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Aquila-SmartWargames

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  1. Upvote
    Aquila-SmartWargames got a reaction from Aragorn2002 in Custom 3D Models and Mods Compilation   
  2. Like
    Aquila-SmartWargames reacted to umlaut in Umlauts Commercial Buildings   
    Brilliant @Aquila-SmartWargames - thanks.
    I will try that sometime soon.
  3. Upvote
    Aquila-SmartWargames got a reaction from A Canadian Cat in Umlauts Commercial Buildings   
    Lets say you want the Sherman and the burning Sherman wrecks in your scenario and are perfectly sure that you won´t - lets say - use a British Cromwell IV in your scenario/campaign. Then rename the Sherman wreck files to:
    cromwell-iv [damage].mdr
    cromwell-iv-lod-1,2,3,4 [damage].mdr
    Then in the scenario  editor set the [damage] modtag and place some Cromwell-iv wrecks there and they will look like your Sherman wreck, provide cover, LOS/LOF blocking, and burn, etc. while you still can use the regular Shermans as "alive" tanks for the player/enemy side.
    In this example the chromwell->sherman conversion will only become active when modtag [damage] is called. So users don´t need to worry about their modfolder and will keep their default Cromwells for any other scenarios. The Cromwell is just a example could be also every another vehicle of any faction like a kubelwagen but it makes sense to choose something similar in size/sturdiness in order to get most consistent LOS/LOF blocking and cover.
  4. Like
    Aquila-SmartWargames got a reaction from George MC in Scenarios that play like campaigns   
    Thanks, I need to check both out
  5. Like
    Aquila-SmartWargames got a reaction from Satomas in Never too late   
    I identified two issues:
    1) metadata checkmark was missed upon import or export (wheels/tracks disappear or behave strange)
    2) the already mentioned naming extension mechanism of Blender (vehicle functions cease to work properly)
    I used this to make a tutorial video in how to identify, prevent this issues and on how to recover bugged projects with minimal lost work
     
  6. Like
    Aquila-SmartWargames got a reaction from Satomas in Never too late   
    Instructions included on how to make it quickly fully compatible with CMRT and likely other CM titles:
     
  7. Like
    Aquila-SmartWargames reacted to 37mm in Kieme's modding corner   
    I've found those BS mods very useful (it's where I got the white pick-ups from)...
    https://1drv.ms/u/s!Ar0-nWIeMPIA2WLbFK3S9Zl0AB6v?e=Wazydf
  8. Like
    Aquila-SmartWargames reacted to MOS:96B2P in Never too late   
    +1  And thank you again.    @Aquila-SmartWargames
     
  9. Upvote
    Aquila-SmartWargames got a reaction from MOS:96B2P in Never too late   
    I identified two issues:
    1) metadata checkmark was missed upon import or export (wheels/tracks disappear or behave strange)
    2) the already mentioned naming extension mechanism of Blender (vehicle functions cease to work properly)
    I used this to make a tutorial video in how to identify, prevent this issues and on how to recover bugged projects with minimal lost work
     
  10. Like
    Aquila-SmartWargames got a reaction from umlaut in Custom 3D Models and Mods Compilation   
    Lets see what comes to my mind
    - Are you using Nvidia or AMD?
    - I run most settings in the driver on default except AA and AF, do you have special settings there?
    - empy your complete Z folders and see if it goes away
    - In the settings menu shaders on?
     
     
  11. Like
    Aquila-SmartWargames got a reaction from Boche in Custom 3D Models and Mods Compilation   
  12. Upvote
    Aquila-SmartWargames got a reaction from MOS:96B2P in Never too late   
    Instructions included on how to make it quickly fully compatible with CMRT and likely other CM titles:
     
  13. Upvote
    Aquila-SmartWargames got a reaction from Aragorn2002 in Never too late   
    Instructions included on how to make it quickly fully compatible with CMRT and likely other CM titles:
     
  14. Like
    Aquila-SmartWargames reacted to Satomas in Never too late   
    Hello, I'm an old CM player(Saturnin). By nostalgia  I make a little comeback with CMFI (i lost my old accunt, dead mail adress). To celebrate this I offer a small Mod.
    I hope it will please you.
    Here is the sdkfz250-1. I wanted it with more battle dress looking
    It comes with: 2 camos, random material and options (hatch open or not, ...) a multitude of possibilities to test.
    For that it is simple.
    If you want the two camouflages leave as such.
    If you want one in particular discard the one you don't want and rename the BMP file to: sdkfz250-1-hull.bmp
    If you dont want  the stuff 3D it simple discard the ALL .dmr file
    Many thanks to Aquila-SmartWargames and
    sbobovyc for the lesson of 3d  and all their work.
    That's great
    As a small supplement I also made Protze. Because without Protze life is not the same
    I will finish the series of 250 / ... I think and may be the 251 / ...
    See you soon
    Have fun
    Satomas aka Saturnin
     





