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Everything posted by Aquila-SmartWargames

  1. Thanks for all the kind words. Glad you enjoy it. Basically a summary of what was already stated here. Place stuff like invisible wrecks and likely walls into flavor objects to make them protect from gunfire, LOS, and impede movement.
  2. M1 Abrams vs Osa Naval Patrol Vessel: That ship is rough work but it works. I will upload the complete blender project folder and mdr to the dropbox. You can basically turn every texture in CM invisible by adding a blank texture. For example the jeeps were designed with 3 randomized spare wheels by using -optiona -optionb -optionc in the editor wich means only ONE will get be displayed. However the third spare got a blank texture so there is a chance that the jeep simply has no spare. As real objects and flavour objects do not collide its possible to combine them to get obstacle characteristics, there are alot of options which just require some creativity.
  3. Perhaps you could use this for one of the H&E scenarios. Not a beauty but simple and resource friendly and thus more can be placed. For editor interaction the original flavor object is located on the see floor. I resized it to test if the fov issues go away but then the model got catapulted out of bounds. However for medium sized objects that are not always in point black front of the player its not that noticeable. File is too big, I moved it to my dropbox.
  4. You can use these to basically replace any mdr object in the game including flavor objects or vehicles. This means you can "fire and drive" flavor objects basically like shown here with the cargo ship: This was just a quick test done replacing the BMP2 amphibious APC with the Cargo Ship. It doesn´t make much sense realism wise with such huge ships but could open some options for combined arms including armed forces supported by naval boats (torpedo/gunboats, destroyers). By shore marsh tile placement you could "lock out" the amphibious vehicles from coming to land and other solution for full naval action would be of course to mirror the terrain tiles i.e. turning land into water and vice versa. I`ll upload the ship for bmp testfile to the dropbox. When replacing flavor objects its important to keep the draw distance of the original in mind. Replacing the crate1.mdr with the blackhawk isn´t a good idea as it will go invisible to quick. The biggest draw distance is provided by flavor objects such as "street (traffic) lamp" and "shelter" etc. It can also be an alternative to better replace an unimportant vehicle (taxi) and give it a destroyed condition, as vehicles have excellent draw distances. When replacing vehicles with custom flavor objects (or other mods/vehicles), the associated .lod files also have to be replaced too. A quick fix is simply getting this done by creating copies of the main .mdr file and then add -lod-1 to -lod-4 to them. Not all require 4 of them, I think infantry even can have 5 lod files but I always do 4. Missing picture from the Syrian Winter Minimod:
  5. In the course of dozen playthroughs and experiments with Blender/CM2 Tools (http://community.battlefront.com/topic/118928-combat-mission-modding-tools/) several assets were created which I want to share with the community: Big Cargo Ship BF109 Radar Station Downed Blackhawk Fire Truck Ambulance Barricade + optional Smoke/Burn Stash (Wreck, an invisible alternative is created by 37MM) Barricade (three sizes) Humvee V3 Woodland (Randomized Gear) Humvee V3 Desert (Randomized Gear) Humvee V2 Geardo Desert (Permanent Full Gear) AFRICAN UNCON (now also including conventional African Forces conversion by 37MM, original work by MikeyD) Falklands War Scorpion, Scimitar, and Argentinian LVTP-7 conversion Makeshift VBIED Humvee Wreck Uncaged M2 Stryker Marines to Army Special Forces or Navy SEALS conversion skins (including work of mjkerner, Combatinfman, Blimey) BMP1/2 to BMD1/2 conversion (with corrected hatches) Desert KAMAZ Skin Marines frankensteined Armored MTVR Skin New Syrian Special Forces and Woodland vehicles (based on the work of various modders) Syrian Winter Mod (just terrain and partial "winterization" of vehicles, created for a Hasrabit Campaign playthrough) PK Pickup to PK UAZ conversion Russian Forces (original work Euroscape + various modders) US Army & Marines Woodland Forces (original work Euroscape + various modders) All these mods and many more can be found in this Dropbox: https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 Credits to modders, 3D-Artists, and Battlefront. For better quality footage and more information about 3D custom models check out the recent videos & descpriptions here: https://www.youtube.com/channel/UCeK7fSyoEE8aorVLlVfNcAQ The custom flavor objects have a "crate1" box placed into their center. Click it to interact with its placing. Zoom into the model if difficult. There are some FOV issues with bigger flavor objects can perhaps fixed by making the original "crate1" box bigger in Blender/CM2tools. Combine flavor objects with "visible/invisible" wreck objects to give them obstacle characteristics. Good free library of 3D models you could use for importing. .max does not work with Blender. There are others. http://www.cadnav.com/ Tutorials on Blender and CM2Tools can be found here: https://www.youtube.com/watch?v=lkbTOSIrNV0&feature=youtu.be https://www.youtube.com/watch?v=MXVAMaELSao&feature=youtu.be The main intent was to explore the possibilities of this method. As I see this as accomplished I´ll step back now and hope it will motivate others to get into it. Prior getting into custom CM models I had absolute zero experience in 3D modelling, Blender or whatever but found my way into it in a short period of time and once you figure out the specifics it is not that difficult. Give it a try. Anyone interested in custom CM models can reach out on Discord. Happy wargaming.
