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Aquila-SmartWargames

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  1. Despite playing CMBN for years I´ve just discovered that there is a Challenger in the game:
  2. 76mm E8 Battle Shermans Primarily CW tankers put/welded tracks on their tanks, AFAIK US tankers rarely did it and more often went for log or sandbag solutions. I made them for my Field of Tears campaign playthrough. Download: https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 Video Playlist for CM 3D Model Editing with Showcases, Workflows, and Tutorials (latter with commentary) https://www.youtube.com/playlist?list=PLlUX4ALH7zTNgpWGBYSFUCnZK-Sf7SCcl
  3. DIY Camo Kit (for modders) A Blender project that includes several camopacks. Might help others to design their own creations and camo models by copy and pasting. How to use: 1) open Blender, import the vehicle/helmet/othermodels (import metadata) you want to edit 2) open the camopack kit in a seperate blender window 3) if textures do not show up (pink models) use "find missing files" (path shown in the screenshot above) and select the DIY Camo Kit folder as it comes with the needed boccage texture. 4) "select hierarchy" of desired components with right click on the right list and copy CNTRL-C and -V paste it into your blender vehicle project 5) move/resize/stretch/delete parts as you desire and drag and drop them into the corresponding vehicle section (hull camo -> hull, turret camo -> turret, cannon camo->cannon etc) Optional) rename camo parts to "gear1, gear2 etc" or add "-optiona -optionb etc" to the name in order to utilize technques mentioned in above posts. All of this uses a single specific boccage model but there are more models that work as vehicle/helmet/othermodels camo (located for example in extracted cm files\terrain\walls. Normal bush models dont seem work yet. @37mm made a post about the specifics behind it somewhere here. Download: https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 Video Playlist for CM 3D Model Editing with Showcases, Workflows, and Tutorials (latter with commentary) https://www.youtube.com/playlist?list=PLlUX4ALH7zTNgpWGBYSFUCnZK-Sf7SCcl
  4. Exactly either a fullalpha/blank texturized camopack or simply a little placeholder model that is called camopack-optiona. I think latter would be the more perfomance efficient solution as I could imagine that invisible camopacks take more resources than some little invisible placeholder object. the true camopack could be called camopack-optionb, another alternate true camopack which appears to "overlap" in blender could be called camopack-optionc, a lighter true camopack could be called camopack-optiond. In blender the model would look quiet overcrowded but ingame exactly one option is called. In this example every option had a chance by 25%, one could artificially rise/lower the chance by creating duplicates. For example if he wants to have most vehiles without camo he would create duplicates of the invisible placeholder camopack add -optiona,b,c,d and then start with true campoacks with -optione this would bring the chance in favor of having no camopacks. Naming model parts gear1 gear2 etc. on the other hand has always a 50/50 chance to show. When using alongside of camo you might end up with vehicles with alot of camo or you might end up with vehicles with little camo etc. Both options or combinations out of it should offer whatever one wants to achieve with randomization but specifically option is more work intensive. I didn´t use it for the current releases but if one would to improve on it, feel free and welcome as for all other projects here. There are posts in this thread where I wrote about this specifics: Aris OT34/76-M42-Early T34/76-M42-Late PanzerIVG SNOWCAMO Addon (Experimental) I´ve recently played the CMRT Stalingrad campaign "Rattenkrieg" which involves some winter missions. I used this gigantic Winter Mod Compilation alongside it but at least for my install there were still some vehicles without snow camo. So I decided to supplement some of them and created this skins which are based on the work of Aris. This is a experimental release and there might be better already released winter skins for them I am not aware of. The work and technique was minimal as I used this "poor man´s method" described here: I played myself without tags but just added the [snow] tag to them. I didn´t test it with the tags. This snow camo skins should work with all CMWW2 games where the vehicle versions are present and when weather is set to snow. I don´t know if this might influence other vehicles appearances as CM sometimes allocates the same textures to several vehicle versions. I also noticed that when using alot of other vehicle skin mods it might end up with mixed snow/normal appearance in snow missions which I guess has something to do with some mods coming with several (1,2,3,4) skin versions. Experimental addon release more meant to supplement existing winter mods or to be utilized in winter compilations. Download: https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 Video Playlist for CM 3D Model Editing with Showcases, Workflows, and Tutorials (latter with commentary) https://www.youtube.com/playlist?list=PLlUX4ALH7zTNgpWGBYSFUCnZK-Sf7SCcl
