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JulianJ

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  1. Like
    JulianJ reacted to Mord in Custom 3D Models and Mods Compilation   
    Damn, man! I was so mesmerized watching those planes I half expected them to take off.
    A couple mid-size passenger plane models would really do the trick for Aleppo and Donetsk scenarios. 
    With this revolution in modding it would be killer if BF somehow could incorporate a way to add these flavor objects into the game without having to overwrite other assets. THAT would truly be a great "feature" for an upgrade. This new style can change CM gaming forever. The ability to effect the atmosphere of scenarios is simply amazing! The sky is the limit. In all my years of CM gaming, collecting and creating mods, this is the single greatest discovery I have witnessed.
    Mord.
  2. Like
    JulianJ reacted to Vinnart in Hey Battlefront where's the Spec Ops Units?   
    I play around with doing a Spec Ops quick real time battle now and then. Basically, set the game up with one sides troops maxed in every aspect; experience, morale ect..You will get a much smaller, but much better quality force than average pixeltruppen. Only issue is the smaller force will have enough ammo issues so suggest some vehicles in the scenario. These are fun intense fights especially in urban combat.
     
  3. Like
    JulianJ reacted to Bootie in Custom 3D Models and Mods Compilation   
    Just subscribed... excellent stuff.  And sorry for the delay guys... I was on holiday.  Linking up with Aquila now. 
     
  4. Like
    JulianJ reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    This is my "way and method" how I got to the finish. Perhaps there are steps that aren´t required or not best.
     
    CUSTOM FLAVOR OBJECTS FOR WW2 AND MODERN AQUILA METHOD:
    1) Install Anaconda Python 3.X (Google)
    2) Install Blender Software (Google)
    3) Install a Photoshop Software. Free good Tool: GIMP2 (Google)
    3) Check CM2Tools Plugin Authors Github page https://github.com/sbobovyc/CM2Tools for info and plugin download. Also his BFForums thread (1st post) Watch Plugin Author´s Import/Export Tutorial (1st Post)
    4) Install Plugin like shown in these Videos
    5) Take the original .brz files in data of your WW2 or Modern CM2 game and put it into "Input" of Combat Mission X/ModTools/Rezexplode and unpack them
    6) Go and find a custom 3D Model of your liking in one of the Blender formats (advanced users may convert them). You can check comptatible formats in Blender under File/Import. Free 3D Databases in 1st Post and recent big post of me. Check that it comes with textures. 
    7) Start Blender, delete the placeholder cube you don´t need it, with add/lamp/hemisphere in the lower interface you can make everything brighter. It is sometimes very dark.
    8 ) I start with importing an original "primer" Cm2 flavor object. Without this step no custom models show up in CM2 (there is likely some essential info stored into them). They are located in your unpacked CM2 game files. Often under terrain/flavor objects/models. Import for example "shelter1.mdr" into blender with file/import/mdr. Check "import metadata" and "transform", I have 4 checkmarks there. May not be required for flavors but for standarization I always do this. For smaller projects you can use smaller stuff like crate1.mdr.
    9) You see a CM2 shelter, there is a small ball dropdown in the lower interface, you can change to "materials" or "textures" so see it with textures
    10) Now again file/import/ choose the format of your custom model download and import it aswell. Check if textures are shown, I am no 3d artists some models are riddles and I dismiss them because I can´t handle them. Easy model to start training was the fire truck and ambulance https://www.turbosquid.com/FullPreview/Index.cfm/ID/432872
    11) You see it, it may be extremely gigantic, extremly small, you need to resize it and move it with these three colored arrows, some objects have multiple entities, use usual windows shift commands for multi selection to move all at once to keep them in cohesion. The original CM2 shelter is your orientation. Where the CM2 shelter is, is the center, where its fundament is, is the ground. Delete stuff you don´t want with right  click "delete hierarchy" in the right interface (I call it Order of Battle, first time is like a battle but don´t give up 😂) . You can move stuff into the space of the original Shelter, no problem but AVOID moving,modifying the box, its your center of the world. Use undo/redo under lower interface/object if you mess up. You can perhaps modify it but I don´t know how and it often leads to problems when exporting with flying models in the sky etc.
    12) When you are done, move every custom entitity into the shelter´s folder in the right interface (pros call it make it parent), you can do that by simple drag and drop the symbol of the entitiy. (Author´s Tutorial shows this).
    13) Textures of custom models most time come with wrong format. Start GIMP2, load textures into it, go to export, choose file extension "BMP", check 24bit and "do not write info bla" and export it. This is the required format for CM2. 
    14) Now difficult part you need to replace the texture connections in BLENDER with new BMP. Its in the Right Interface looks like a chessboard ball and square. There you need to remove (x symbol) and to add the bmp. This is somewhat complicated and I to this day don´t know what I am doing. With Trial and Error you get everything show up with your texture.BMPs
    15) (optional) you can turn models or model parts invisible with a blank texture (post attachment) in CM2. Also your primer shelter if it is outside the custom model for example.
    15a) IMPORTANT: There is something I forget, some models need to be "triangulated". Sounds super complicated but what you just need to do is select the custom model entity, press TAB, and then SHIFT+T, done. If you ever see a "perforated" custom model in your CM game its this step you´ve missed.
    16) When everything is textured you are now ready to export. In the right interface select the root entry (your shelter.mdr entitiy with all bells and whistles in it), right click, select hierarchy, everything gets an yellow outline. Check that you are on OBJECT MODE (lower interface) Go to file/export/mdr and do it, make sure that "export metadata" is OFF and do it.
    17) create a folder with your new .mdr file and put all textures in it you´ve used. For reverse engineering and helping others I suggest you save an additional blender file (file/save) and put it into it so others can learn from this.
    18) rename the untitled.mdr to an flavor object of your liking. Draw Distance is dependant on what you replace. Do not make a cargo ship and call it crate1.mdr, very bad idea it will pop out after 100m distance. Better draw distance comes from big stuff like shelter1,2,3.mdr and best likely are street trafic light or Black Sea monument or big WW2 shelter.
    19) throw your ready folder into the Z mod folder
    20) go into editor, map, flavor objects place the flavor object you just´ve replaced and check, first time errors will happen you WILL see nothing, you WILL see black models, process of learning but you will prevail.
     
