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Everything posted by Aquila-SmartWargames

  1. 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.
  2. Looks similar to this: https://archive3d.net/?a=download&id=fc710073
  3. 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
  4. 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
  5. 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.
  6. Aircraft Carrier (blender file included, resize it to your needs)
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. 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
  12. 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.
  13. 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.
  14. We know that you can place visible wrecks and walls into flavor objects to give them blocking properities. We also know that you can place invisible wrecks and invisible walls into flavor objects to give them blocking properities with blank texture files (For walls I tested and confirmed this) But what about buildings? Buildings + Flavor Objects Ideas Buildings like everything else can placed "in" custom flavor objects. What options and dis-/advantages I came up with: 1) Where walls and wrecks aren´t tall enough multi story buildings could give tall flavor objects like the Cargo Ship or the Radar Station proper LOS/Fire blocking properities without being visible from outside. 2) By combining a flavor object and a building in a smart way you could create a flavor object that can be occupied. For example you could add a multi-story building tower into the "cargo ship" to simulate personell firing from the ship´s bridge. You could place a fitting building into the Radar Station so it can be occupied. This of course makes the most sense for custom flavor buildings. I did just create the Radar Station but there are countless options to add new flavor buildings. 3) I was curious if you could turn an entire building invisible which then produced this result: For some reasons the windows and doors turn black (not shown) when modded with blank.bmp texture files. Perhaps I missed something but even so if a building could be setup without doors and windows it could be used as a complete invisible LOS/fire blocking tool for tall flavor objects. However due to the modularity and randomization of buildings it looks like an overcomplicated solution for little gain. I have little knowledge about buildings in Combat Mission but noticed that scenario and map designers come up with pretty tricky building setups. They should evaluate if this method is viable. But like already explained you can use regular visible buildings and "hide" them in flavor objects. 4) AFAIK enemy personell can´t be prevented from leaving higher building levels. I also know no method to "lock" guys in higher levels. Under suppressive fire for example the Cargo Ship´s bridge guys thus would leave and descent "into the ship" i. e. into the lower levels of the building placed inside the flavor object. Keep that in mind when working with this idea. 5) Obviously flavor objects do not turn transparent when entering or enemy activity is spotted in them like buildings do. So for a "who´s there" peek you need to zoom into the flavor object. Buildings Related Stuff in the Editor I couldn´t locate the "complete blueprints" of the buildings in the files and suspect that they´re are located in the internal (hidden) part of the game files which would make sense. But CM2 Tools allows you to access several parts of buildings like walls, windows, doors, balconies in order to modify their models. When it comes to building walls/faces I suspect one can edit/mod the doors (entry points) and windows (observation/firing ports) which then might be correctly identified by infantry. Interesting would be to know how infantry would behave on changing the shape of the balcony. However overall I have no idea what possibilities CM2 tools might provide for us in this department but perhaps one of you will find out. Texture Problem with the Airliner and Huey Bump: When converting to .mdr it looks like the texture "rips apart". Perhaps I missed a CM2 tools exporting prerequisite again but one looking into it would be appreaciated. Projects are in the cloud.
  15. Medium Airliner: As you can see there is an issue with the texture when I export it to .mdr. I had the exact same issue with the Huey helo. I hope one of you can find the root of this problem as I have no idea whats the cause. The complete project folder with .mdr and blender file are in the online clouds. I noticed on this model that the invisible shelter1.mdr primer is especially hard to "hit" with the cusor in the editor in order to move/rotate the model. In the future I will check the other shelters if they´re better suited. And it would be definitely great if BF would add some "extra slots" for custom flavor objects (with good draw distance etc.). For the time being we have to use the modtag system. Creating a dead corpse or a "group" of them as an flavor object is perfectly doable with this method. I recommend to keep the bodies in a neutral appearance so that it doesn´t become so noticeable that it is always the same flavor object. Despite the visualization of a deadly battlefield, this could also come with some interesting options for scenario designers. This could be utilized for scenarios ala "we´ve send a squad an hour ago to check the Northern woods and didn´t hear back from them. Find out what happened to them" or as an ambush/killzone hint for players. AFAIK flavor objects are always visible but if one replaces an unimportant vehicle or emplacement with the fallen soldiers and (then sets the vehicle to "destroyed" and) places it on the map, the fallen soldiers need to be spotted.
  16. I dismissed several models because I couldn´t get their textures to work. There is a chance that it was caused by the simple mundane issue.Thanks to contrails´ tip I fixed two models: MIG-21 Pack V2: V2: - fixed texture issue - better glass texture - now comes with a vehicle version including a "driver" seat and exhaust.fumes. UH-1 Huey It was a challenge to find a free Huey 3D model in one of the Blender formats. This is the best I could find. The texture got distorted either because GIMP required some strange compatibilty formating on importing or due to the model causing some scaling issues in Blender. Its definitely not a beauty but in my opinion still looks decent enought to fullfill its role as a flavor object. It was primarly made with the H&E mod in mind but as most of my work it is kept neutral without markings. The UH-1 thus fits plenty of modern scenarios as it is still in use by alot of the world´s armies. Both are in the Dropbox/OneDrive
  17. Great work too! You fixed it by simply renaming the texture file to lower case?
  18. Everything the same just updated the link after it went down. If I update something there I´ll attach an "V2" or something to it or let you know. MIG-21 Crashed + Parked. You can also turn it into a vehicle (example rename it to taxi-vehicle.mdr) to simulate taxiing aircraft that attempt to flee/takeoff which could be simulated by an extraction zone in the editor. However I can´t get the textures to show up and don´t know why. Converted them and did 24bit and "no not write (...)" but still doesn´t work. I am out of ideas but did upload everything including the blender project files as "MIG-21 Flavor Pack" to the Dropbox. Perhaps one can solve the riddle. As with my other stuff feel free to fix, modify, use it for whatever you need it.
  19. COMPILATION DOWNLOAD NEW DROPBOX LINK: https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 Makeshift APC Container (texture can be recolored)
  20. Correction of first post: Credits for the US Multicam OCP skins used in several mods here go to Cpt. Miller.
  21. A list of amphibious vehicles for reference: German Fuchs Marines AAV7, AAV7C, LAV-M, LAV-M-A2, LAV-25, LAV-25-A2, LAV-ATGM, LAV-ATGM-A2 Syrian BMP-1, BMP-1P(4A), BMP-1P(4C) BMP-1PK(4A), BMP1-PK(4C), BMP-2, BMP-2K, BMP-3, BTR-60PB, BRDM-2, BRDM-2-AT3, BRDM-2-AT5 There are 21 seperate amphibious vehicle models to work with. Every vehicle on this list can be seperately replaced. In other words for example you can replace the AAV-7C with something new while the AAV-7 remains unaffected.
  22. The German FUCHS is probably the ligthest armed amphibious vehicle. It just comes with a hatch 7,62MG.
  23. I don´t know exactly what you mean with green outline. Contact me on Discord: Aquila #8952 .
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