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Aquila-SmartWargames

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  1. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    News today of the Pacific !
    When @37mm give me the green light with the helmet name to rename it, I can convert the dds in bmp and resized it
    officers "hats" have also to come but first my wrecks  !
     
     

     

     
    JM
  2. Like
    Aquila-SmartWargames reacted to Lucky_Strike in Custom 3D Models and Mods Compilation   
    LOL, it's been a long day! Have a beer and relax!
    I managed to get 3rd party objects working inside a building as well, used the same technique of parenting to one of the main object's sub-meshes. Here's a YT video of the results with three objects added to the building200 barn ...
    I think it's time I went back to some proper mods ...
  3. Like
    Aquila-SmartWargames reacted to Lucky_Strike in Custom 3D Models and Mods Compilation   
    So you might like this:

    Who left that in here?!

    ... and where'd these barrels come from?

    Even goes transparent like buildings ...

    Fully destructible - vaporised! by some Russian 75mm HE
    To get the Opel Blitz and barrels to appear I reparented them to a sub-object rather than the main object. So for the barn (indie building 200) the main object is called level 0, with sub-objects named roof, wall-front-level 0, wall-left-level 0, wall-right-level 0 and wall-rear-level 0. The OB is parented to the front, the barrels to rear and left. They are still at the floor level rather than the ground underneath, so they sit correctly in the building.
    The building seems to behave as normal - clicks with modifiers do what they should to the textures and degree of damage; snow appears on the roof and snow winter textures appear for the walls when snow is laying round about. The walls also react to their locale, so the barn changed from wood to stone for Germany '45.

    Notice stone winter texture and damaged structure - missing door - who left those barrels there?
    Now the caveats that I observed. The pixeltruppen could care less about the extras, they just walk right through them. The truck doesn't change camo to whitewashed even though others on the map do. The tyres do adopt a snowy tread though - go figure!

    As shown, they are a bit too destructible. Also if a single wall, to which the object is parented, is clicked to fully destroyed then the object disappears as well. And if viewing the building and looking through a wall which disappears from sight to allow a clear view, objects attached to the disappeared wall also vanish from sight.
    I'll put the mdr here on Dropbox for any intrepid investigators or if you just fancy a garage to park your OB in. No other special textures are required.
  4. Like
    Aquila-SmartWargames reacted to JM Stuff in Pacific War Project   
    News today !
    When @37mm give me the green light with the helmet name to rename it, I can convert the dds in bmp and resized it
    officers "hats" have also to come but first my wrecks  !
     
     

     

     
    JM
  5. Like
    Aquila-SmartWargames reacted to kohlenklau in Pacific War Project   
    Swapping gear aint so bad to do. I think @Jace11 helped me with some issues and misconceptions I had.
    You can easily rename and grab other animations from other titles to blanket swap out in a different title. Animation cycles I am not sure what that means. I once renamed one type position of a tank commander in 1 vehicle so I could change the vehicle. Stuart to R35 I think for Aussies near Tobruk. A mod like that might best be "scenario specific" versus for the entire mod with the same overall modtag.
    There should be a cool bar somewhere where we CM modders go pull up a stool and Steve and BFC pour us free drinks all night. Damn we have all earned it.
  6. Like
    Aquila-SmartWargames reacted to JM Stuff in Pacific War Project   
    Not me, Phil with a software not really open it but reconize and change it !   https://mh-nexus.de/en/hxd/ 
    And probably you too now !
    More infos 
    http://www.flexhex.com/docs/howtos/hex-editing.phtml
     
    JM
  7. Like
    Aquila-SmartWargames reacted to RockinHarry in Custom 3D Models and Mods Compilation   
    So just had a look at imported MDR in Blender. Only textures in use seem pasbrick and pasbrick1 BMPs. Blender files seem be the ones taken from the net or something. One can use these for detail editing and texturing to ones liking. But then likely needs some efforts to make them ready for Blender export. The ready made MDR´s seem largely simplified and then merged for Blender export versions. So retexturing only with the above mentioned BMP´s which leaves little to no options. Unless you try on detail UV map editing I guess. The remaining BMP belong to original Blender file and objects more detailed single sub objects/childs.
    I´d replaced the 2 pasbrick files with my own ones (copy and enlargement of brick wall stock game file). This looks like this then:




    This version is on some rubbled mole hill sort of. No building, but some (interior) walls added for giving some protection. Normal low brick and high brick walls added in CM 2D editor.




