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Everything posted by Aquila-SmartWargames

  1. 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.
  2. 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.
  3. 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/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
  4. Anaconda3 Python 2019.03 (Python 3.7.3 64-bit), Blender 2.79b + CM2Tools Plugin here
  5. M60 Tank V3 https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
  6. 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 guys. Decorate, modify, and paint it according to your likings.
  7. 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.
  8. 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.
  9. @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 defined by the internal CM engine. There are vehicles with full visible crew (jeeps, trucks etc.) and there are vehicle with invisible crew (most apcs/tanks) except when you press [open up] which "spawns" a visible tank commander, and there are vehicles with partially visible crew where you for example can see the driver but not the gunner or vice versa. - for amphibious vehicles if one want to go for some visible crew members on a custom model, the Syrian BRDM-2 and the German FUCHS has 1/2 visible crew members which for example could then placed on a patrol boat. The Fuchs has definitely 2 visible of which one controls the roof MG and raises from sitting into a standing stance when [open up] is pressed. - having an amphibious vehicle with full visible crew/passengers would require a vanilla vehicle with the same trait. Unfortunately I don´t know any as Jeeps, Trucks, etc. can´t swim. So having 2 visible crew guys on a patrol boat is the best atm when I am right about all of this. Too bad we don´t have the Tank Rider feature in CMSF2, this would enable alot of oppurtunities with custom models and visible crews.
  10. 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 (simple) textures to model parts. With UV maps and detailed textures the result looks of course way better. Blender Navigation for assigning textures to model parts: GIMP2 BMP Export Settings:
  11. 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 windows with usual CTRL+C or V commands. I used the finished M60 for visual comparison and because it was easier for me to move all the relevant stuff (crew, muzzle positions etc.) to the M48. You can also see me assigning quickly vanilla textures from the t55mgun.bmp. The workflow is a bit rough as I run into issues because the turret,hull, and searchlight was one object which needed to be cut in order to create separate objects. What is not shown: ALL my custom models have a vanilla model base, in this case I used a T-55 hull object made invisible with blank.bmp. Without this my models wouldn´t display ingame.
  12. 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 the real life M48 screens you provided. The British vehicles for example are a really good source for camo nets etc. and eyecandy gear can be found on basically every vanilla vehicle. Keep in mind to attach the gear to the right parent i. e. if you park gear on the turret, place it under the "turret" model or otherwise the gear won´t rotate with the turret. This will make the models definitely more "plastic" and would cover the somewhat simple texture. For the Searchlight I provided two versions which can be modtagged according to your scenario. However it can also be randomly displayed by naming it "gear"in blender. If you want to add a cover onto it you can do that. You can add several painted covers and name every model with either -optiona -optionb -optionc so one is exclusively used when the game loads. I´ve made a post which covers this in this thread. Also loading an original model like the German Panzer 4 which comes with alot of "option" skirt models is a good auto-educational source. If you plan to further work on the model START FROM THE BLENDER PROJECT FILE. For some reason loading the .mdr and exporting it again will cause an error and can result in loss of worktime. https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
  13. 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 had to slice them into pieces. I recorded the process and will upload it for educational purposes. https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
  14. 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 campaigns I will give the M48 a try.
  15. I´ve made some H&E forces preview videos: You can find additional H&E forces under recent videos.
  16. 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/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
  17. 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. It is included in the download. You or 37mm talked with me about bringing a Patton to H&E but I couldn´t remember which one was requested. This was likely discussed on Discord and I don´t have a chat log anymore because I needed to reinstall everything. So I assumed the M60 Patton was the right one. Just to be clear you talking about this one: https://sketchfab.com/3d-models/m48a3-patton-medium-tank-toshueyi-3f00c27f2b284776a46a0663f1250806
  18. 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 done. Perhaps someone else can figure it out. - Can be used as vehicle, flavor object, mission objective etc etc. - replaces the T55 1974 but can replace any other tank/vehicle/object by simply renaming the .mdr files - Download and blender project file in the dropbox, feel free to fix/mod it. https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 - Can be used for modern scenarios aswell due to the fact that the M60 is still in service of several armies to this day (although most are modernized of course)
  19. This sounds like a story plot of my liking. Looking forward to it and yes I have MOS´ scenario already on my screen too.
  20. 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.
  21. 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.
  22. Welcome to CM modding Geezer. Your knowledge and experience will come in handy for sure. Glad to see several people here getting into custom models modding. About the Glider .obj I´ll send my email contact via pm. If you run into questions or troubles you can also contact me on Discord Aquila#8952 as I am not often around here lately. No worries. You and everyone else feel free to discuss and present your projects or ideas here.
  23. It doesn´t show up with the new stuff because you´re likely didn´t replaced the lod mdr files. Without replacing the lods, the vehicle will show up as the old one from anything than very close camera distance. Simplest way is like 37mm explained to make copies of your new model .mdr and name them lod-2 lod-4 etc. You can invest some work and create dumbed down lod models of your custom model but I do not see a real demand for this. I estimate that there is an performance impact but I myself didn´t notice any noticeable performance degradation from using the original mdr for the mdr files and people watching my playthroughs now that I use alot of custom models. I am even at the point, to replace all my CMSF2 vehicle lod files with the original mdr in order to improve graphic fidelity as the models sometimes become blocky too fast. You don´t see all backpacks because they´re likely have the name "gear". Everything named "gear" will be randomized. Rename the backpack model entities to backpack1, backpack2, or another name of your choice and they will show up permanent. These questions and many more have already been tackled in the 3D models thread, make sure to read the thread at least once.
  24. A possible cause of it not working would be that you´re using another mod that is overwriting the invisible textures in hierarchy such as "Kieme´s CMSF HD Walls". To prevent this I always test/use new stuff in a "zzzzzzzzzzzzzzExperiments" folder inside the Z modfolder. The plenty "zzz" ensure that everything in this folder is loaded last. I did check the "walls" folder and couldn´t locate mdr files of any walls at least in the CMSF2 files. However there are plenty of mdr files of bocage, hedge, and fences probably not in use by CMSF2 but other CM2 games. So your idea to replace a wall/obstacle model with something else is still very interesting but may have no utility for CMSF2.
  25. Use either walls, fortifications, or wrecks placed into the hesco barriers. Walls may naturally be the best choice. You can turn anything inivisible by using a blank.bmp file (attached). Rename it to the texture you want to make invisible. Example: in order to make the brick wall invisible make two copies of the blank.bmp and rename them to "brick wall model top.bmp" and "brick wall model.bmp" . Put them into your z folder. Obviously its hard to work with invisible walls in the editor. So either mark the ground tiles beneath the walls temporarily with a special tile so you can identify placement in the 3D Editor or simply work with visible walls and turn them invisible when you´re done with your wall+flavor object combinations. Before release modtag the custom .mdr and .bmp files to make its use exclusive to your scenario. blank.bmp
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