    CUSTOM VEHICLES FOR WW2 AND MODERN AQUILA METHOD (just different step):
    16) Turn "EXPORT METADATA ON", do not forget otherwise all tire and track wheels will look like you´re watching a Transformers movie. This on the other hand means there are difficulties replacing vehicles or vehicle parts with custom models as custom models require "EXPORT METADATA OFF" so if you want a custom ride with wheels or track wheels with current CM2 tools this seems not possible AFAIK but you can do surely do boats as these naturally don´t require wheels.
    HOWEVER: You can mix/match several CM2 vehicles by importing them all and switching their parts. Its a bit like playing Car Mechanic simulator, no joke 😂. NEVER FORGET when importing set "IMPORT METADATA" and "TRANSFORM" and always "EXPORT METADATA" when working with vehicles, do alot of backups, if you once miss this and save info is lost, I lost an hour work because I forgot as you don´t notice that you forgot to import/export metadata. Since this I always stop breathing for a moment when I give my custom CM rides the first move command. 
    You can also sculpt and cut parts by moving the vertices or selecting specific model parts in EDIT MODE (Tab) with Wireframe Model (Z) and deselecting (A) (pixels that connect everything) in edit mode. I always USE DELETE FACES not delete vertices as otherwise I got export errors afterwards. Check my Humvee V2 creation video, no commentary for doing this live. But sculpting completely new vehicles out of existing ones requires 3D Artist maestros and is alot of work. 
    I had 5-10 lines of text in mind before writing this, very naive. Honestly now after writing this I see that a written tutorial wasn´t the best idea and I don´t know if this will make any sense but perhaps it helps one and somebody can come up with a decent video tutorial. Don´t get scared by Blender´s interface, for Combat Mission stuff you do not need 99,9% of it.
    blank.bmp
  5. Like
    JulianJ reacted to 37mm in Heaven & Earth: Project discussion thread   
    The mod package is for scenarios set in a fictional country.
    Either way, here's another look at what we've come up with so far...
     
