Jump to content
Aquila-CM

Custom 3D Models and Mods Compilation

Recommended Posts

Posted (edited)
1 hour ago, waffelmann said:

Sorry, but I can't find the camo-tiger....

The file is now in¬†the clouds. There is a issue with the commander hatch when opening up it disappears¬†which is probably CM2Tools- and/or¬†Tiger-specific. I¬īve contacted¬†@sbobovyc.

Edited by Aquila-CM

Share this post


Link to post
Share on other sites
Posted (edited)

Ruins Pack Release (WW2 + Modern)

High 

egwreeI.png

 

Low 

JpVqlty.png

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

Edited by Aquila-CM

Share this post


Link to post
Share on other sites
Posted (edited)

Newest Release/Technique:

qxOr6MV.png

Okay a pair of Syrian soldiers and this radar station. Nothing new but look at the ground on the left. Here is a demonstration video what this is:

Terrain Cover

What it looks like in the editor:

5HU4VAD.png

This is basically a floating terrain object that allows to cover underground spaces or buildings.

Possibilities:

- Hide stashes or caches under them in caves which then need to be located by the player

- create underground tunnel systems

- create underground bunkers and basements

- the cover texture can be easily switched by any terrain or building ground texture or a new one can be created.

- if you have troubles with editor placement remove the blank.bmp texture which makes the primer shelter invisible

- with some size and height adjustments in Blender cover can be provided for deeper underground systems.

- its not hard to be located by the player, especially due to shader differences but it is still a nice method to get some underground/tunnel action into CM.

https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0

https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK

Edited by Aquila-CM

Share this post


Link to post
Share on other sites

before I soil my underwear, beyond visually hiding the unit from the player, what actual in game effects are there?  Do my units perceive it's existence or are they just gonna shoot those guys below the terrain and vice versa?  Any protective factor?  If I create that depression and put a building in it, then cover with this terrain how does entry and exit behave?  Years ago @Broadsword56 and I attempted a battle with a building set to try and do something like a bunker complex.  The issues we ran into were pathing for entry/exit especially when arty hit and leveled the structure.

Share this post


Link to post
Share on other sites
Posted (edited)

I¬īve just exchanged ideas with @3j2m7¬†about depicting the Balkan War or Israeli-Arab conflicts and noticed that I forget to mention this mini mod:

Six-Day War Vehicle Collection (Stug, Jagdpanzer, Pz. IV, T-34, T-55, Sherman, all with desert skins)

Similar to the Falklands vehicle conversion minimod this was also created. It includes Arab Stug, Jagdpanzer, T-34, and T-55 and the Israeli Sherman. If scenario designers should pick this up, they replace the static T-54 and static T-55 but keep in mind that there is no way to limit the fire arc of the STUG/Jagdpanzer so if you use them then only for the AI and place them in tank emplacements which limit their fire arc via terrain. A total conversion with infantry etc. if one would be interested should be certainly doable as most modern conflicts from post WW2 to up this date work pretty good with CMSF2s capabilities. Many infantry weapons of this war are already to be found in the various CM games. A Red vs Red scenario would be likely the best base and with the force selection trick you can also use further bluefor vehicles (and their reskinned/relocalized crews) if really required. You can do Red vs Red quickbattles and by human purchase and setup these tank battles fairly quick. Just have in mind what replaces what.

M1200 Armored Knight V2 for Recon Humvee

V55yFGg.png

I think this was my first Blender modification created 3 weeks ago. Corrected hatches and removed the M2. Desert + Woodland Skin version.

MT-LB, BTR-70, BTR-70M, BTR-80 for BTR-60 Conversion

9B8pace.png

Replace your BTR-60 with other Russian APC with custom skins. Good for some enemy variety. (Credit to Euroscape authors for the BTR-70 skin). MT-LB swap is not very realistic as the real MT-LB has no 14.5mm. 

SPG Makeshift Car

One of the first models.

https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0

https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK

Edited by Aquila-CM

Share this post


Link to post
Share on other sites

Some pretty cool stuff here. Lots of potential to add new/more flavor objects to the game to increase the immersion. 

Just FYI, the M27 IAR for the Marines is meant to replace the SAW, not the M16/M4 series. 

I think it would be really cool to see the ol M16A2 in SF2. I would try it myself, but I'm working on something else at the moment. 

Cool stuff!

Share this post


Link to post
Share on other sites
3 hours ago, Aquila-CM said:

MT-LB swap is not very realistic as the real MT-LB has no 14.5mm.