    So that is what you can do with the MDR file alone assigning a single "one for all" texture.
  8. Like
    Aquila-SmartWargames reacted to RockinHarry in Custom 3D Models and Mods Compilation   
    Think the basic capability for placing stuff on any height building levels (roof excl.) was in all the time. In example flavor rubble objects beeing auto placed on damaged and destroyed buildings. BFC seems just´ve disabled this capability in editor. Beside other known restrictions (no vehicles/guns in buildings generally).
    I guess my crude MDR hacks somehow outsmart or avoid the editor placement restrictions in some way. But the final hacked file placement method is still bits of awkward and laborous, so I´d be less optimistic for any other (non unit type) objects beeing placed in invalid ways. Placing furniture and such might be doable, but I´d forsee some possible side effects like floating in the air stuff and such. 🤔 (we already have these for rubbled buildings occasionally, likely related to 1m ground mesh restrictions)
    Furniture "could" likely be added to independent type buildings ground floor, since it´s single objects (unless modular ones) basically. This would be similar to i.e Pillboxes and their ammo crates added as child objects (with likely hard coded ammo storage capability). No idea how much these furniture objects would possibly mess with pixeltroopers path finding though. Might depend on META data content, but at least all entries set to "0" should be present, so the whole object can be exported successfully in Blender. That´s my "theory". Any takers? 😅😎 (for trying that out)
  9. Upvote
    Aquila-SmartWargames got a reaction from Lucky_Strike in Custom 3D Models and Mods Compilation   
    Didn´t expect this thread to spark to activity again but I like it.
    Custom Models and what to replace in relation to Draw Distance
    When using huge custom models I replaced the biggest default flavour objects in order to prevent them from popping in/out, as they all have different draw distance/fov. Seems like you found out that the Large Fountain is good in this regard and stops vehicles. Never tested it. My not uptodate testing back then indicated that the best draw distance/fov comes from replacing non-flavour "hard stuff" like units/wrecks, walls, buildings, ammo depot(?). For the aircraft carrier I used an invisible wreck.
    Placing Heavy Units inside Buildings/Upper Floors
    Was intrigued by @RockinHarry´s method to place guns/vehicles(?) inside buildings/upper floors. Despite bringing heavy ordnance upstairs, by rubbling upper floors tanks/heavy guns might be placed in the base floor (ambush). Other map-related objects might work aswell (furniture, objects placed on roofs). This might open up entire new ways for map/scenario designers. And this without any mod download requirement for the end-user it seems.
     
  10. Like
    Aquila-SmartWargames reacted to 37mm in Pacific War Project   
    I've nowhere near enough spare time to dedicate myself to another CM project and my current backlog will probably take, at least, a year to box off however these past few days I started playing around with CMFI & the Jungle environment of Heaven & Earth...
    ... I, of course, tweaked the environmental mods somewhat (which are still heavily based on work by @EZ) & added a few bits & bobs from the like of @Lucky_Strike & Aris.
     
    Obviously it's full of placeholders, still I think there's potential here for a team of interested individuals to create an Asia-Pacific War mod & content pack.
    For now, I'm just feeling out potential interest in such a project... as well as fishing for ideas.
  11. Like
    Aquila-SmartWargames reacted to NPye in Berlin CMRT Map   
    Just Made the Barricades from wood and brick in between, copied from original source...What ya think... BTW This is another model from Aquilas list of 3d models called CM Hesco Barrier Flavor.
     