  6. Like
    JulianJ reacted to Sgt.Squarehead in Heaven & Earth: Project discussion thread   
    No worries.....Unless they have a post-graduate degree in Bong-Hai Social & Military Studies from the University of Ikke-Phtang they'll be wrong every time! 
    @37mm is performing herculean tasks behind the scenes, pulling the mods together so that we have a consistent set to work with, he's done some really cool things (my personal favourite being sloped roof types that work properly).
    I'm mostly making maps & scenarios, including a fairly sizeable map of 'The Delta' for @puje to use in a mini-campaign (if he so chooses) and we have @MOS:96B2P on board testing stuff and watching my back in the AI section of the editor.
    All in all we're a happy little gang and we've already got quite a lot done.....When the mod is released it should come with several purpose made maps & scenarios, possibly even a couple of short campaigns, plus all the tools necessary to build Asian scenarios of your own. 
    It's pretty comprehensive too, all the sound files are new, so are all the splash screens.  In game all Arabic names are replaced with Vietnamese automatically, the Arabic voices are replaced with Asian ones, we even have Red forward observers who talk! 
     
  7. Upvote
    JulianJ got a reaction from BletchleyGeek in What I'd like to see in CM3...   
    Actually, let's forget I ever said that. Anybody connected to either Awesome Demonic other-dimensional Power, and/or ruthless intelligence services, shouldn't really be insulted.
  8. Like
    JulianJ got a reaction from Freyberg in What I'd like to see in CM3...   
    What's an SOP?
    With the brilliant work of Aquila-CM those things are nearer than you think. And functional, not just pretty pictures.  I also have felt that they are a necessity for modern combat, as well as large concrete buildings like offices, factories, hospitals, and particularly multi-storey car parks, which we now know can be converted into veritable fortresses and immune to most arty and airstrikes.
  9. Like
    JulianJ reacted to Erwin in Scenario Reference Material   
    1)  100 is the new 80 - my mother will be 100 in Feb and just had massive hospital check-up - nothing wrong with her(!)   My theory re longevity is that we need to psychologically prepare expectations of living to 150 (or forever).  And by then we may see early war CM2 (or CM3 even). 
    2)  Am seeing more articles (in WSJ etc) about how many are trying to disconnect from social media as they realize what a time-waster it is. Apparently, re productivity growth what is starting to be recognized is that people are trying to catch up on work at night or weekends(!) cos they waste so much time at work socializing.  What that implies is that productivity could rapidly decline if people are basically addicted to social media and eventually can't keep up with their work even in their spare time.  I expect the new fashion will be people who dump their smart phones, value privacy and personal contact, don't text, and revert to actually talking to other folks.  And then I will be the epitome of fashion. 
     
  10. Like
    JulianJ reacted to rocketman in Scenario Reference Material   
    LOL, that would necessitate transforming the general population from instant gratification, click-kicks, easy digestion of information to enjoying complexity and going in for a long haul investment of time and brain power to one thing. I would be pleasantly surprised if I see that in my life-time. And I'm only about half way done (I hope...).
  11. Like
    JulianJ reacted to MikeyD in What I'd like to see in CM3...   
    CM3 is as far beyond my imagining as the future CM2 had been back when I was playing CM1.
    Wishing blindly for stuff this way, you're liable to either go 'too small' (make mere CM2-appropriate suggestions) or 'too big' (impossible fantasy suggestions). Something that's always been on my wish list has been 'super flavor objects'. Huge dominating flavor objects like locomotives or dockyard cranes or electrical power pylons. On the scale of things to wish for that might be considered 'chump change'. Like walking into a Michelin starred restaurant and ordering a burger and fries.
  12. Upvote
    JulianJ reacted to 37mm in New terrain tile: 'Lily Pond' Deep Marsh tile   
    That's a very good point... although I'm sure @Sgt.Squarehead would have pointed out the same to me also.
    Thinking about it, I might [tag] it for use on flat, inland paddy areas only*... as it does look very nice in-game.
     
