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Aquila-SmartWargames

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Posts posted by Aquila-SmartWargames

  1. On 1/6/2020 at 2:51 PM, Sgt.Squarehead said:

    I'd expect it to have at least two campaigns.....One for each side. 

    I can't wait to get @benpark's awesome Berlin map into the editor.....Preferably in CM:BS!  :P

    Is the first sentence referring to my question about the "TBA" CMRT Battlepack or is it talking about the upcoming FIre & Rubble.

    Berlin in CMBS sounds exciting

  2. On 12/30/2019 at 2:45 PM, ViperAssassin26 said:

    I´ve just tested this, looks like its working for me. From what I understand the uniform texture was used and thus the googles are in their cloth cover.

    I like the added detail & M4. I will use/showcase this in my next CMSF2 US Army playthrough

     

    While doing the Flak Stuart tutorial an idea came up

    Hiding objects/ LOD idea

    - Most vehicles and some terrain objects (trees etc.) come with lod files.

    - From specific camera distances the engine starts to use the LOD mdrs instead of the original mdr. 

    - From what I´ve seen the LOD mdrs can be a completely different model compared to the original one

    - A designer could utilize this by for example hide something in the Jungle. An entrance that has to be found (hidden objective) which shows up invisible/like vegetation from the distance, requiring the player to actively - visually - search the area.

    - combined with objects that require LOS/active spotting (wrecks etc., not sure if emplacements like trenches or bunkers have lod files) could make it even more challenging to find.

     

  3. On 12/29/2019 at 2:12 AM, Ivan Zaitzev said:

    Ok, I asked this in another topic but it might get some more attention here:

    I edited a bolt action rifle in CMFI with a new obj, have clip, muzzle and extraction. Managed to export as mdr from blender. But when I fire the game, the rifle is invisible. I'm guessing this is a texture problem. The file I have renders textures in Blender, all wood and metal. But when I go to UV editing there is nothing there. And the textures are three separate files (two for metal, one for wood).

    Can someone point me in the right direction? Thanks

    An invisible rifle sounds to me more like a model problem unless you´re using the blank textures. Texture problems should more likely show black/distored skins ingame. But its hard to tell without more insight what actually was done here. 

  4. I´ve played alot of CMSF2 since release and never seen this but its likely because I don´t bring mounted Strykers into close combat.

    Imagining a RPG team would approach my fully packed Stryker from the flank or rear I definitely would prefer the airguard to open up and engage it with all means. If I do not wish for this behaviour I simply issue a small fire arc command to the mounts which is CM2 games´ equivalent for "hold fire". Nothing to do with fake but common pactice and fundamental game mechanic. 

    CM players come with very different skill levels, approaches, put themselves into different situations, and have different opinions about certain TacAI aspects which is perfectly fine but this makes it hard for the devs/TacAI to satisfy everyone. Options are the way to go then and in this case all options are present: Permanent airguard (open up), default self defense (do nothing),  player defined self-defense zone (target arc), keep your heads down no matter what (tiny target arc).

    One minor thing I would debate is the behaviour of gunners automatically reloading their external weapons systems which might put them into serious harms way and sometimes is hard to account for, like BMP gunners reloading their ATGMs in the midst of combat. When recording the R2V New Vehicles Showcase I´ve noticed that the Stug with the gunner´s remote controlled MG only exposes himself to reload the belt when "open up" is issued. I think this is quiet an intelligent solution which I would welcome to see for vehicles such as CMSF2´s BMPs.

  5. That is an exciting outlook.

    On 1/1/2020 at 9:08 PM, Battlefront.com said:

    CM Red Thunder Battle Pack.  A bunch of battles for the late Summer 1944 time period was started a while back and is now moving forward again.

    In case the CMRT Battlepack becomes an option, is it planned to include campaigns?

  6. 7 hours ago, 3j2m7 said:

    Amazing work and...live, hope that you save this mod and let it in  your famous Mods Folder thank you very much for this 5 detailled  min job !

