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Aquila-SmartWargames

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Everything posted by Aquila-SmartWargames

  1. Thats then likely the issue. I converted the texture of the bush but the bush then becomes ugly/blocky and not suitable as vehicle camo. I really would like to use something bush-like as vehicle camo for my playthroughs but despite the CMSF2 British camo nets shown here on the lead vehicle: there is no model in any Combat Mission release I can think of where I could borrow a bush-like model part.
  2. I´ve just discovered this, looks really good. For Hescos its mandatory to replace tall/narrow objects like streetlamps or telephone poles in order to allow the Hescos to be stacked closely together. Replacing bigger objects like shelters or crates with the Hescos will lead to "collision" and cause the hescos to get displaced. This Combined with a concrete wall with (modtagged) invisible concrete wall textures would provide the scenario maker with a decent and functional fortification. It is not "fool/cheat proof" however. A player could decide to destroy the invisible concrete wall a
  3. From a technical standpoint it would indeed make more sense when nothing happens by removing the addon armor and it would be likely also better for all of us.
  4. Insurgents from my ongoing Syrian vs NATO campaign raided a Lebanese vehicle depot near the border and eventually gained control over operational M60 tanks which received new paint jobs: In action: However some of them are still left in pretty bad shape: These two variants were created in under 5 minutes and are examples of that even without UV/material/mapping skills one can create decent looking paint jobs. By simply googling terms such as "camo texture" "rusty metal texture" "olive metal texture" qickly texture patterns can be found that can be converted t
  5. Include this beautiful trailer as optional intro.wmv goodie into the modpack. I want to watch this whenever I go on an H&E playthrough.
  6. What definitely will be a first is that this Riverine element and the many other unique aspects shown of this mod will bring a complete new way of experiencing CM.
  7. Glider WIP With @Geezer´s help I was able to get the .max Glider model into Blender. I resized it according to historical photos, attached it to a CM2 primer object shelter, and assigned simple placeholder textures. When trying exporting it to .mdr it throws the shown error which states that the model parts miss texture maps. I´ve uploaded the Blender project as it is to my Dropbox. If one has texture/mapping/uv skills feel free to take over, modify, finish, and release it. Same applies for the rest of my models. https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4W
  8. Anaconda3 Python 2019.03 (Python 3.7.3 64-bit), Blender 2.79b + CM2Tools Plugin here
  9. M60 Tank V3 https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
  10. M48 Patton V3 (With Searchlight + wo Seachlight version) Wreck Version - replaces the t-55mv by default but can be used for any vehicle, flavor object etc. - now uses its own dedicated textures to prevent interferences with other vehicles - added a plate beneath the turret to prevent visible holes when the turret rotates into extreme angles - track, gun, mg and other parts´ position refined - wreck version added https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 I am done with the M48 and leave it now to you
  11. From my experiments vehicles replacements lose their slat/era armor protection if the era model parts and/or correct names are not present (era, era1,era2 etc.) on the model. I´d say place the M48 in the T-55MV slot and give it a try.
  12. Why not? With modtagging you can place the T-54 vanilla model in the T-55 1972 slot so it becomes mobile and the M-48 Patton in the T-62 slot for these scenarios. Furthermore there are also the M/V models and like explained I believe ERA defence does not work if no ERA 3D model is present. However the M/V models fire ATGMs which is a downside of course (but I suspect they´re rarely/never been used when fighting other T55/T62). The better optics could be compensated by unit quality settings.
