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Sequoia

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  1. Like
    Sequoia reacted to Falaise in Rome to Victory Release Date   
    يستغرقون بعض الوقت للحصول على تعزيزات للوصول                         

    they take time to get the reinforcements to arrive



    الجنود الصمت ، وصلوا

    Silence soldiers, they arrive

  2. Like
    Sequoia reacted to Harry Speakup in Rome to Victory Release Date   
    R2V or a Black 911?
  3. Upvote
    Sequoia got a reaction from rocketman in Rome to Victory Release Date   
    That Mord, he gets around, doesn't he.
  4. Like
    Sequoia reacted to Rokossovski in Turkish Leopard 2A4 mod preview   
    It would be really nice to have this mod right about now . . .
  5. Like
    Sequoia got a reaction from Sgt.Squarehead in Heaven & Earth: Project discussion thread   
    I think that's a stretch. Besides pretty much every modable game has fan mods.
  6. Like
    Sequoia got a reaction from Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    One does not simply walk into Lebanon and steal a M-60!  (sorry, had to go there)
  7. Like
    Sequoia reacted to A Canadian Cat in CMFI Rome To Victory Beta AAR - Indian Infantry / South African Armour   
    Sorry things have been quiet. We hit a snag. The build that was supposed to fix the Sikh models and textures didn't quite get things sorted and left Bud dead in the water. Such is how software development goes sometimes. Both problems are being worked. In the mean time enjoy some of these cool shots I took of the Sikh soldier's that were fixed in the latest build.
    These were taken on a hazy overcast day in July.










  8. Like
    Sequoia reacted to Geezer in New 3D Models - Maybe   
    An example of how early desert war stuff could be adapted to late war Italy.

  9. Upvote
    Sequoia got a reaction from Warts 'n' all in New 3D Models - Maybe   
    Nice, but I doubt any Gladiators were still in the theatre in 1943 other than possibly being training aircraft.
  10. Like
    Sequoia reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    If you load the blender project files directly into blender which are included in the m48 & m60 download releases on my dropbox you will get seperate objects which can be assigned seperate textures. There is also an UV editor in blender but like I said I am not into uv editing and can´t provide feedback about differences or compatibiliy between max and blender.
    Making Of videos of M48
    Part 1:
     
    Part 2:
    Note to Part2: press F6 to open the menu which lets you decide which side should be cut away. You can copy/paste model parts between blender windows with usual CTRL+C or V commands.
    I used the finished M60 for visual comparison and because it was easier for me to move all the relevant stuff (crew, muzzle positions etc.) to the M48. You can also see me assigning quickly vanilla textures from the t55mgun.bmp. The workflow is a bit rough as I run into issues because the turret,hull, and searchlight was one object which needed to be cut in order to create separate objects. What is not shown: ALL my custom models have a vanilla model base, in this case I used a T-55 hull object made invisible with blank.bmp. Without this my models wouldn´t display ingame. 
  11. Like
    Sequoia reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    M48 Patton Tank

    In Action:
    - textures again are vanilla CM textures but you can apply some Camo scheme and a more detailed track texture to make it look better. Textures also can be reassigned in Blender.
    - track/turret works
    - commander open up in decent looking place
    - use it for the T55 and the M60 can be renamed to a T62 replacement
    - removed cupola and commander MG and reworked the AA MG (can be removed too in blender)
    - project file included
    I nearly gave up on this one as turret, hull, and range finder were molded into one piece. I had to slice them into pieces. I recorded the process and will upload it for educational purposes.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
  12. Like
    Sequoia reacted to Oleksandr in Oleksandr's Modding Space for CMFI.   
    Almost ready... 

