guess you could replace the grenade launcher weapon completely with a new weapon (for example with a M79 dedicated grenade launcher). The infantry man then would use its M16 for regular small arms fire and occasionaly cram out its M79 to get a grenade off. Not tested. Your custom model is almost ready. This issue is not difficult to fix. All models in CM require triangulated faces. What you have to do: - Go into blender and select a model part - point the cursor towards the model/3d screen - press "TAB" you now in Edit Mode - press CTRL+T, the model part will be automatically triangulated. (For your personal confirmation: In the left interface something with "beauty" should appear and you may notice additional triangle lines appearing in the model) - repeat this for every model part Not all custom 3d models require to be triangulated but when working on a new custom 3D model select a big part and test this step once to see if additional triangle lines appear in the model. If this happens chances are high that you need to do this for every part, if no new lines appear chances are high that the model is good to go right from the bat.
  12. Looks similar to this: https://archive3d.net/?a=download&id=fc710073
  13. Damnit why had to come up with this. I was looking for something like them and this idea is too good for CM to let it pass. CM MODULAR BILLBOARD PACK (Modern + WW2 ) Removed Feet (for attaching on buildings and walls) Removed Lights 1) Lights and/or Feet can be quickly removed by switching textures (included) 2) The small yellow stickers can be retextured or quickly removed (included) 3) 5 Billboards included which all call their own dedicated texture. This means you can all 5 give them different posters and use them at the same time. In the release all 5 posters look the same but you can freely edit them to your needs. 4) Download in the Cloud Despite commercials here are some further ideas how you can utilize them: Factory/Shop/Facility Sign Information Billboard Graffiti WW2/modern Propaganda Public Information/Subway Military information/notifications/warnings/signs
  14. Tents are especially useful as they could see usage in almost every scenario and every Combat Mission game. I offered to create a CH-47 if one goes for the creation of the Battle of Takur Ghar, Afghanistan It also looks like others now gained the skills required and are working on their custom models, so I hope soon to see their work releasing too. If you struggle you´ll find my Discord in one of the posts. I know I said several times that I want to step back but when you come up with a great idea you simply want to test it. I tested motorcycles with a driver & a Schwimmwagen, a barrage baloon, complete vehicle checkpoints, or Dubai style skyscrapers. One great idea opened up another great idea. There is simply no end of great ideas with this method. It also was indeed making for exciting breaks from my RL stuff. Perhaps @sbobovyc will even open up further ways to explore. So like already described in a post, I want only do jobs now for people working on campaigns and scenarios (Modern & WW2 alike). Despite this I might do the Glider if one manages to convert it. Everyone feel free to use & mod these creations for your projects without asking. Other designers feel free to use this thread for your creations and ideas. Have fun with the methods & creations. https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=m0KdgK
  15. Workshop Building (created with the Vietnam mod in mind but kept neutral enough that you also could expect this building in rural Syria or in WW2 Normandy/Italy/everywhere. Use as a pure flavor object or combine it with a building.
  16. Aircraft Carrier (blender file included, resize it to your needs)
  17. Truck Pack + Bus Release Truck Pack comes with 3 Versions: Trailer Truck, Truck only, Trailer Only. All today´s releases as usual in the Cloud + Blender project files (if I did not forget) for reverse engineering. Do/mod whatever you want with them. Truck could be used for driving which just makes sense for without the trailer. But I didn´t invest the work to add a driver seat as I don´t see much demand for this. Only idea that came to me would be creating a VBIED Truck but there are better suited dumpster trucks on CadNav for this if one would dig into this. Bus again has this texture issue but it isn´t that bad. I think the problem could be rooted in this: See the red box. If there are more than 1 "material/texture" attached to the triangle root, it seems when exporting only one is kept while the others are dropped which then can cause texture issues. This is a guess and I also do not know how to fix this yet. The truck only had one texture/material per triangle (mesh) and it worked like a charm.
  18. Train Engine Car (combine with the Train Box Car to build trains) Again this minor texture distortion. Sure it can be mad less noticeable by modifying the texture but it becomes goddamn annoying.
  19. Would be great if you could manage it. Here a Wooden Cart themed for the H&E mod but is also decent enough for something rural Middle Eastern when the texture is modified. Again it has this strange texture distortion issue but still looks decent enough. Now uses the shelter3 as a model base which should be easier to hit in the editor.
  20. I tried to get the free educational license of 3DS Max in order to open .max models to convert them to the free format obj for Blender. For some reason I didn´t hear back from them. Perhaps my initial attempt to register as "John Dong" wasn´t the best idea and they blacklisted me now. If one owns 3DS Max here (or has more luck with registering for the free edition), I would be glad if he could convert this model here from .max to .obj. Its a matter of seconds. http://www.cadnav.com/3d-models/model-10539.html
  21. Beautiful Hovercraft model. And so it begins...
  22. Looks like you´re missing the blank.bmp. It´s in the download. And @MOS:96B2P sums it up pretty good. Those ships look great by the way. Now I get it what you and @Erwin were talking about. You guys figured this "wrap a flavor object around a building" idea out right from the bat. You can resize all flavor objects released here in Blender with "scale" in matter of minutes. It is also possible to stretch them somewhat into all directions without looking distorted in order to make them fit. Just don´t do it with the base CM2 crate/shelter inside the flavor object as it can cause unexpected results. blank.bmp
  23. Got it. Demonstration video with BF109 and an invisible wall: Tip for scenario makers: Mark the invisible wall with a distinct ground tile in order to find them better, when you´re finished with the placement you can restore the intended ground tile. Walls are one option of many and not always is a invisible wall/wreck required if it can be completely hid in the flavor object.
  24. Not sure if I get what you´ve tested but you can´t change the replaced original model´s internal properities by model swapping/Blender. This is basically true to everything in CM. An Abrams tank will keep its armor, hit zones, cannon, and its ammo no matter if its model looks like a fishing boat, donkey, or like an Nimitz Aircraft Carrier filling the complete map (no joke everything would be possible). A MG bunker will keep its MG, and a replaced flavor object will just keep its basic soft cover attributes. There is some exception to it as you can move driver seats, disembark zones etc so if you replace a Taxi with a Mig you can move the driver into the cockpit or when you replace a bunker with a different bunker you can adjust the gunners position. In the CM scenario editor you need to place visible or invisible walls, wrecks, emplacements, or buildings into the flavor objects to give them the hard cover from fire and LOS you desire and ofc in order to impede infantry/vehicle movement.
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