  12. Like
    Aquila-SmartWargames got a reaction from NPye in Custom 3D Models and Mods Compilation   
    Didn´t expect this thread to spark to activity again but I like it.
    Custom Models and what to replace in relation to Draw Distance
    When using huge custom models I replaced the biggest default flavour objects in order to prevent them from popping in/out, as they all have different draw distance/fov. Seems like you found out that the Large Fountain is good in this regard and stops vehicles. Never tested it. My not uptodate testing back then indicated that the best draw distance/fov comes from replacing non-flavour "hard stuff" like units/wrecks, walls, buildings, ammo depot(?). For the aircraft carrier I used an invisible wreck.
    Placing Heavy Units inside Buildings/Upper Floors
    Was intrigued by @RockinHarry´s method to place guns/vehicles(?) inside buildings/upper floors. Despite bringing heavy ordnance upstairs, by rubbling upper floors tanks/heavy guns might be placed in the base floor (ambush). Other map-related objects might work aswell (furniture, objects placed on roofs). This might open up entire new ways for map/scenario designers. And this without any mod download requirement for the end-user it seems.
     
  13. Like
    Aquila-SmartWargames reacted to RockinHarry in Custom 3D Models and Mods Compilation   
    So I tried the basic layout first. Both the ruins are size 16x16m so cover 2x2 action spots square. Dropped the MDR´s into flavor object type "large fountain", but ATM it´s not of much concern which flavor type to use.
    Tried the enveloping modular building method with 2 times 8x16, 3 story high placed next to each other. The left one is flat rubble (Shift+Alt Click x3) and right one has 1 upper story left (Shift+Alt Click x2). Nudged the fake rubble flavor object so it fits well around the hollowed out modular building (removed most walls and windows, CNTRL - Click).


    2D Editor view and setup

    The buildings play as one´s used too, but off course looks need improvements. Guess Nigel´s Berlin mod is better suited for this than stock game textures used in my example. Also when pixeltroopers move up/down the staircase their floating in the air effect is more apparent here. Otherwise these should all play like normal.
    But it all has interesting possibilities and other flavor - terrain combos got to be tried out yet. I guess Nigel has found a good number already.😎 
  14. Like
    Aquila-SmartWargames reacted to JM Stuff in Custom 3D Models and Mods Compilation   
    Hm hm Harry is the other guy me I am only JM or is the name Harry also giving in England like bud, cheer, guy, budy... ☺️
    😝
    JM
  15. Like
    Aquila-SmartWargames reacted to NPye in Custom 3D Models and Mods Compilation   
    Playing trains in the Anhalter Bahnhof...
     
  16. Like
    Aquila-SmartWargames reacted to NPye in Custom 3D Models and Mods Compilation   
    Also I retextured the Boxcar and Lucky Strike sorted out the heavy reflections, and I made this German WWII Carriage Cheers again...

    also I found a free German Locomotive which I used in my Anhalter Bahnhof map...

    Another version of the Boxcar...

  17. Like
    Aquila-SmartWargames reacted to NPye in Custom 3D Models and Mods Compilation   
    I got the Ruins working for my New mod Battle for Berlin II, Cheers for supplying these awesome models...



  18. Like
    Aquila-SmartWargames got a reaction from RockinHarry in Custom 3D Models and Mods Compilation   
    Ruins Pack Release (WW2 + Modern)
    High 

     
    Low 

    Use it so or combine it with visible/invisible Buildings, Walls, Emplacements, Wrecks etc. for LOS/Fire/Movement block and additional cover. Can be customized, textured, resized like all projects here.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
  19. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    I saw something that dont exist in cm...
     
    I was thinking for the cold and dirty time like I saw a picture of dirt and mud, for exemple before come the snow in CMFB, and in the region of @RockinHarry were working a lot with "You enter in Germany", to created something "for the cold" (joking)...
     
    Ok ok we dont have Brat Pitt here, but we have already some "warlords players" on the forum...
     

     

     
    Bluffing isn't !!! hahaha
    🙄Pity that with helmets we have always a problem that the model take only one texture. !!!
     
    Dont worry, this will not appear in the wreck mod !
     
    JM
     
  20. Like
    Aquila-SmartWargames reacted to NPye in Berlin CMRT Map   
    Downloaded the ruins set from Aquila-SmartWargames dropbox, and to my bewilderment it worked after a bit of pissing about, although some of the textures aren't working properly, I wonder if this is something one of you tech guys could look at? I love it and we really are breaking all barriers in this game...
     
