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Everything posted by Aquila-SmartWargames
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Back on Tracks Campaign is now available!
Aquila-SmartWargames replied to BFCElvis's topic in Combat Mission Shock Force 2
In the meantime did somebody found a workaround for preventing the CV90s ineffectively airbursting their ammunition? My Dutch campaign is currently on hold because of this issue. -
The Road To Dinas campaign
Aquila-SmartWargames replied to Erwin's topic in Combat Mission Shock Force 2
The Road to Dinas campaign is definitely challenging but never felt unfair to me. Really enjoyed playing it in CMSF2. Playlist: https://www.youtube.com/playlist?list=PLlUX4ALH7zTPkAVvavKY5EPepj5KWlgwJ I remember somebody reported that there might be core force issues with the dynamic campaign version in CMSF2 so I chose the linear version but can´t confirm wether this issues are indeed present or not. -
Umlauts Commercial Buildings
Aquila-SmartWargames replied to umlaut's topic in CM Normandy Maps and Mods
Reshade is a third party shader tool for altering visuals in games such as Combat Mission. The screenshot looked somehow different but it seems that the vivid building textures alone are responsible for that impression. -
Youtube video describing CM campaigns
Aquila-SmartWargames replied to lsailer's topic in Combat Mission - General Discussion
In the meantime this was released which supplements the above guide -
Winter mod for Afghanistan
Aquila-SmartWargames replied to 37mm's topic in Combat Mission Afghanistan
Can somebody please provide me a link to this mod. -
Umlauts Commercial Buildings
Aquila-SmartWargames replied to umlaut's topic in CM Normandy Maps and Mods
Great mod, adds alot to the aliveness of towns. In the above screenshot I really like the colors, did you use a specific Reshade profile for that? -
@umlaut basically explained everything important. When using the Blackhawk or other bigger custom models you might want to keep this in mind: This thread is indeed long and cluttered with alot. I was thinking about making a new thread "Custom 3D Models Infos & Tutorials" and at least extract the knowledge we´ve collected here. You can tell me if this is a good idea or if we want to better keep everything here. However if we go for the new thread I do not plan to rewrite or sort the information but just extract it to make it easier to access. I think it would also be a good idea to create this new thread in "Combat Mission General Discussion" rather than CMSF2 Mods
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I didn´t look through everything but at least the Panzer Aufklärung Batallion 44 has them. Under the formation options select for medium mortar "on map" and then you should see the option mortar halftrack with 250/7 (alt) and (neu).
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Umlauts Commercial Buildings
Aquila-SmartWargames replied to umlaut's topic in CM Normandy Maps and Mods
Lets say you want the Sherman and the burning Sherman wrecks in your scenario and are perfectly sure that you won´t - lets say - use a British Cromwell IV in your scenario/campaign. Then rename the Sherman wreck files to: cromwell-iv [damage].mdr cromwell-iv-lod-1,2,3,4 [damage].mdr Then in the scenario editor set the [damage] modtag and place some Cromwell-iv wrecks there and they will look like your Sherman wreck, provide cover, LOS/LOF blocking, and burn, etc. while you still can use the regular Shermans as "alive" tanks for the player/enemy side. In this example the chromwell->sherman conversion will only become active when modtag [damage] is called. So users don´t need to worry about their modfolder and will keep their default Cromwells for any other scenarios. The Cromwell is just a example could be also every another vehicle of any faction like a kubelwagen but it makes sense to choose something similar in size/sturdiness in order to get most consistent LOS/LOF blocking and cover. -
Recent presentation about Nozh ERA
Aquila-SmartWargames replied to exsonic01's topic in Combat Mission Black Sea
+1 Larger max map sizes would be a great addition. -
Umlauts Commercial Buildings
Aquila-SmartWargames replied to umlaut's topic in CM Normandy Maps and Mods
Link is working. By renaming the mdr files to whatever vehicle that is not needed in a specific scenario, designers can use the wrecks along working vehicles of the same type. -
Can you Explain This Behaviour?
Aquila-SmartWargames replied to Bud Backer's topic in Combat Mission Final Blitzkrieg
What happened to the 5th crewman? -
Kieme's modding corner
Aquila-SmartWargames replied to Kieme(ITA)'s topic in CM Black Sea Maps and Mods
I am looking for the Kieme CMBS additional flavor objects (civilian vehicles) mod for a TOC playthrough. Can somebody please provide a link or send it to me. Edit: found it and uploaded it to my Dropbox if someone else needs it https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 -
I identified two issues: 1) metadata checkmark was missed upon import or export (wheels/tracks disappear or behave strange) 2) the already mentioned naming extension mechanism of Blender (vehicle functions cease to work properly) I used this to make a tutorial video in how to identify, prevent this issues and on how to recover bugged projects with minimal lost work
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I don´t think its the mounting points. There is a interference when using this method when loading multiple vehicles into the same Blender application instance. No matter if recent items are present or not it might attach those x.001 x.002 extensions to model parts which can cause issues. Good news is that it shouldn´t be hard to recover it, let me see if it can be done.