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      Special Upgrade 4 Tech Tips   12/27/2016

      Hi all! Now that Upgrade 4 is out and about in large quantities we have now discovered a few SNAFUs that happen out in the scary, real world that is home computing.  Fortunately the rate of problems is extremely small and so far most are easily worked around.  We've identified a few issues that have similar causes which we have clear instructions for work arounds here they are: 1.  CMRT Windows customers need to re-license their original key.  This is a result of improvements to the licensing system which CMBN, CMBS, and CMFB are already using.  To do this launch CMRT with the Upgrade and the first time enter your Engine 4 key.  Exit and then use the "Activate New Products" shortcut in your CMRT folder, then enter your Engine 3 license key.  That should do the trick. 2.  CMRT and CMBN MacOS customers have a similar situation as #2, however the "Activate New Products" is inside the Documents folder in their respective CM folders.  For CMBN you have to go through the process described above for each of your license keys.  There is no special order to follow. 3.  For CMBS and CMFB customers, you need to use the Activate New Products shortcut and enter your Upgrade 4 key.  If you launch the game and see a screen that says "LICENSE FAILURE: Base Game 4.0 is required." that is an indication you haven't yet gone through that procedure.  Provided you had a properly functioning copy before installing the Upgrade, that should be all you need to do.  If in the future you have to install from scratch on a new system you'll need to do the same procedure for both your original license key and your Upgrade 4.0 key. 4.  There's always a weird one and here it is.  A few Windows users are not getting "Activate New Products" shortcuts created during installation.  Apparently anti-virus software is preventing the installer from doing its job.  This might not be a problem right now, but it will prove to be an issue at some point in the future.  The solution is to create your own shortcut using the following steps: Disable your anti-virus software before you do anything. Go to your Desktop, right click on the Desktop itself, select NEW->SHORTCUT, use BROWSE to locate the CM EXE that you are trying to fix. The location is then written out. After it type in a single space and then paste this:

      -showui

      Click NEXT and give your new Shortcut a name (doesn't matter what). Confirm that and you're done. Double click on the new Shortcut and you should be prompted to license whatever it is you need to license. At this time we have not identified any issues that have not been worked around.  Let's hope it stays that way Steve
    • Battlefront.com

      Forum Reorganization   10/12/2017

      We've reorganized our Combat Mission Forums to reflect the fact that most of you are now running Engine 4 and that means you're all using the same basic code.  Because of that, there's no good reason to have the discussion about Combat Mission spread out over 5 separate sets of Forums.  There is now one General Discussion area with Tech Support and Scenario/Mod Tips sub forums.  The Family specific Tech Support Forums have been moved to a new CM2 Archives area and frozen in place. You might also notice we dropped the "x" from distinguishing between the first generation of CM games and the second.  The "x" was reluctantly adopted back in 2005 or so because at the time we had the original three CM games on European store shelves entitled CM1, CM2, and CM3 (CMBO, CMBB, and CMAK).  We didn't want to cause confusion so we added the "x".  Time has moved on and we have to, so the "x" is now gone from our public vocabulary as it has been from our private vocabulary for quite a while already.  Side note, Charles *NEVER* used the "x" so now we're all speaking the same language as him.  Which is important since he is the one programming them