    PS
    You'll be pleased to know that the Peoples Army of the Free Democratic Republic of Bong-Hai are colloquially known by the locals as "Roundheads".
    Of course, the Imperial forces of the Divine Kingdom of Bong-Hai are locally known as "Cavaliers".
     
    *Currently Heaven & Earth (which is hilly by default) comes with tagged environment options for coastal delta, inland paddies, urban warfare & montainous terrain.
  13. Like
    JulianJ reacted to sburke in Steppenwulf's Modded Flavour Objects for SF2   
    Well after getting a good look at your goggles soldier I expect the entire world was dirty grey. 😁
  14. Like
    JulianJ reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Something which should be useful in many WW2 and modern scenarios. Standard texture is a bit ugly but can be changed. Interaction box is right beneath in the center but this time invisible.
    CM Train Box Car.zip
  15. Like
    JulianJ reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    Thanks for all the kind words. Glad you enjoy it.
    Basically a summary of what was already stated here. Place stuff like invisible wrecks and likely walls into flavor objects to make them protect from gunfire, LOS, and impede movement.
  16. Like
    JulianJ reacted to Glubokii Boy in Custom 3D Models and Mods Compilation   
    Yepp ! I have been tempted to buy a decent computer many times during these years to be able to play CM and some other less demanding stuff...
    But now...i think i will stick with my 'plan' 😎...
    And take the frustration with waiting a while longer...During summer i usually don't play that much anyway...Christmas is not that far away...
    And it undoubtedly makes waiting for the upcomming modules easier. 😉
    A number of intresting things are developing within the CM comunity currently...not least 'the future' for modding 😁...
    Looking forward to rxperience it soooooon....ish.
     
     
  17. Like
    JulianJ reacted to Aquila-SmartWargames in Custom 3D Models and Mods Compilation   
    In the course of dozen playthroughs and experiments with Blender/CM2 Tools (http://community.battlefront.com/topic/118928-combat-mission-modding-tools/) several assets were created which I want to share with the community:
    Big Cargo Ship

     
    BF109

     
    Radar Station

     
    Downed Blackhawk

     
    Fire Truck

     
    Ambulance

     
    Barricade + optional Smoke/Burn Stash (Wreck, an invisible alternative is created by 37MM)

     
    Barricade (three sizes)

     
    Humvee V3 Woodland (Randomized Gear)

     
    Humvee V3 Desert (Randomized Gear)

     
    Humvee V2 Geardo Desert (Permanent Full Gear) 

     
    AFRICAN UNCON (now also including conventional African Forces conversion by 37MM, original work by MikeyD) 

     
    Falklands War Scorpion, Scimitar, and Argentinian LVTP-7 conversion

     
    Makeshift VBIED

     
    Humvee Wreck

     
    Uncaged M2 Stryker

     
    Marines to Army Special Forces or Navy SEALS conversion skins (including work of mjkerner, Combatinfman, Blimey)

     
    BMP1/2 to BMD1/2 conversion (with corrected hatches)

     
    Desert KAMAZ Skin

     
    Marines frankensteined Armored MTVR Skin

     
    New Syrian Special Forces and Woodland vehicles (based on the work of various modders)

     
    Syrian Winter Mod (just terrain and partial "winterization" of vehicles, created for a Hasrabit Campaign playthrough)

     
    PK Pickup to PK UAZ conversion

     
    Russian Forces (original work Euroscape + various modders)

     
    US Army & Marines Woodland Forces (original work Euroscape + various modders)

