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Aquila-SmartWargames

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  1. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    Just un cliche from french vehicles available after CMRT, some are without wheels is only to show you !
    Chaine de montage Citroen Paris Peugeot Bordeau et Simca je pense a Boulogne, je ne me rapelle plus !
    "I took this picture " with my old Leica, june 1932 before the war, now all cars are for sure, with wheels and colours !😜
     
    JM
  2. Like
    Aquila-SmartWargames got a reaction from Sgt.Squarehead in Custom 3D Models and Mods Compilation   
    Year of the Rat Temple Addon


    - works like regular "skin" mods, place it in your z folder and they will appear
    - designed primarly for the Heaven & Earth Year of the Rat campaign, replaces the two monastery domes with temple roofs
    - damaged versions included
    - also works in regular CMSF2 and with other HE scenarios, however not all domes have been replaced, only the 17x17 roof and the 16x8 roof
    - unique textures for intact and damaged included (currently copies from the H&E dome texture), they don´t interfere with the regular dome texture, can be modified by liking
    Download:
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    Creation & Custom Buildings Tutorial (works for all CM2 games):
    https://youtu.be/vTnyRcb8NV0
    - I by accident also did a 16x16 roof with the temple from the 2nd screenshot (not included) if one wants the files contact me on YT or Twitch.
    Video Playlist for CM 3D Model Editing with Showcases, Workflows, and Tutorials (latter with commentary)
    https://www.youtube.com/playlist?list=PLlUX4ALH7zTNgpWGBYSFUCnZK-Sf7SCcl
  3. Like
    Aquila-SmartWargames reacted to Lucky_Strike in JM´s Corner   
    Just realised this is what you guys probably want ...

  4. Like
    Aquila-SmartWargames reacted to Sgt.Squarehead in Heaven & Earth: Project discussion thread   
    @Aquila-SmartWargames.....It's coming:

    Shouldn't be too much longer now. 
    Scenarios 3 & 4 will follow fairly shortly (by my standards) as they share an awful lot with this one.....Scenario 5 is already on my desk. 
    Linking 'em all together and getting the campaign script done & working properly will be the next major challenge.  There will be performance based branching in the finished product and the campaign core units file is double-sided, so guards etc. picked off in one scenario may well remain dead for the next (campaign script depending).....Nothing like making life difficult for yourself! 
     
  5. Like
    Aquila-SmartWargames reacted to Lucky_Strike in kohlenklau CMFI North Afrika QB map-mod project   
    So, I spent an evening in the trenches to answer my question about :
    And the results are interesting ... this is the Blender model ...


    ... following kohlenklau's lead, I worked on the trench 1.mdr but used textures from Aris's CMRT mod; what I did was raise the trench up by what I guess is a metre or so, then dropped the base of the model back to it's original underground level, the floor of the trench was then adjusted down. The wooden walls are not yet adjusted, easiest way would be to repeat the wall texture/model to avoid texture smearing with consequent need to redo the texture UV maps. Speaking of which, the trench earth parapets are seriously smearing because of all the model distortions, so they need to be redone, 😩 more learning to do to get that right! Anyway, after a few goes, and to see if it fits better into the ground, I decided to try to squeeze in the bottom underground edges plus front and rear faces to create a narrower, pinched in model, think V-shape with the bottom chopped off, I also extending the top of the front and rear faces to create a kind of ledge. Biggest issues initially were getting the trench ground level right, solved by trial and error, and getting the sandbags to reappear, they kept disappearing inside the earth revetments; this was solved by using a trick posted by @Aquila-SmartWargames - in Object mode selecting all the model hierarchy and then Object > Apply > Rotation & Scale before export.
    In game the trench is set into a 2 metre deep ditch using the ditchlock method. On level ground this gives the occupants about a 100metre field of view, not great but with the trench on a slight rise in the land things improve massively, in the map I used they can easily command a few hundred metres in front when placed behind a hedge; at ground level from the enemy perspective, nothing is visible at all; the downside is that the terrain is deformed so it's obvious something is there from above before full spotting reveals a trench. The troops still disappear into the ground when wounded or dead, just their feet sticking out, and sometimes, as they move in the trench, their feet disappear as if in mud; but they stand and don't clamber up onto the parapet for a better view, which is what happens if one sticks a normal trench into a two metre deep ditch ...



    ... our boys have those fields covered ...