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Found 16 results

  1. So I've been playing around with the explosion graphics in CM - I've enjoyed the ones from the various mods, but it always bothered me how huge and cartoony they looked. So I set about making an explosion inspired by Project Reality and Squad: And ended up with this: I'm in no way completely satisfied with what I have, but I'm lazy and was wondering what you guys thought - good direction to head in? You can download it here: Google Drive Extract into the Mods folder in My Documents, or the Z folder in the game directory
  2. All, A link for my Ukrainian/Pro-Russia Separatist skin is included below. Back in early 2016, I did hours of research and created a set of skins for the Ukrainian government and separatist forces based on several preexisting mods (Veins' Russian and Ukrainian Infantry skins, Stagler's Russian skins with gorka and flora camo, Blimey's "Separatist - UKR Digital Slot"). The resulting product is a line-up of government and separatist forces wearing a motley of different camo clothing. I would like to thank Stagler, Veins, and Blimey for your wonderful contribution to our community! But if any of the original content creators object to my usage of their mods, pls message me, I will make revisions accordingly. This is my first post, do let me know if you encounter any problem with the download or the mod itself, I will fix it. Also please share your thoughts on how we can improve this mod together, I want this project to belong to our whole community. Hope you guys enjoy! Description of the mod: 1. Ukrainian government forces: The government soldiers wear mostly the new digital camo pattern, mixed in with some uncovered green/gray helmets and the old bytan-pattern camouflaged helmets and ballistic vests. 2. Pro-Russia separatist forces: I chose the digital slot for the separatists because I feel that, notwithstanding reports of Russian arms surfacing in Donbass, the separatists' equipment is still predominantly the same equipment used by the Ukrainian government forces. What differentiates this mod from Blimey's version is the inclusion of a different mixture of motley camouflage and helmets, rebalanced to reflect (in my opinion) a more authentic look for the government forces and the separatists. Based on my research, olive gorka suits and Russian flora patterns are fairly common among separatist ranks. Occasionally, you will also see some separatists wearing equipment in the new Russian digital pattern. For identification purpose, separatists tie white bands on their arms and legs (Government forces sometimes use yellow tape for identification, but I left this feature out b/c this practice appears to have become less common since the adoption of the new digital pattern). This mod reflects these observations accordingly. Furthermore, I reintroduced helmets for the separatists for several reasons. (1) I can't add bare-headed separatists without also having to remove helmet chain-strap from all Ukrainian models. (2) In intense battles (e.g., Second Battle for Donetsk Airport), video footage showed many frontline separatists wearing helmets. (3) This game reflects the conflict in 2017, it's likely that the separatists have become better equipped. Dropbox link: https://www.dropbox.com/s/l0ednsclks77bqa/UKR_2017.zip?dl=0 Preview images: https://www.dropbox.com/s/ujke8qkciwsz3c5/Ukrainian Govt.jpg?dl=0 https://www.dropbox.com/s/4zg7i8smz7iq4u2/Separatists.jpg?dl=0
  3. Hi guys Im returning to this awesome game soon, but unfortunately I lost all my data from a hardware failure. Is it possible for any of you to give me a link to your mod folder. I remember CM FB taking a very long time to mod the last time. Thx in advance!
  4. KriegsMarine

    I have been browsing looking for a uniform mod to update the Kriegsmarine skins and i have found one but i do not see any download links and cannot find it anywhere. If anyone would be able to share the mod with me or a download link id be very appreciative, Thanks
  5. Dear ladies and gentleman, I know that I'm rather late with this, but some real life issues kept me away (finally mary the wife some time ago, for example...). But now it is done! You can download this mod from my site Pimp you Combat Mission
  6. This is a collection of infantry, vehicle crew uniform and gear textures that provides a ‘dusting of snow’ over the base textures from Combat Mission Final Blitzkrieg. It was inspired by @Umlaut 's work with the German Uniforms in Fortress Italy. Ever since using those files, going back to clean uniforms while fighting in a snowstorm has appeared a little off. The base textures are 99% from the Final Blitzkrieg base game with a handful of others from the community for increased variety in the snow set. Special thanks also to Umlaut for giving permission to use his CMFI Uniform snow effects where applicable. All files in this package are already mod tagged, so the snow textures will automatically appear each time the ground conditions of a battle is set as ‘Patchy Snow’ or greater. Should encompass all uniforms covered off in the main game. (Even for those odd snow battles in September ). I live in one of the hottest climates on the planet and have spent a grand total of six days of my entire life in snow. If there is any snow grogs out there with suggested improvements just let me know in this thread. US - http://cmmodsiii.greenasjade.net/?p=4474 German - http://cmmodsiii.greenasjade.net/?p=4478 Cheers
  7. Hello I`m new to CM and I wonder where do you get all the mods from and if there is a modmanager where you can see all the mods. And if you have any recommendations for mods i should use. Thanks, Erik
  8. Ive been making some maps for Stalingrad, set in winter 42-43, ive built loads of new builds which can be entered and used functionally, before i design build from the modular set but they couldnt be entered, ive designed the builds to use a door and upper set of windows. The maps arent huge but have loads of destoyed building in them. Mod tags work great Im using the brill Umlats Factory Mod, and Aris Vehicles plus all the new winter mods. I wanted to see if I could really get a flavour of Stalingrads ruins shells this meant taking out all floors and ceilings and roofs. Using loads of textures from the internet ive been building blocks like this. Which look great and are awesome to defend from. Bit of fun for flavour, as we cant make staues ( not that i know of) ive tryed to work one into a build, not sure but is a work in progress. More flavour with the Soviet flag Destroyed apartments Destroyed apartments heavily textured to enhance the ruined feel. A good one to show the size of the builds. A big work in progress but let me know what you think when i'm done i'm gonna put all the files in a drop box )as there are loads) mod tag them as stalingrad then upload he scenarios. Ive only made 2 maps so far so a way to go. I aim to make at least 10 maps. Cheers let me know what you think. Nige
  9. I was reading that the Pat and TaL building mods are not the right style for Market Garden scenarios. Do any of them look accurate for the area? If not, I assume I should disable all the Pat and TaL building mods if I want my MG games to look more accurate? I'm using: Pat TaL Modular buildings 1 - 4 Pat_TaL_independent_building_1 - 2 Pat TaL independent commercial buildings Tanks a Lot's CMBN Barns Tanks a Lot's CMBN buildings Tanks a Lot's CMBN Church 2 Thanks.
  10. Hey guys. In Granny, sorry, mistress Wetherwax's words: I aten't dead! And I've made a new mod too! What I've always missed in CM's cities are roads are kerbs. Also, I've been wanting to do typical Dutch style city roads and pavement for the Market Garden module for a while now. The result looks quite good, but there are some issues users should be aware of: -This mod will not look optimal on existing maps as, due to the addition of kerbs, proper use of the appropriate segment, its placement and orientation is vital. This is not always the case on existing maps. - The kerb and pavement effect also works best when used together exclusively. This, also, is not the case on most existing maps. So, when creating new maps using this mod, avoid mixing in different types of paved ground, as the end result will not look good. Also, when used together, make sure you put a pavement tile underneath each road segment as well. Remember, the Dutch like things neat and tidy! ;-) - Many road configurations (for which the game's road system often just isn't designed) were always easy enough to fake with the stock roads, without it being too obvious. Once again, due to the kerbs, not so much with this mod! The mod is intended for CM:BN's Market Garden module, but can basically be used in any CMx2 game. For now, here's a screenshot. I will upload it to CMMODS in a couple of days!
  11. can anyone post a dropbox (or any) link here so we can download it (someone who already has it) thanks mod or mods is/are : veins russians , veins ukranians for CMBS
  12. Mod Tags