There's a variant with a 14.5mm semi-manned turret in CM:BS (same turret as BTR-82K).....Perhaps that would make a better swap than the basic MT-LB? 

Share this post


Link to post
Share on other sites
Posted (edited)
3 hours ago, IICptMillerII said:

Just FYI, the M27 IAR for the Marines is meant to replace the SAW, not the M16/M4 series. 

I think it would be really cool to see the ol M16A2 in SF2.

https://www.marcorsyscom.marines.mil/News/News-Article-Display/Article/1505738/marines-to-receive-more-m27s/

Quote

The Marine Corps recently awarded a contract to procure up to 15,000 additional M27s to partially replace the M4 carbine semi-automatic rifle.

I think I saw some decent A2 models on CadNav

1 hour ago, Sgt.Squarehead said:

There's a variant with a 14.5mm semi-manned turret in CM:BS (same turret as BTR-82K).....Perhaps that would make a better swap than the basic MT-LB? 

Would definitely make for a better swap.

Edited by Aquila-CM

Share this post


Link to post
Share on other sites
Posted (edited)

Mind blowing work, Aquila.  And so many...  Am overwhelmed...  Not sure how to use em.  Are we supposed to d/l ALL of them and simply put in our Z folders?  Or, will that change the look of everything else in CM - so we should only use specific mods sparingly for very specific purposes/scenarios?

Edited by Erwin

Share this post


Link to post
Share on other sites
Posted (edited)

MT-LBM-6MA (MT-LB V2) Release (CMSF2 and CMBS)

Desert

2reKKNZ.png

Green (CMBS Original with Added Gear) 

0Tljhy8.png

The MT-LBM-6MA comes with a 14.5 and 7.62mm dual weapon turret.¬†I didn¬īt know that this¬†vehicle¬†variant existed in CMBS but it is a perfect¬†match for SF2¬īs¬†BTR.

- desert and green version available

- hatches corrected

- random gear added, gear comes with a dedicated gear texture which is only used by this MT-LB and which can be customized for example to make it greener

- replace the dedicated gear texture with a blank.bmp to remove the gear.

- new model can be used in¬†CMBS alike, just rename the .mdr files to "mt-lbm-6ma.mdr" and "mt-lbm-6ma-lod-x.mdr". Hatches may behave different when disembarking as this is optimized for CMSF2¬īs BTR. However the often for model swaps¬†troubling "Open Up"¬†should work fine as it required no change.

- this model - no matter if used in CMSF2 or CMBS - is compatible with the already existing CMBS MT-LB texture mods out there. Replace the textures in the folder as you see fit.

- hatches are optimized for a BTR-60 replacement but it can also used for other vehicles such as the BRDM-2 (less passenger capacity). If you want to use it alongside my Makeshift APC mod I recommend to use the MT-LB for the BTR and the Makeshift APC for the BRDM-2.

- both versions in the clouds. I removed my old MT-LB mod.

https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0

https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK

 

@Erwin¬†The vehicles, skins, weapons, conversions you can use as simple "Z modfolder" jobs. The flavor objects need also to be placed in the Z folder but you shouldn¬īt do this blindly. They are primarily dedicated to scenario and campaign creators which then can replace specific flavor objects with them them and modtag them for their scenarios.

However "private users" still can use them but it requires extra work. You can basically open every scenario in the editor and place your own flavor objects into these missions without getting spoilered about enemy forces and positions. But it requires some knowledge about flavor objects and where to expect them. I started a scenario lately that features a radar station landmark, so I opened it in the editor and added the radar station. I often replace traffic light flavor objects as these are almost never used in rural/open terrain and they come with an excellent draw distance. But no matter if open or urban terrain with a good eye there are always unused flavor object slots with a good draw distance to be found for these personal edits. With some practice this just takes a minute.

blank.bmp

Edited by Aquila-CM

Share this post


Link to post
Share on other sites
Posted (edited)

BTR-82 Release (CMSF2 and CMBS)

Desert:

hepAt62.png

Green

8GtFyAW.png

Video:

1 hour ago, Aquila-CM said:

- desert and green version available

- "open up" hatch corrected

- this model is compatible with the already existing CMBS texture mods out there. Replace the textures in the folder as you see fit.

- hatches are optimized for a BTR-60 replacement but it can also used for other vehicles such as the BRDM-2 (less passenger capacity). If you want to use it alongside my Makeshift APC mod I recommend to use this for the BTR-60 and the Makeshift APC for the BRDM-2.

