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Erwin

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  1. Like
    Erwin reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Tent (All CM games)

     
     
  2. Like
    Erwin reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    I add everything to the same folder.
    Do not download the complete folder multiple times. 
  3. Like
    Erwin reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    About Model Part Exchange and Mounting Different Weapon Stations and Guns
    Stryker with 30mm Mount (Proof of Concept Prototype, no Release)

     
    British Scorpion with 76mm cannon (released, part of Falklands Vehicle Collection)

    Also see the UAZ MG, or the Jeep conversions for the H&E Mod.
    1) Moving parts/turrets/weapons between existing models is pretty straight forward. Simply import the 2nd vehicle model you want to take a part from and remove it/ "unparent" and install/"parent" it on your target vehicle.
     2) With Blender/CM2T I´ve noticed that there is a tendency that when you move/install multi part gun/turret and then export your new model, there is a tendency for the gun/turret parts to get distorted in their position. You need to reimport, correct, reexport. This is perhaps required several times until all parts stay in place. 
    3) When planning a vehicle modificaton involving new turrets and weapons naturally think about what vehicle you want to replace with it. The vehicle to be replaced should resemble the new weapon/turret characteristics. You don´t need to stay with the original military branch or even nationality as Combat Mission enables scenario designers to setup missions with mixed forces involving ALL branches, factions, Bluefor/Redfor assets at the same time for one side.
    4) Also its good to put your new vehicle in context of its environment and technology, especially when recreating specific time frames. For example with the 1967 Six-Day war vehicle collection a good choice would be to do a Red vs Red and replace all the oldest Syrian Tank slots with the Arab/Israeli tanks and then pitch them against each other. The oldest Syrian vehicles don´t come with this superior optics and the ability to kill everything on the battlespace in matter of seconds which then results in a more authentic depiction.  It isn´t hard to guess that replacing a new gen M1A2 or T72T-T/T90 with a Arab T-34  would result in a tank that over-performs in its 67´ environment. Alot factors can also be influenced by crew experience.
    5) Don´t forget to turn "Export Metadata" on when your vehicle has tire wheels or track wheels. Check Blender tutorial in this thread to understand importance and current limitation of this setting. 
    And yes technically it would be possible to depict the Korean War with replacing all CMWW2 German assets with existing Soviet Red Thunder assets (preferably waiting for the Late War RT module) to create an US/Commonwealth vs Soviet-equipped force situation. it would require some consideration on what to replace with what, alot of file renaming, and considering how to set the experience levels to depict the conflict in a best possible way but it could be done. Furthermore the H&E mod advances and assets will open up more options for Asian scenarios.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
  4. Like
    Erwin reacted to John Kettler in The 'Never Say You've Seen It All' Thread   
    Erwin,
    That's because they're not proper English bugs!  But here's what you've missed. Be sure to enjoy the pillar of grasshoppers and the fact the Forbes article writer doesn't know what UV light is.

    https://www.forbes.com/sites/trevornace/2019/07/29/las-vegas-invasion-grasshoppers-swarms-may-last-weeks/#4f08a6667dc9
     
    Regards,

    John Kettler
  5. Like
    Erwin reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Tiger Late with Woodland/Snow Camo
    - a camo port of the previous one for the late Tiger with standard woodland + [snow] tagged version added.
    - should work in all CMWW2 games as AFAIK they all have the late Tiger.
    - alignment wasn´t modified from the previous mod and thus is not perfect as obviously the late Tiger is different from the early one.
    - commander hatch now without issues, perhaps something wrent wrong in the previous camo net release one as the "origin" (the three colored arrows in blender) of the hatch was not placed at the hinge of the hatch (thanks @sbobovyc for the info).
    - the video shows just a light snowy base skin but for the demo its okay. The camo nets would look more beautiful with a proper snowy Tiger skin.
     