  5. I forgot one: T-34 M1944 Early Camouflage Mod - this was my final "design study" for vehicle camos. While the Panther/Halftracks represent heavy camo application, the M8 medium, this T-34 comes with lighter/one aspect camo only for the front facing. However it now comes with camo tied to the cannon, which also moves when the gun is firing. Enough space was left so that the camo is not squeezed into the cannon. This camo mods should work with all CMWW2 games where the vehicle versions are present. The foliage camo also adapts to winter snow. Download: https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 Light/random Camo idea: I didn´t design a mod that follows this idea but wanted to publish it here as some might be interested to get their hands on this themselves. The final d/evolution of camouflage would be something even lighter similar to the Queen´s (2nd Dragoon Guards) Bay Sherman IIA schematics in this picture posted by DougPhresh here: Advantages: - wouldn´t cover vehicle skins/models that much while still offering some camo love - On the full camo halftracks it would look rather strange when camo pieces would be displayed randomized. You could randomize it by designing whole different full camo packs and then using option-a option-b etc. model names. This involves some work. However with only light camo this could be used alongside the modelname "gear" to randomize camo without looking odd thus adding to the diversity and wouldn´t take much time. - only slapping some bushes onto vehicles would take less time in general, with practice it could be done in a couple of minutes per vehicle For more details or how to do your own camo check out the Youtube videos, especially this playlist: Video Playlist for CM 3D Model Editing with Showcases, Workflows, and Tutorials (latter with commentary) https://www.youtube.com/playlist?list=PLlUX4ALH7zTNgpWGBYSFUCnZK-Sf7SCcl
  6. The detailed work the game comes with already and also next level skins like these here is what for me makes CM vehicles to the best looking around.
  7. Bloody Ride Panther and Halftrack Foliage Camo Pack (CMWW2): - was made for a Bloody Ride campaign playthrough in mind, so not all Panther and Halftrack models are done. - should work with all WW2 games where this Panther and Halftrack models are present - modular, you can remove vehicle version you don´t want to modify (for example only camo specific support halftracks etc.) 3D Foliage Camo German Helmet (Experimental) - it seems there are some texture amount limitation when modding helmets, status quo is that the foliage adapts the helmet texture. Didn´t find out yet how to overcome. So only woodland/green/camo helmet textures should be used alongside it. See previous videos model tutorial videos for details. I recommend to stick with the "classic" texture based camo mods by other authors. M8 (Mid) Foliage Camo This camo mods should work with all CMWW2 games where the vehicle versions are present. The foliage camo also adapts to winter snow. Download: https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 For more details check out the Youtube videos, especially this playlist: Video Playlist for CM 3D Model Editing with Showcases, Workflows, and Tutorials (latter with commentary) https://www.youtube.com/playlist?list=PLlUX4ALH7zTNgpWGBYSFUCnZK-Sf7SCcl
  8. CMSF2 Coupdetat Ship Models Expansion Download https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 It was planned as a personal edit rather than a release and I didn´t bother to align the ships in order to 100% perfectly cover everything and the visible part of the sunken ship was left delibaretly there to simulate broken-off superstructure. There are some helicopters on the flight deck, it was a test if you can quickly combine existing (custom) models and yes you can. The ship files are modtagged with [COUP]. This is only an mod expansion it still requires the other files and mods @MOS:96B2P recommends: https://www.thefewgoodmen.com/tsd3/cm-shock-force-2-2/cm-shock-force-2-scenarios/coup-detat/ Thats the mod folder I specifically used for this playthrough: Most here are in the Dropbox, Oleksandr´s Chernorussian uniforms and MikeyD´s pickup can be found on CMMODS. This does not include the permanent mods I use for my CMSF2 playthroughs.