  13. Like
    Sequoia reacted to IICptMillerII in Here is What I Dont Understand about BF?   
    Here is what I don't understand about starving people? 
    Get more food.
    Eat.
    Repeat.
    Problem solved. Duh.
  14. Like
    Sequoia got a reaction from Sgt.Squarehead in How a tree trimming in Korea's DMZ almost started a war in 1976   
    I wasn't aware of this. I found the article interesting and thought it worth sharing.
     
    https://www.bbc.com/news/world-asia-49394758
     
    P.S. Perhaps this is how Mord started out.
  15. Like
    Sequoia got a reaction from Hister in Online magazine posted BF's game screenshot   
    Sorry, single player just isn't near as much fun in this case.
  16. Like
    Sequoia reacted to JohnO in Custom 3D Models and Mods Compilation   
    Not sure if I want to post here, reason, seems every time I post nobody else post afterwards
    But I will see what happens. thanks to Aquila-CM and Sbobovyc, I've taking the plunge and try my hand in using Blender. At first I was cussing at the monitors but after awhile everything is working.
    I use the M1064A3 MC and try to change it to just a M113 medic. Still not finished, still have work to do on the interior.
    Have some ideas to work on and trying to add the M577 and M997 Medic vehicle.

  17. Like
    Sequoia reacted to Frenchy56 in Med-evacs + Detailed Injuries.   
    I often hear even people in the Army repeat this.
    5.56 was for standardization in NATO (really it's just the US that adopted 5.56 and NATO followed suit, among them some very angry Brits who had spent a decade designing an intermediate cartridge and a rifle to fire it from scratch).
    Its advantages over 7.62 were that a grunt could hump more ammunition for the same weight. This is definitely more important to an infantryman than making sure you're wounding your enemy, who might be left behind anyway, and the 7.62 round's power was judged too excessive due to its effective range usually exceeding today's usual combat ranges, especially since these days where urban combat is much more common, and is an integral part of combat training today, unlike during WW2 for example where people just tossed grenades and went in guns blazing with rifles and SMG's.
     
    In fact, the first 5.56 rounds fired in Vietnam, the M193 Ball, created wounds that were judged as too gruesome by the US military. They tumbled inside the target's body and made gory exit wounds. It was replaced by the Belgian SS109, the M855 in the US.
  18. Like
    Sequoia reacted to A Canadian Cat in Online magazine posted BF's game screenshot   
    Well Britain is a democracy so the people do.
  19. Like
    Sequoia reacted to MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    More screenshots from the Southeast Asia mod and campaign Heaven & Earth.



  20. Like
    Sequoia reacted to MOS:96B2P in Custom 3D Models and Mods Compilation   
    The new billboard flavor object can also be used as bulletin boards and SitMaps etc.   Pretty cool.  I have to learn to lower them so I can get them inside a building and also raise them so they can be placed on the second floor above a storefront etc. 



     
  21. Upvote
    Sequoia got a reaction from BletchleyGeek in Online magazine posted BF's game screenshot   
    Who knows, maybe there's a huge untapped market of Brazilians wanting to play Brazilians in a computer wargame.
  22. Like
    Sequoia got a reaction from Freyberg in Online magazine posted BF's game screenshot   
    Who knows, maybe there's a huge untapped market of Brazilians wanting to play Brazilians in a computer wargame.
  23. Like
    Sequoia reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Relax in the Sand Method
    Also known as IED Incident / Surprise Explosion Method
    Imagine you playing casually CMSF2 managing your units at the FOB and suddenly a big explosion happens somewhere on the map. What was that? Should we send a patrol to check out?
    How to setup:
    1) Setup a pile of enemy IEDs and Spotters or setup a VBIED on a specific spot.
    2) set a friendly vehicle/infantry as reinforcement (it can be also a BLUEFOR Taxi, Pickup, Ural Truck so when your units reach the scene it looks more authentic), set the time according to your preference. Place this vehicle into the IED/VBIED spot.
    3) when the vehicle spawns it instantly triggers the explosion, visible to the player. Spotters+IEDs require 1/some seconds. VBIED trigger instantly so fast the player won´t even see the reinforcement vehicle.
     
