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Posts posted by Aquila-SmartWargames
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Looking forward to this
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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.
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1 hour ago, umlaut said:
Thanks a lot.
I might have - but I must admit that I do not know what a Reshade Profile isReshade 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.
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I always wondered about the fatigue on the HUNT command and perceive it as exaggerated be it for WW2 or modern.
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In the meantime this was released which supplements the above guide
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Can somebody please provide me a link to this mod.
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2 hours ago, BornGinger said:
@Aquila-SmartWargames When you use pieces of hedges and whatnot to have camouflage on that Panther and the halftrack, are they less visible to the enemy troops or is that just working as visual goodies?
Just cosmetic
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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.
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@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
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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).
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16 hours ago, theforger said:
Next for me is a campaign, fewer forces but still large maps. Not sure if I'll base it on Maas or move further South, Marnach or Bastogne.
New campaigns are always good news
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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.
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+1
Larger max map sizes would be a great addition.
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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.
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Thanks, I need to check both out
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What happened to the 5th crewman?
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Are there more of these ~4hr scenarios like TOC, Coup d'état, or Mission to Maas that basically play like campaigns? It doesn´t have to come with a big OOB.
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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
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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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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?
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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.
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With shaders on
Back on Tracks Campaign is now available!
in Combat Mission Shock Force 2
Posted
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.