     
    All these mods and many more can be found in this Dropbox:
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    Credits to modders, 3D-Artists, and Battlefront.
    For better quality footage and more information about 3D custom models check out the recent videos & descpriptions here:
    https://www.youtube.com/channel/UCeK7fSyoEE8aorVLlVfNcAQ
    The custom flavor objects have a "crate1" box placed into their center. Click it to interact with its placing. Zoom into the model if difficult. There are some FOV issues with bigger flavor objects can perhaps fixed by making the original "crate1" box bigger in Blender/CM2tools. Combine flavor objects with "visible/invisible" wreck objects to give them obstacle characteristics.
    Good free library of 3D models you could use for importing. .max does not work with Blender. There are others.
    http://www.cadnav.com/
    Tutorials on Blender and CM2Tools can be found here:
    https://www.youtube.com/watch?v=lkbTOSIrNV0&feature=youtu.be
    https://www.youtube.com/watch?v=MXVAMaELSao&feature=youtu.be
    The main intent was to explore the possibilities of this method. As I see this as accomplished I´ll step back now and hope it will motivate others to get into it. Prior getting into custom CM models I had absolute zero experience in 3D modelling, Blender or whatever but found my way into it in a short period of time and once you figure out the specifics it is not that difficult. Give it a try.  Anyone interested in custom CM models can reach out on Discord.
    Happy wargaming.
  18. Like
    JulianJ reacted to Sgt.Squarehead in Custom 3D Models and Mods Compilation   
    Magnificent.....You sir, are a fekkin genius! 
    Huge thanks for your help with our 'Heaven & Earth' project. 
    PS - @The Steppenwulf, @JulianJ, @MOS:96B2P, @sbobovyc.....Have you guys seen this stuff? 
  19. Like
    JulianJ got a reaction from The Steppenwulf in Steppenwulf's Modded Flavour Objects for SF2   
    I've seen some previews of what @The Steppenwulfis up to and I am really excited - we need this sort of battlefield stuff.
     
  20. Like
    JulianJ reacted to The Steppenwulf in Steppenwulf's Modded Flavour Objects for SF2   
    Regarding checkpoints, safe zones etc.. (for anything fortified really), I wanted to increase the selection of sandbags (some stacked higher & longer). With these varied sandbag objects, the scenario designer can assemble stacks as required. A diorama screenshot will illustrate, but obviously these objects can be combined with all others to embellish the scene/situation:-


  21. Like
    JulianJ reacted to The Steppenwulf in Steppenwulf's Modded Flavour Objects for SF2   
    One feature that I believe is missing from all CM2 games is the capacity for scenario designers to make realistic roadblocks. Ideally these would vary from military style stop points to full on barricades! Application of current flavour objects and a new set of manipulated objects will offer more possibilities. With this aim I have extended the range of objects from which roadblocks can be constructed Below is a very simple mock up but could be integrated with all sorts of other flavour objects (stock or modded ) to dress up the situation, it's just a question of imagination.......more examples to follow. 🐺 


  22. Like
    JulianJ reacted to Sgt.Squarehead in Russian army under equipped?   
    Just teasing. 
    As you said, were not likely to see any of these systems.....What I would like to see are some older Soviet/Russian systems so that we can better depict the actual forces of the respective sides and also use the game to model some of the other conflicts on the former Soviet periphery.
  23. Like
    JulianJ got a reaction from Bulletpoint in "Exemption" is a sprawling Soviet Op Bagration docudrama   
    It's actually from 1972, which explains some things.  However I would give it a C at best. Gigantic battlescenes don't excuse a completely uninvolving plot, lack of characterisation, dull script - read like a transcript of meetings, no POV characters, static camerawork, poor acting and the "cowboys and indians" deaths. I did perk up  at the July Bomb plot and it was nice to see so  many T34s.
  24. Like
    JulianJ reacted to Frenchy56 in "Exemption" is a sprawling Soviet Op Bagration docudrama   
    Watch it on Youtube. It works there, though the subtitles are unfortunately desynchronized.
  25. Like
    JulianJ reacted to Sgt.Squarehead in Hey Battlefront where's the Spec Ops Units?   
    Pretty sure I know a man who could make this happen.....He's a bit busy at the moment with oriental engagements, but I reckon something could probably be done. 
    This is the biggest part. 
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