    Thanks

    I dont´t plan to release it and deleted it  but there was not much work put into it anyways. A serious attempt would require some further work and considerations about which vehicle to replace. Latter would also be important when it comes to turret crew visibility and their animation position. 

  7. 53 minutes ago, Sgt.Squarehead said:

    I wonder if one of the Mod-Making Mad-Scientists could somehow graft a Wirbelwind onto a Stuart?  :P

    @Aquila-CM.....Fancy a challenge?  ;)

    Not meant to be a serious attempt to accurately recreate the vehicle from the picture but just for tutorial purposes.

  8. On 12/21/2019 at 11:30 PM, Boche said:

    Im just having one issue with the CV90s. They are using their airburst rounds all the time instead of just targets in the open or in trenches, which means they waste their rounds targeting buildings etc. Here is a photo. All this makes their HE rounds useless when supporting.

    https://resizeimage.net/viewimg/ZONS707GAIwgjdOg/xJ7Uo/sin-t--tulo.bmp 

    Furthermore they airburst their HE rounds in front of soft vehicles leaving them unharmed. 

  9. I´ve played it a couple of months ago and while the mission ends in a tactical defeat due to the bugged bridge at least the campaign can be continued.

    On 12/13/2019 at 2:29 AM, Sgt.Squarehead said:

    Did anyone try de-compiling the campaign, removing the bridge, re-saving the map, replace the bridge and test? 

    If the de-compiled scenario works at this point, it should be safe to re-compile the campaign.

    I believed that decompiling a campaign ends up with losing metadata. So is there a way to decompile, modifiy, and recompile a campaign without this downside?

  10. R2V Axis & Allies vehicles, artillery and aircraft put together into a small test map. Select the Allies side.

    - Vehicles were selected by using the equipment section of the R2V manual as a reference. There might be vehicles that aren´t exclusively for R2V or some might be missing

    - I only found one Jpz38(t)/Hetzer version and couldn´t locate the Jpz IV (Late), it is mentioned in one of the formations but I wasn´t able to select it. Furthermore  I didn´t find the StuG IIIG (Latest), the StuH42 (Latest), and the FW-190D9 aircraft.

    - might require the other FI modules

    Video of the scenario:

    The missing T34 Calliope artillery was added afterwards. I am running a modded setup so appearance might differ for you.

    R2V Dealership.btt

  11. 29 minutes ago, Oleksandr said:

    Just a little verification - those mods are not made by Kieme but by me lol 

    With best regards  - Oleksandr. 

    I was referring to Kieme´s terrain mods which are used on the "before" screenshots.

    Nevertheless the olive BMP on the screenshot is by Oleksandr and I can recommend his great mods, I use alot of them on my default installs especially when it comes to CMA and CMBS, check them out.

     

    CIA Special Activies Center Special Operations Group Forces

    AnNkHiq.png

    - made this in some minutes for an upcoming US vs Drug Cartel/Radicals setting playthrough of the "In Search of a Ghost" campaign.

    - credits go to the various modders that created the original artwork.

    - the playthrough will showcase the H&E Mod terrain and an slightly modified version of the African Forces Mod.  

    - Not on Dropbox as mine has no space left. On interest contact me on YT or etc.

    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0

  12. 3 hours ago, RockinHarry said:

    Hm... maybe enlarging the bitmap plane by means of @Aquila-CM methods gives us tall corn? Unfortunately there´s no mdr file to be found for doodads, at least I haven´t discovered any yet (just like that misterious wall thing). In case of adding as flavor object, poster*.mdr might serve as a base (simple 4x4 plane). Though it wouldn´t weave in the wind, nor giving proper LOS/concealment.

    This could work. Also Bushes, Hedges, and Trees come with models and could be replaced giving los blocking. However I didn´t work much with foliage models so can´t tell for sure.

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