    For the moment I have not found a solution with Cmmods. I go through dropbox until the solution
    https://www.dropbox.com/s/vxwhi4ss3y8834t/sdkfz%20250%201.zip?dl=0 for the 250/1
    https://www.dropbox.com/s/yq0oi125gxoy3oa/ProtzV1.2.zip?dl=0  for the Protze
    A bientôt
  15. Like
    Aquila-SmartWargames got a reaction from Bulletpoint in Penetrating Vehicles behind Buildings Test   
    Time for another experiment then
     
  16. Like
    Aquila-SmartWargames got a reaction from Sgt.Squarehead in Penetrating Vehicles behind Buildings Test   
    Time for another experiment then
     
  17. Like
    Aquila-SmartWargames reacted to MOS:96B2P in New Scenario: Coup D'etat   
    +1.  Very cool to see in action.  I think you might have missed HUMINT on the Hammer's location.  That intel is one of the quicker ways to end the executions at the Ministry of Interior compound.  But there is more than one way to save/recruit the condemned piexeltroopen.    
  18. Like
    Aquila-SmartWargames reacted to Sgt.Squarehead in Penetrating Vehicles behind Buildings Test   
    In CM:BS I've seen a Stryker's .50cal take out infantry on the far side of the smallest modular house type (single tile, single floor).
  19. Like
    Aquila-SmartWargames got a reaction from 37mm in New Scenario: Coup D'etat   
    Starting a playthrough on this gem
    Playlist which will be updated as it goes along:
    https://www.youtube.com/playlist?list=PLlUX4ALH7zTN3Z2ffol_RZfAKfbTE4ysC
     
  20. Upvote
    Aquila-SmartWargames got a reaction from MOS:96B2P in New Scenario: Coup D'etat   
    Starting a playthrough on this gem
    Playlist which will be updated as it goes along:
    https://www.youtube.com/playlist?list=PLlUX4ALH7zTN3Z2ffol_RZfAKfbTE4ysC
     
  21. Like
    Aquila-SmartWargames reacted to Sgt.Squarehead in New Scenario: Coup D'etat   
    You should have a lot of fun with that one fella, it's definitely among the most imaginative & novel CM:SF scenarios ever created.....Give my regards to group #13. 
  22. Like
    Aquila-SmartWargames got a reaction from Sgt.Squarehead in New Scenario: Coup D'etat   
    Starting a playthrough on this gem
    Playlist which will be updated as it goes along:
    https://www.youtube.com/playlist?list=PLlUX4ALH7zTN3Z2ffol_RZfAKfbTE4ysC
     
  23. Like
    Aquila-SmartWargames reacted to MOS:96B2P in New Scenario: Coup D'etat   
    A new fictional scenario for CMSF2: “Coup d’etat” is in Beta testing now and is intended as player vs AI.  The player will lead rebel (Syrian) units in an early morning (0400hrs) coup attempt to overthrow the governing regime (also Syrian).  It is set in the fictional third world country of Abbudin and takes place in the heavy urban terrain of the city of Al Mout.  The city of Al Mout is a heavily modified portion of the Ramadi-Government-Center map created by @LongLeftFlank.  Approximately 1072 meters by 592 meters. 
    The scenario has a variable end time.  The optimal scenario length is two hours and 15 minutes however it can be played to four hours.  If the scenario is played longer than two hours and 15 minutes the regime AI is awarded an extra 200 Victory Points.  It requires all the CMSF2 modules to play since it features US Marines (guarding a US Consulate & later an amphibious force), a British SF unit (hunting for WMDs) and Canadian advisors (assisting the local city police).
    The scenario was created with the idea of taking a small, under equipped, rebel force and using in-game intelligence and insurgent tactics to expand the combat power of the rebel force until the rebels controlled the city.   Below are some daylight screenshots of the urban part of the map.

    View of the 4th December Bridge.

    Slums in the south west area of the city.

    Looking east on Al Jazeera Boulevard from the area of Asfarr Taksi Company.

    An Agricultural Specialist, looks east out a window from Hotel Mout.  In the distance is the Mayoral Residence along the bank of the River of Martyrs. 

     
  24. Like
    Aquila-SmartWargames reacted to 37mm in Heaven & Earth: Project discussion thread   
    Oh I also sorted out a new weapon for the Modern/Aftermath era...

    ... which makes our M79 a "Bong-Hai Civil War" era weapon only.
    Which reminds me, @Mord I don't suppose we could trouble you for a few more silhouettes?
  25. Like
    Aquila-SmartWargames got a reaction from Sgt.Squarehead in Custom 3D Models and Mods Compilation   
    Video Playlist for CM 3D Model Editing with Showcases, Workflows, and Tutorials (latter with commentary)
     https://www.youtube.com/playlist?list=PLlUX4ALH7zTNgpWGBYSFUCnZK-Sf7SCcl
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