  13. @37mm Great work on that river Patrol Boat. You´re probably already aware of that but I´m writing it down for general information: Visible Crew Members on Custom Models - As already explained the crew/soldier positions are defined by these arrows parts when in blender, while muzzle flash arrows have a small yellow line which tells the direction of the muzzle flash I don´t know how to tell in which direction crew members look when in blender, I simply don´t touch them when moving them from vanilla vehicles. - AFAIK what stance a crew member has or if he even is visible is
  14. Yes the sound and effects are outstanding. I noticed that some wheeled vehicles seem to be very silent which can be observed in the Bong-Hai Air Cav Video. Its the Marines truck there. Would be handy because alot of good models are only in max format. About Textures in Blender - You can assign textures to every model part in Blender. - bmp files for Combat Mission need to be lower case - save them in 24bit. I use GIMP2 and my export settings are shown below. - even without UV map editing skills everyone with little time effort can assign (
  15. If you load the blender project files directly into blender which are included in the m48 & m60 download releases on my dropbox you will get seperate objects which can be assigned seperate textures. There is also an UV editor in blender but like I said I am not into uv editing and can´t provide feedback about differences or compatibiliy between max and blender. Making Of videos of M48 Part 1: Part 2: Note to Part2: press F6 to open the menu which lets you decide which side should be cut away. You can copy/paste model parts between blender wind
  16. M48 Patton V2 with Searchlight M48 Patton V2 without Searchlight - removed the ugly mg and added 50. cal - fixed some alignment bugs For the time being a simple olive or camo bmp texture would look definitely better. The model doesn´t have UV maps which tells the model which part of the bmp texture should be used where which is required if you want highly detailed textures. I won´t dig into this as textures, uv maps, and skinning is not my speciality. However I recommend to further decorate the model with gear stuff like you did with the IED jeep similar to
  17. M48 Patton Tank In Action: - textures again are vanilla CM textures but you can apply some Camo scheme and a more detailed track texture to make it look better. Textures also can be reassigned in Blender. - track/turret works - commander open up in decent looking place - use it for the T55 and the M60 can be renamed to a T62 replacement - removed cupola and commander MG and reworked the AA MG (can be removed too in blender) - project file included I nearly gave up on this one as turret, hull, and range finder were molded into one piece. I
  18. About the M48 Patton, the model is from the same designer as the M60 shown here so it shouldn´t be that much work to get the M48 done. Removing the commander mg, keeping the aa mg. What about the range finder box, which is covered by the "Rolling Death" dust cover on the picture right? Keep or remove it. Making models out of initiative is sure fun but there are already enough for the time being and I wanted to focus on creating stuff that is definitely in need by active campaign & scenario designers. In other words if you guys plan to use it in one of your H&E scenarios or ca
  19. I´ve made some H&E forces preview videos: You can find additional H&E forces under recent videos.
  20. First thanks for the kind words. Second I fixed the turret on the M60 Tank The turret rotation issue and alot of other scaling/rotation issues that often happen when moving/scaling parts should be fixable with this function which "zeroes" the model part: I tested what happens when you name the new model track wheel "wheel wheel1 wheel2 etc" ... they dissappear" M60 Tank V2 - turret rotation fixed - other issues fixed - commander open up position moved + added a little hatch which opens up https://www.dropbox.com/sh/1tviryry89g6py7/A
  21. That was because atm one can´t export metadata on custom models with CM2Tools and Blender which caused issues particulary with wheels. I took an invisible t55 hull as primer (other models/flavor objects like the usual crate would likely work too), moved the t55 crew positions to new hull and turret, and renamed and organized specific parts of the new custom model to "track", "turret", "mount", and "weapon" as the internal game engine recognizes this names thus producing working vehicles without metadata. The best is to check the blender project file to gain an overview about this method.
  22. Alright I´ve just tested the H&E mod and thought about creating something new. M60 Patton Tank (Experimental/Alpha) In Action: - was created in half of an hour so its rough - Has a working track - Texture are vanilla CM supplements but can be modified/changed to something better - has a working turret and muzzle. However the turret is currently rotating in the wrong axis which looks obviously awkward. This should be fixable in blender by modifying/switching the turret axes (the three colored arrows) but I yet don´t know how this can be d
  23. This sounds like a story plot of my liking. Looking forward to it and yes I have MOS´ scenario already on my screen too.
  24. Playing a vs. cartel campaign in the "ruthless war/black ops" mood of movies like Sicario 1/2 would be a dream come true. The cartel faction could be represented well for example by using some of the vanilla combatants/spy combined with the African UNCON mod. Latter may just need minor face texture modification.
  25. Impressive to see how the project is coming along well. Already excited to get my hands on the campaigns. The proposed surface ships & aircraft models look great too.
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