- desert skins compatible with CMBS

- both versions in the clouds.

blank.bmp 128.05 kB · 0 downloads

https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0

https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK

Edited by Aquila-CM

Share this post


Link to post
Share on other sites
Posted (edited)

I'll second that.....Many thanks @Aquila-CM, your work is both revolutionary and inspiring.  B)

PS - I absolutely guarantee you'll be seeing several of these items in 'Bong-Hai' (Heaven & Earth Mod), it's just a matter of time!  ;)

Edited by Sgt.Squarehead

Share this post


Link to post
Share on other sites
Posted (edited)
2 hours ago, Sequoia said:

Wow, all this new stuff is almost as good as a new release. A million thanks!

 

46 minutes ago, Sgt.Squarehead said:

I'll second that.....Many thanks @Aquila-CM, your work is both revolutionary and inspiring.  B)

PS - I absolutely guarantee you'll be seeing several of these items in 'Bong-Hai' (Heaven & Earth Mod), it's just a matter of time!  ;)

Glad you enjoy it and see use for these items in your scenarios. I am already excited to play the H&E release.

And about why the aircraft carrier, I saw MOS¬ī modular building¬†aircraft carrier and then decided to give an ac a¬†go.¬†It didn¬īt require much time as it was a straightforward¬†model.¬†

Edited by Aquila-CM

Share this post


Link to post
Share on other sites
11 hours ago, Aquila-CM said:
15 hours ago, IICptMillerII said:

Just FYI, the M27 IAR for the Marines is meant to replace the SAW, not the M16/M4 series. 

I think it would be really cool to see the ol M16A2 in SF2.

https://www.marcorsyscom.marines.mil/News/News-Article-Display/Article/1505738/marines-to-receive-more-m27s/

Quote

The Marine Corps recently awarded a contract to procure up to 15,000 additional M27s to partially replace the M4 carbine semi-automatic rifle.

I think I saw some decent A2 models on CadNav

13 hours ago, Sgt.Squarehead said:

There's a variant with a 14.5mm semi-manned turret in CM:BS (same turret as BTR-82K).....Perhaps that would make a better swap than the basic MT-LB? 

Would definitely make for a better swap.

Heh, I stand corrected. Those silly Marines

Share this post


Link to post
Share on other sites

Hmmm...I played a little with blender around...

@Aquila-CM For your weapon-mod: I asume you didn't create the model for your weapon-mod. Had your source-model a seperated model for the magazine?

All examples, which I downloaded, are one compact model???

 

Share this post


Link to post
Share on other sites
Posted (edited)
1 hour ago, waffelmann said:

Hmmm...I played a little with blender around...

@Aquila-CM For your weapon-mod: I asume you didn't create the model for your weapon-mod. Had your source-model a seperated model for the magazine?

All examples, which I downloaded, are one compact model???

 

Yes the M27 luckily came with a seperate mag which then needs to be called "clip" so the game engine recognizes it when reloading.

They¬īre probably one single model because alot of these models available are (quick) ports from other formats. It can also make trouble when several textures are assigned to one mesh (model part) as happened with some of my models.

Here is a way how to split/cut models (not recommended for beginners or people who give up quickly). Better use another weapon model with a dedicated mag and collect some experience first)

1) Watch my video on cutting faces (big comment with videos in this thread)

2) select the model

3) tab -> edit mode

4) z -> wire frame mode

5) Press A -> deselect all

6) now with "Mouse right click" or "B" Key frame select this little vertices until the complete magazine is highlighted

7) press "DEL" -> Delete Faces, the mag is removed

8 save the model, you know have a weapon without mag,

9) you will now need to reload the original model but delete everything except the mag and save it.

10) import both created parts

 

6b) you can also try selecting the complete model and go to lower left UI and use "bisect", its like a knife. When you have your cutting line. Press F6 and delete inner or outer model part.

 

This is how I would handle it right now but there must be an easier solution like this. There are alot of written and video tutorials on Blender in the net.

By the way does one understand how this textures, materials, UV coordinates stuff work in Blender so that textures get "printed" onto the models? I still want to fix my airliner and the texture on the M27 IAR.

 

https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0

https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK

Edited by Aquila-CM

Share this post


Link to post
Share on other sites

To get started with texture mapping in Blender, checkout the "UV Editing" view in blender. You can change your views by clicking on the left drop down in the (1) box.

th?id=OIP.v9BFVZhaGSqVT8bydBPnxAHaEZ%26p

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...