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Aquila-SmartWargames

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Posts posted by Aquila-SmartWargames

  1. 1 hour ago, umlaut said:

    Thanks a lot.
    I might have - but I must admit that I do not know what a Reshade Profile is 🤔

    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.

  2. 7 minutes ago, umlaut said:

    I think a new thread would be a good idea - so we dont mix things too much up. I also think it would be a good idea to place it in the general maps and mods forum, instead of CMSF. Many of us WWII freaks seldom venture in here - for example it took me a long time to discover this thread :)

    Just to be clear you mean this subforum: CM2 Scenario and Mod Tips?

    Okay so if no other opinions or objections will come up in the meantime I will create a thread there with copy/pasting useful stuff from here in a couple of days. 

  3. @umlaut basically explained everything important. When using the Blackhawk or other bigger custom models you might want to keep this in mind:

    On 7/18/2019 at 3:41 PM, Aquila-SmartWargames said:

    When replacing flavor objects its important to keep the draw distance of the original in mind. Replacing the crate1.mdr with the blackhawk isn´t a good idea as it will go invisible to quick. The biggest draw distance is provided by flavor objects such as "street (traffic) lamp" and "shelter" etc. It can also be an alternative to better replace an unimportant vehicle (taxi) and give it a destroyed condition, as vehicles have excellent draw distances.

    When replacing vehicles with custom flavor objects (or other mods/vehicles), the associated .lod files also have to be replaced too. A quick fix is simply getting this done by creating copies of the main .mdr file and then add -lod-1 to -lod-4 to them. Not all require 4 of them, I think infantry even can have 5 lod files but I always do 4.

     

    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

  4. 7 hours ago, Satomas said:

    PS : I have a question I can't find the 250/7 in Game
     Someone tell me or and where is it available ?

    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).

  5. 1 hour ago, umlaut said:

    Could you please explain how? In this case I have chosen vehicles from the editor - not as flavor objects - because "real" vehicles can burn and provide cover. If you rename the mdr will I then get to choose an extra version of that vehicle in the editor - og how does it work?

     

    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.

  6. 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

     

  7. 34 minutes ago, umlaut said:

    Looks much better - but does anyone have an idea why the objects are so dark in my game when I turn shaders on?

    Lets see what comes to my mind

    - Are you using Nvidia or AMD?

    - I run most settings in the driver on default except AA and AF, do you have special settings there?

    - empy your complete Z folders and see if it goes away

    - In the settings menu shaders on?

     

     

  8. 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. 

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