    Simple method to create snow and desert skins in seconds in GIMP 2
    1) GIMP2 free photoshop tool
    2) With it open your texture of interest
    3)Decide if you want to modify the complete texture, or select specific parts of the texture, or temporarily cut out parts you don´t want to colorize (vehicle lights etc.) and paste them in back in place when you´re done.  
    4a) Upper UI -> Colors -> Desaturate -> Colors to Gray will turn it into a snow skin
    4b) Upper UI -> Colors -> Desaturate -> Sepia will turn it into a desert skin
    5) done and save it
    6 optional) refine it further (some good options are color-> saturation/brightness and contrast/hue chroma)


    And be a cool guy and provide your creations to the community by either uploading it to CMMODS, clouds, or file hosters. Some options just take seconds and don´t be afraid about people being judgemental, The majority of the CM community are happy about every mod or skin.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
     
     
  6. Like
    Erwin got a reaction from Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Ok - thanks for the clarification.  Keep up the fabulous work! 
     
  7. Like
    Erwin reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    MT-LBM-6MA (MT-LB V2) Release (CMSF2 and CMBS)
    Desert

    Green (CMBS Original with Added Gear) 

    The MT-LBM-6MA comes with a 14.5 and 7.62mm dual weapon turret. I didn´t know that this vehicle variant existed in CMBS but it is a perfect match for SF2´s 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´s 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´t 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
  8. Like
    Erwin reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    https://www.marcorsyscom.marines.mil/News/News-Article-Display/Article/1505738/marines-to-receive-more-m27s/
    I think I saw some decent A2 models on CadNav
    Would definitely make for a better swap.
  9. Like
    Erwin reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    I´ve 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

    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

    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
  10. Like
    Erwin reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Newest Release/Technique:

    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:

    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
  11. Like
    Erwin reacted to Aquila-SmartWargames 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
  12. Upvote
    Erwin got a reaction from MOS:96B2P in Custom 3D Models and Mods Compilation   
    This will do for the CM2 graphics what MOS's amazing designs did for gameplay.  Very exciting.  
  13. Like
    Erwin reacted to Ivanov in What I'd like to see in CM3...   
    My number one wish is to have working and realistic pathfinding routines or at least being able to give "follow the road" order to a group of vehicles. 

    In my current game I've received a company size tank reinforcements. Now I have to give a detailed movement orders to every single vehicle, just to make sure that they arrive ok to the frontline. It's  completely mundane, boring and unproductive task. It often makes me quit the scenario that I was excited about, because I feel that I'm better off reading a book or watching a series than repeating over and over this exercise.


  14. Like
    Erwin reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    You should be fine with the draw distance when putting the cargo ship into one of these tall/big flavor object slots. However on big maps and very big flavor objects - such as the Cargo Ship - the limited draw distance of all flavor objects still can be noticed and it could be an idea to not use a flavor object slot at all but replace something like mentioned a vehicle (taxi, static t55 etc.) or an emplacement (bunker etc.).
  15. Like
    Erwin reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    You´ve made it.  The ball is rolling.
    May the force be with you.
  16. Like
    Erwin got a reaction from Bulletpoint in What I'd like to see in CM3...   
    Normally I would say that is true.  The more the merrier, I say. 
    But, this thread is/was about "what would you like to see" and as soon as someone brings up their own desires, someone else dumps on them about the fact that hard choices have to be made by BF re what to spend time and money on due to imitations of resources.  So, let's be consistent and stop personal attacks which reveal more about the person posting than anything else.
    The fact is that if someone wants "A", then "B" may get cut.  All I am doing is pointing out that there are many vehicles that are hardly ever or never used.  So, there is a potential waste of resources that perhaps could be better spent.  In an ideal world with unlimited resources, yes the more choice the better.  But we need to be realistic.
  17. Like
    Erwin reacted to nightops in Scenario RDM - Colossal Crack - CW   
    It's been a while, but gettting back into the game has been fun as always. We need more scenarios and a North African Afrika Korps version of the game is defintely way too long in the making. 