    Since most the incomplete info is scattered across the board and nothing at all to be found in the CMBN game manual, I´d like to post the basics here, mainly for people who play and work with CMBN only. 1. The mod tag name must be lower case only. I.e "ground dirt red [yourtag].bmp" 2. The mod tag name must be ONE single word. I.e "yourtag", not "your tag". Otherwise the game looks for two (or more) different name tags (your, tag), which most likely do not exist then. 3. There needs to be a space before the brackets [....] with the tag name. 4 The text file to be imported in the editor just needs to include the single word, lower case tag name and any additionally to be used tag, seperated by a space, comma, or line feed. For the above example, the to be imported txt file just includes yourtag. If the tagged files are named [yourtag] and [othertag), the text file needs then to contain yourtag, othertag, or yourtag othertag, or yourtag (line feed) othertag 5. The tagged mod file goes anywhere into the data/z folder. 6. Any game file can be mod tagged, ie. *.wav, *.bmp (including UI elements), *.frag, *.mdr and maybe more. 7. If the txt file is loaded/imported into the editor, the tagged mods become active, once you load the 3D editor part (deploy units, 3D preview) and exit again. Can´t hurt to save the mission file with the newly added tag, exit editor and reload. That´s what works for me after some trial and error and bits of info found here and there. I do neither have CMRT, CMFI or CMBS and it seems these games have info in the manuals not contained in the CMBN one, thus not available to me. Additional comments, hints or error corrections welcome.
  13. can anyone PM me or give me link to vein's CMBS ukranians/russians (and maybe americans if they exist) thanks this is the mod http://i1289.photobucket.com/albums/b506/Vein71/Russkies_zps01415f3a.jpg (hes been inactive for 4 months)
  14. Hi Guys I've been building scenarios and maps for about a couple of years now, I thought it's about time to show you guys what ive been doing. Below are some screen shots of a Normandy town (loosely based on Caumont) its not meant to be a battle map but to see what looks good and ive made all the building skins etc, although there are bits from the brilliant Tanks alot buildings and Kiemmes Modular builds. All the skins are textures from real Normandy buildings, the windows also, but they dont neccasarily come from the same building, when building a map I try to put my mind to a Street planner and try not to do things that wouldnt happen in real life, then i put my mind into the owner of the buildings for gardens etc, basically most towns/cities in western europe have Streets with houses, places of work ie factories, shops, or farms and religious buildings. But i also add in little touches like market places etc. Anyway see what you think and if you have any questions feel free to ask. Cheers Nige
  15. I figured I'd get back into some Combat Mission, but I'm not feeling up to continuing The Road to Montebourg yet. I got ahold of the Euroscape mod and fired up Task Force Thunder for a bit of fun. Aside from needing to swap out some weapon sounds (damn "brass tinkling" sound effect gives me a headache) I had a lot of fun. Check it out.
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