  6. Pictures look fine to me. I think the problem is on your end.
  7. And if you´re not into manual copy & paste, JGSME once again does the trick.
  8. Oh no my weekend is lost... ...lost to playing the HOD campaign, which you made finally possible. Thank you very much Zveroboy!
  9. Picture says more than thousand words: I would like your Taliban Mods to replace these guys here. If you could tell me how, I would really appreciate it. Thanks!
  10. No, no you´re Taliban are perfectly fine 😊 I mean is there a way that instead of replacing SF´s Syrian Combatants your Taliban mod replaces tSF´s Syrian Fighters (those black robe dudes)? Reason is there is a Afghanistan Campaign Heart of Darkness where you fight against Taliban. I would love to play it + your Afghanistan Mod. However for a reason the campaign uses SF´s Syrian Fighters (black robe dudes) instead of SF´s UNCON combatants to portray Taliban. The Author released it back then for SF1 with replacing custom skins to make them look like Taliban again but skins from SF1 as we know do not work for SF2. The author seems to be gone for a break since some months, and fighting black robe baclava Taliban breaks the immersion for me. So your Taliban mod seems would be the perfect substitute for fixing this! Strigoi
  11. Initially I wanted to suggest to bf devs that when not with too much work involved, it would be cool when video files in "campaigns" directory or with modtag could be played on other occassions than game start, at least wenn starting campaign in menu and at best before campaign end screen. Not talking about bf wasting dev time on movies but would be great option for campaign makers. At least for me something like this is one level one step to atmosphere. But I dropped suggestion because I thought there not much interest and we already can use intro.wmv .
  12. To be honest didn´t test length any further than what I would have in mind for a campaign video briefing but was more interested if you can go bigger picture than the battlefront logo as most probably wouldn´t like to watch video in small box. I tested up to 1080p resolution of my monitor which CM then successfully displayed filling the complete screen. For the file you can download here I did just go for 720p because source material was not good enough and it would have become too pixelated.
  13. I do not even consider it as real mod but just an experiment to test what videos combat mission intro can play. Looks like there are no restrictions which means a campaign maker theoretically can use the intro.wmv for his means (video campaign briefing, situational report on war etc.) in order to provide player with further background which is good. But when I will do real mod I will consider uploading to cmmods. You are welcome 🙂
  14. I thought it is common sense that people use adblockers, especially on free filehosting sites. Anyways thanks to @mjkerner who kindly provided me with euroscape mod pack, I indeed registered to dropbox now: https://www.dropbox.com/s/v7uj7mvw14n796n/cmsf2 intro.rar?dl=0 White download button, upper right corner 😉
  15. For me there is just a big orange *Download Now* Button with a arrow pointing down beside it in the upper right corner. I don´t see other download buttons.
  16. Oh sorry for the trouble, I didn´t know that it is so bad, for me zippshare always display just one download button in all times but perhaps it is because of my adblocker that I didn´t notice it.
  17. Hello, I am looking for sf1 mod pack euroscape. I can´t find it nowhere. I know it is a big file but if you still have it can I ask you kindly to dropbox it or upload it somewhere please. You don´t need to keep it up for a long time, I can upload it to somewhere permanently so everybody has access again. thanks strigoi
  18. Hello cm community, I was just testing if the cm intro video supports different video sizes and lengths and created a custom intro about us troops. It is really nothing special and just work of some minutes but I thought perhaps somebody likes it.You still can click it away. Download: https://www36.zippyshare.com/v/bcmsshwn/file.html Instructions: 1) backup original intro.wmv in combat mission shock force 2/data folder 2) unzip, place custom intro.wmv in same place 3) to remove... you can guess it strigoi
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