  9. 47:52, nothing sophisticated: I am looking for a ini, config, edit, mod to set the control scheme of the CM Classic games to something similar like tho the modern WASD one. I know I could use authotkey to get the numpad camera keys to wasd + qe but is there also a way to remove this little "lag" from the CM Classic camera controls. Despite this I still looking for "must-play" narrative campaigns, I´ve made another thread for this question.
  10. I see it also in this rather optimistic way. Sure there are always people that make out of proportion or rude demands but you have stuff like this in in every game forum. From what I´ve seen it appears even worse in forums of more casual games which might have something to do that a game like CM might attract more mature individuals in the first place, which additionally might be looking for the most definitive wargame representation, while understanding that the market and dev resources are different here. I personally see the bar CM has set as one of its biggest strength and selling points, absolutely not as its enemy. About graphics, I am not a graphics fetishist but not a nostalgia grog either. I like beautiful and authentic games, I have a strong machine, and alot of recent strategy games like Steel Division 2 or other genre games like PS, HLL etc. at my disposal and still when somebody would ask me "show me the most beautiful and definitive audiovisual experience in a ground strategy game" I would show him CM2 footage. Never gets old too look at the detailed vehicles and uniforms, never gets old when a big firefight errupts and the surrounds start to go down in an absolute apocalypse of gunfire, explosions, and shouting. No other strategy game reaches even close to this and I am talking here only about the (audio)visuals. Furthermore the terrain - not in a how much diverse objects there are - but talking rather about terrain complexity: In alot of strategy games you have this rather abstracted "wood, plains, urban, high ground etc." terrain features but in CM its on another level, hard to put in words but if you ever reconnoitered terrain for whatever reason, you might understand what I mean. Better than any real strategy game, even better than in some military first person shooters. Sure I run a heavily modded audiovisual setup together with a personal fav of Reshade profile there. Some might argue "thats not part of the game" but I don´t make this differentiation. If I can do something myself in order to improve a situation or to better met certain criteria, I do it. Personal conclusion: CM2 looks to me beautiful like any current gen strat game with some aspects like uniform, vehicle detail, and combat fidelity even being on an higher level. This of course doesn´t mean that engine overhauls or visual improvements are not welcome. Wouldn´t say no to improved rain visuals, problematic shadows in certain situations, better backgrounds, a more attractive void (the empy space beyond the map), ballistics analysis, better briefing and campaign/core force interfaces etc etc.. But if it would be gameplay/content vs. visuals right now I would go with the first. And when CM3 eventually becomes a thing, well then we´ll see 🙂
  11. Depends of course on the fitness and conditioning of the individual soldier but a low crawl - body flat on the ground, no forearm and lower leg rest - in kit is one of the most exhaustive movement methods. Its also a quite effective body/conditioning workout.
  12. Good read: "World War II Ballistics: Armor and Gunnery" by Lorrin Rexford Bird and Roberd D. Livingston. By taking lesser known aspects into account like the projectile diameter vs true armor thickness overmatch effect it helps to understand why high emphasis on multi-aspect/flank sloped armour protection (despite its logistical, production, ergonomical, and other/tactical concerns) might not be the jack of all trades solution in WW2 as some seem to perceive it nowadays, especially in a late WW2 environment. Never tested it but my inner gut feeling teels me that the mentioned overmatch effect is simulated in Combat Mission in a bilateral way thus either armor thickness or projectile diameter overmatch. I heard that the authors were involved in (playing) Combat Mission aswell.
  13. To some extent, but victory point calculation indicates that I might´ve missed some aspects of the base camp mechanics. These posts are quite helpful, especially the IMINT hint should be really handy for planning.
  14. Completed playthroughs on this and TOC. One of the best times I had in CM. Already excited for upcoming Chiraq and Alarmeinheiten.
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