    Download Link
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0&preview=CM+Ruins+Pack.zip



  21. Like
    Aquila-SmartWargames reacted to NPye in Berlin CMRT Map   
    Here's my latest offering, A photo book, made in old style presentation and colouring.
    Whilst building the Mod I have researched through 1000's of old photos of before, during and after the conflict ended. When you see Berlin in 1900s it is such an inspired city, with culture at its foremost, the architecture is so beautiful, the layout of the streets all complimentary, it has vast retail areas like Saarlandstrasse, Alexanderplatz, Potsdamer Platz,  Unter den Linden to name a few...then the huge cultural sector like Museum Island. There are Palaces and Cathedrals...
    Then you look at the destruction, all this gone not just in Berlin but by 1945 the whole country, as the all mighty Third Reich goes into its death throes... war is such a waste, the lives lost and the lives ruined, the cities destroyed by a conflict brought about by one man and one political parties vision.
    Imagine being a Berliner, what suffering they endured for years putting up with the Nazis telling them what art to like and what books to read, what cinema, the propaganda every day. From the housewife to the business man they waited in line  for everything, even whilst under Russian Artillery fire in the last days as not to lose their place. Then having the news that a relation had been killed at the front... and if you were a soldier imagine seeing the destruction every time you can home getting worse and worse until total destruction and you are fighting on the streets were you live, your 14 year old son is in charge of an AA gun in the Z sector, your wife dead from Allied Air Terror attacks, your home in ruins and all your friends and neighbours all gone. Dead or moved to another location... Anyway enough already, you know the deal. 
    So grab a coffee and enjoy my slideshow of the Potsdamer Platz battle area. 
     
  22. Like
    Aquila-SmartWargames reacted to RockinHarry in Berlin CMRT Map   
    Yup, they do. See my earlier posting.
     
  23. Like
    Aquila-SmartWargames reacted to RockinHarry in Berlin CMRT Map   
    It´s bits of a Blender hack then combined with one the known placement cheats in CM editor. Only tried in CMFB ATM.
     
    1. In Blender move the objects full hierarchy up 30-40m. Export.
    2. In CM place the edited flak in intended action spot.
    3. in map editor place the building "on top" of where you know the flak is.
    4. open 3D deploy editor and see results.
    5. exit deploy screen then go to 3D map preview. "Destroy" roof and upper story of newly placed (modular) building with SHIFT +ALT Click. (that for making the "flat" roof looks) Add balconies if desired (SHIFT+CNTRL Click) and change facades + windows to your liking. Exit 3D preview.
    6. Enter deploy screen again and see if the Flak drops or dropped down to next valid level. Should be the one below the destroyed roof then. Check out various face command effects. You can get the Flak beeing placed on the balcony i.e
    7. If everything "sticks", save mission and do a play test.
    8. If play test does not reveal any issues, replace the "hacked" MDR with original one, or simply delete it from data/z folder. Have fun with flak towers. 🤪


    That for cover value of even a 16x16 type mod building. But the situation was bits of unfair I got to admit. 😅

    Edit: might share the "hacked" 88Flak MDR as well. Think it´s version where I removed the gun carriage. Use at your own peril. https://www.dropbox.com/s/iq4m3ecya1bskzg/flak36.7z?dl=0
     
  24. Like
    Aquila-SmartWargames reacted to RockinHarry in Berlin CMRT Map   
    Some fun with flak towers in CMFB. 😅


    Pity the mod buildings in the game are such crap cover.
  25. Like
    Aquila-SmartWargames reacted to NPye in Berlin CMRT Map   
    The Zoological Flak Tower, set in the Tier Garden Berlin, this tower caused both the soviets and the British a lot of trouble... The Soviets 1st attack on the Reichstag was completely stopped with the help of this tower 128mm Flak/AT guns and the British found it really hard to demolish... lol The tower had commanding views that spanned for miles across this sector of Berlin... I know I can't replicate this correctly (as I cant place any 88mm or smaller flak guns on the roof) but it's still a formidable obstruction for the Soviets. 





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