    - Use it for surprise, alongside reinforcement message to make the player curious or give him the task to setup a patrol in order to investigate
    - Spawning infantry into the IED spot also trigger them (do not use BLUEFOR civillian spies etc. as they are hard to spot)
    - max out the triggermen´s or VBIED stats to speed up their spotting and detonation.
    - The VBIED or the Reinforcement Vehicle can be switched with custom 3D Models or even made invisible. An immobilized reinforcement vehicle also triggers the explosion.
    - Use this in combination with a mission objective: Example: "Intel reports insurgent leader Al Grognardib aquired an operational radioactive dirty bomb and plans to detonate it in this heavy populated are in the next 2 hours. Gather intelligence, find him, and stop the WMD attack".  He then could be the Triggerman of the IED spot or there could be several of them there. If he gets successfully interrupted or killed in time, the "victim" reinforcement vehicle/individual will spawn without blowing up. The reinforcement´s destruction would result in alot of victory points for the enemy. In case of player success the sudden reinforcement spawn could be explained in the briefing. Example: EOD team "Briefing:When located kill/capture Grognardib and secure the bombsite. Wait for the special EOD team/vehicle to arrive, they will aquire the bomb and transport it. Ensure the safe passage to exfil/fob".
    - the explosion also works on a start of a scenario although the player will see the victim vehicle of course in the SETUP phase. Can be used for scenarios such as: "Quarterback 2-2s Humvee patrol in Town A was calm so far, the weather is fantastic. Just in this moment the lead Humvee is approached by a friendly looking fella who is carrying a big chocolate cake. Looks like the day is getting even better."
    My over the top solutions for alot of smoke. You obvisouly don´t need to go so extreme:


     

  24. Like
    Sequoia reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Yes both methods are possible:
     
    1) This was done with "Destroy BF109" objectives but as you can guess you can do it with everything.
    2) The destroyed objective was a Bedford Truck replaced by a BF109. Make copies of the custommodel.mdr of your choice and replace the main mdr and lod mdr files. For weapon caches you can simply take the vanila "crate1.mdr" and rename it to "vehicle-taxi.mdr", then make copies from it and add "-lod1" up to "-lod4" to it. You could also replace the VBIED vehicle as I believe these have a chance to explode when fired upon, so players would be extra cautious and call an armored vehicle to do the EOD job.

    3) Very good for replacement are casual/transport vehicles (Jeeps, Civilian cars, Humvees, Wolfs, Trucks etc etc,) as you can remove their crew in the editor and they don´t give away so much "?" intel like bigger stuff. The crew can then be removed by extraction zone or simply placed somewhere else as enemy force.
    4) It looks like the removed crews are accounted for victory points (in this example I had every BF109 set to 9999 but as you can see I received around 6000 or ca. 60% of the victory points. The Crew (Supply Platoon HQ) is sitting on the map edge in this demo. Keep that in mind when doing your mission´s victory point calculations.
    3) When replacing vehicle, turn them to "IMMOBILIZED" so they won´t make engine noises when spotted.
    4) You can either use them for hidden TOUCH, OCCUPY objectives (reach the downed bf109 and search it), for SPOTTING and like in this example for DESTROY objectives (destroy the bf109). These can obviously used for the player and for the AI aswell. Scenarios like "we lost an important asset in this region. Locate it before the enemy does" or "defend the asset from destruction/search" and many more become possible.
    5) You can also replace sturdier objects as (Wooden) Bunkers or armored vehicles, this would require the player to use specific weapons (satchel charges, launchers, grenades) to get the destruction objective done. For example you could replace some armored vehicles with the train for an "Ambush the Train" scenario requiring to fire rockets or missiles into the trains.
    6) And again these objects can receive AI plans and do movement like the replaced vehicle. You could simulate something being slowly towed away or trying to escape (like the example with the MIG-21s that try to get airborne (evac zone) in order to escape.)
    7) Same goes for reinforcements, you could let them spawn when and where you want.  Pretty good for these mentioned "patrol and locate weapon caches" big sandbox map scenarios. Combined with the methods used in the CMBS "TOC" sandbox scenario, there are ALOT of options just requiring creativity and out of the box thinking.
    8 ) placing these custom model objectives into ground caves (deeper as in my showcase) and cave labyrinths which then are covered by the Underground Cover Mod, and with the edges made inaccessible either by mapping or the various methods we have (invisible walls, bushes etc.), would the player demand to go into these caves to locate/destroy objectives otherwise not able to be spotted.
  25. Like
    Sequoia reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Tent (All CM games)

     
     
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