    RDM - Colossal Crack - CW

    This original scenario has been randomized and expanded so that no two games will play alike, and so you and the AI opponent have more forces at your disposal making for a more intense experience. There are 5 different AI plans and all reinforcements have been set for random deployment times.
    As this is an alteration of an existing scenario you can expect to play the same objectives and general flow of the battle but with more opposition and some surprises. The reinforcements have been designed to keep you on your toes and to counter those of your AI opponent. However don't get complacent or throw away your forces - you will need them.
    You will need the CW pack for CMBN to play this scenario.
    This is one of my favourite scenarios/maps from the CMBN game and it has Panthers, so I just had to do some tinkering with it.
    Feedback welcome and appreciated. you can email me at xxnightopsxx@gmail.com
    Thanks to the scenario author for the original scenario and Battlefront for one of the best and most unique war game simulations around. Keep up the good work. 
    Download from here:

    http://www.thefewgoodmen.com/tsd3/wp-content/uploads/2019/07/RDM-Colossal-Crack-CW-CMBN.zip

    Or here:

    https://drive.google.com/open?id=0B0HhNCJWAbKmcUF0VHRERzdvYTA
  18. Like
    Erwin reacted to Aquilas-ESP in Editor doubt: line vision forests   
    Hello,
    I have created a map in the editor and I would like to cover some areas with trees that impede the line of sight. I have found that the only difference between light and heavy forest is that vehicles can only enter the first, but both allow the line of sight. I have tried with the condensation of trees and the icon of a tree allows the vision and that of three I think allows less.
    Could you explain to me how to make a forest impede the line of sight? Finally, do hedges allow the vision of vehicles but not that of infantry?
    Thank you
  19. Like
    Erwin got a reaction from The Steppenwulf in Steppenwulf's Modded Flavour Objects for SF2   
    That's good.  When I was in the ME (and frankly in many rural parts of the US) road signs do not enjoy a happy life and are very abused, shot up, scratched and dirty.
  20. Upvote
    Erwin got a reaction from MOS:96B2P in Heaven & Earth: Project discussion thread   
    Agreed.  If these new visuals are combined with MOS's innovative and brilliant UNCON and other amazing game design concepts, one has the potential for a tremendous revival of the CM2 system that will lengthen the CM2 engine lifespan.
     
  21. Like
    Erwin got a reaction from Bulletpoint in What I'd like to see in CM3...   
    Yeah, I know people would get upset about less choice.  But, the fact is, having played hundreds of scenarios from all the titles, one sees only the same 6-10 vehicles per each title used all the time and some vehicles am sure have never been used (or maybe once in 7 years).  So, what's the point of all that extra work by BF?
  22. Like
    Erwin reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Beautiful Hovercraft model.
    And so it begins...
  23. Like
    Erwin reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Medium Airliner:


    As you can see there is an issue with the texture when I export it to .mdr. I had the exact same issue with the Huey helo. I hope one of you can find the root of this problem as I have no idea whats the cause. The complete project folder with .mdr and blender file are in the online clouds.
    I noticed on this model that the invisible shelter1.mdr primer is especially hard to "hit" with the cusor in the editor in order to move/rotate the model. In the future I will check the other shelters if they´re better suited.
    And it would be definitely great if BF would add some "extra slots" for custom flavor objects (with good draw distance etc.). For the time being we have to use the modtag system.
    Creating a dead corpse or a "group" of them as an flavor object is perfectly doable with this method. I recommend to keep the bodies in a neutral appearance so that it doesn´t become so noticeable that it is always the same flavor object. Despite the visualization of a deadly battlefield, this could also come with some interesting options for scenario designers. This could be utilized for scenarios ala "we´ve send a squad an hour ago to check the Northern woods and didn´t hear back from them. Find out what happened to them" or as an ambush/killzone hint for players. AFAIK flavor objects are always visible but if one replaces an unimportant vehicle or emplacement with the fallen soldiers and (then sets the vehicle to "destroyed" and) places it on the map, the fallen soldiers need to be spotted.
  24. Like
    Erwin got a reaction from Liveload in Tal Malah   
    Pretty amazing map (2 Km x 2.6 Km).  
    The only thing was was confusing was that your Briefing Tactical map has South at the top rather than North.  Took me a while to orient myself. 
    (It would help if the convention for all scenarios was to orient tactical maps with N towards the top.)
  25. Like
    Erwin got a reaction from Liveload in Tal Malah   
    Always nice to see new well thought out scenarios...  Thanks.
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