    ... what trench? The enemy's perspective.
    Thanks @kohlenklau for showing the way! Sorry for all the greenery in your desert thread.
    At the moment I don't have time to do much more on this as doing all the trenches would be quite a big job, so if anyone fancies a crack at it you're welcome to my reworked model which I'll happily upload somewhere for you to grab. Otherwise I may get to it after more bocage and trees and steppe and ...
  6. Like
    Aquila-SmartWargames got a reaction from Dr.Fusselpulli in CMRT Mini-Campaign: The Hill   
    works again
    Thanks to @Dr.Fusselpulliand @Vacilllator I got the campaign but it is 512mb with the mods folder and too big for my db right now, will look for a solution but if one got free capacity you´re welcome
  7. Thanks
    Aquila-SmartWargames reacted to Vacillator in CMRT Mini-Campaign: The Hill   
    I have a zip file with the campaign and its included mods (which are in a sub-folder named panzermike1, which of course goes into the Z folder or the Mods folder, whichever you care to use). 
    If you PM me with an email address I can send it, same goes for @Aquila-SmartWargames.  Can't remember where I got it sadly...
    EDIT: The date on the .cam file matches the post with the latest (now defunct) link in the thread above, so it should be the updated version.
  8. Thanks
    Aquila-SmartWargames reacted to Dr.Fusselpulli in CMRT Mini-Campaign: The Hill   
    I would also be interested in this campaign. @Aquila-SmartWargames would like to put it on his Dropbox folder, available for everyone, if possible and if storage space is needed.
  9. Like
    Aquila-SmartWargames reacted to slippy in Looking for Revised Road To Montebourg   
    Thanks Aquilla 😉
  10. Like
    Aquila-SmartWargames got a reaction from CMFDR in Looking for Revised Road To Montebourg   
    Many are tweaks and additions. There is an extra mission. 
    From nowadays perspective it can be expected that the revised campaign plays more challenging due to the less experiencied 2/8, more resistant Germans, and less ammo/refit. On the other hand you will have more air support and more variable time at your disposal.
    I would see it as an alternative to stock Montebourg. Bummer when it comes with wrong uniforms.   
  11. Like
    Aquila-SmartWargames reacted to LongLeftFlank in Custom 3D Models and Mods Compilation   
    Any Blender aficionados out there willing to upsize one of the round Post flavour objects to the size of a minaret? I just need the mdr file, I can do the bmp texturing myself.
    I don't care that they are nonfunctional (i.e. units can't ascend or spot from them); MidEast cityscapes just don't look right without them and domed single story building towers are poor substitutes.
     شُكْراً جَزيلاً!

  12. Like
    Aquila-SmartWargames reacted to JM Stuff in Custom 3D Models and Mods Compilation   
    I dont working untill with building but when nobody put his hand up with more knowledges as me, I can try to do something,  I will check now with what I can replace it, I guess this is for cmsf isnt ? 
     
    edit because I buy cmcw I think I saw some big tower using for the East German to watching the "iron Curtain "
    let me check and I will tell you more...
  13. Like
    Aquila-SmartWargames reacted to JM Stuff in Custom 3D Models and Mods Compilation   
    The version that @Aquila-SmartWargames propose from Blender compatible with the Python addon (to download) is the version 279b this is the version where he make himself all the videos and tests, personly for the fun but also to following the news  I was trying to download and working with a hight version but this doesnt work,... if somebody can do it, pls let me know !
    These version work without problem, have only to install the correct addons...
    To change the size of a mesh you have to use the command and taste S for scale 
    when you want to export your finish job you have to 
    >1 ctrl A to give the correct scale to your job
    >2 dont forget >to tick the box export metadata located in lower corner on the screen 
    than you are able to save your new mesh, job... in mdr !
    if you have some problem let me know I can eventualy help you !
    Gute Nacht und bis morgen;
    Willkommen in der Welt von Blender wo du dich die Haare ausreißen oder einfach nur lächeln vor freude !😊 
  14. Like
    Aquila-SmartWargames reacted to umlaut in Warsaw Uprising 44   
    Oh, and there´s a Hetzer as well:


  15. Like
    Aquila-SmartWargames reacted to umlaut in Warsaw Uprising 44   
    Pudel reporting for duty

     
    Here´s a download link - I´ll remove it when the mods are available at CMMods IV

    https://www.dropbox.com/sh/dpvm3j1kkynq28v/AAC9LeGJH2UcLKtkWxLPCfLza?dl=1
     
    The spare tracks:
    The game automatically places spare tracks all over the hull and turret - hiding the decals - so I have made several different transparent versions of the bmp: panther-g-alpha [warsaw] - and one non-transparent: panther-g-alpha 5 [warsaw]. The aim is to make the game load only a few of the tracks. If you want no spare tracks at all, simply delete all the numbered ones (but not: panther-g-alpha [warsaw]). If you want all the tracks to show, delete all the panther-g-alpha [warsaw] files.
  16. Like
    Aquila-SmartWargames reacted to Glubokii Boy in The Bad Boys - AI lead US troops tries a snatch/rescue mission against local ISIS forces in Syria (new scenario).   
    Hello...
    I have finished my udated version of the scenario. Changes made:

    - Increased the scenario lenth to 50 min.
    - Changed the scenario description text to more clearly state that the scenario is playable as RED vs BLUE AI only.
    - Added a notification on the BLUE briefing screen to state that the scenario is only playable as the RED side.
    - Added some clarifications to the briefing with regards to how Abu Bel Air is supposed to be treated...
    "As for Abu Bel Air unless he actually manages to escape you are NOT to touch him. Our plans to publically execute him at noon still stand. If this plan gets interupted it will be a significant propaganda failure on our part as the information about his execution has already been spread all over the internet."
     
    - Some changes to the map to make the WHOLE map more intersting and force the americans to advance further in certain areas.
    - Added some more reasons to fight for the secondary objectives.
    - Changed Abu Bel Air from initially a spy to a HQ unit (1 man).
    - Added more AI-order triggers, terrain triggers and 'clocktime safeguards' to the AI-plan to make the whole AI plan more resiliant to enemy fire.
    - Some changes to the scoring.
    - A few more units on both side.
    - Changed the gametime to early morning.
    - Increased the chans to actually catch/kill Abu Bel Air.
    - I made the american evac-zones visible to the player.
    - Added designer notes.
     
    Link to updated version:
    https://www.dropbox.com/s/nv7ig16e4ttbeys/The Bad Boys Updated.btt?dl=0
     
    I will also try to upload it to the scenario depot
    Enjoy !  😎
     
  17. Like
    Aquila-SmartWargames reacted to Bartimeus in CMFS2 solo campaign(work in progress) : Oil Thirst - RED(player) vs BLUE   
    Hello all, I'm working with Lethaface on a new campaign, RED vs BLEU. 
     
    The background : 
    A COUP led to a power vacuum situation with various parties fighting for control of Syria. With help of Russian elements and emergency hardware (T-90AM, BMP-3, etc), Syrian forces have regained control of most of the territory of Syria; however there is still a lot of places with rebel presence. Some of those extremists, but war has blurred the lines between groups.
    After Russian intervention on Regime side, the US send in the marines (officially at the request of some local  groups label as "democratic") stepped in from bordering Iraq and together with local militia forces cleared some area's from 'terrorists'. Coincidentally these area's hold a large part of the oil rich territories of Syria.
    The Syrian Regime formally filed a complain at the UN, but strategically it was in their short term interest to deny rebel forces the income from Oil.
    However now that Syrian forces have pushed back most rebel groups, time has come to negotiate the reunification of all Syrian lands. Also, the war has been exhaustive and the oil income would be very helpful rebuilding. Until now USA has always confirmed the USMC forces would be only temporary 'inside' Syria, while adding that US has no interests in permanently occupying any territory in Syria. However, no formal negotiation has been started.
    Recently US clandestine operators have been spotted around several rebel area's. Various activity has been observed around oil installations, further fueling speculations that the USA is supporting rebel groups setting up their oil industry.
    But most alarmingly is the information local informants who have infiltrated the lower cadre of various rebel groups, provide to the government. Several of the rebel groups seem to have decided to combine into a larger 'front', including the militia supported by USA. Rumors are they want to declare an independent state inside Syria, backed by USA.
    Time is limited because we know inside a few weeks USA can deploy heavy forces to the area. So, it's an 'all-in' operation from the Syrian government for which best troops and equipment are allocated. The goals are to be reached 'at any cost'. 
     
    You will be in command of an Airborne battalion, mount on BMP-3, and support elements. You will face Marines and Syrian opposition fighter.  
     
    Scenarii : Number unknow 
    As for now the progress are the following :
    Scenario 1 : Will be redone 
    Scenario 2 : Test phase
    Scenario 3 : IA plans and troops deployment 
    Scenario 4 : Only a vague idea of the map 
    Scenario 5 : Will see
    Etc etc..
     
    As for now i'm looking for players to play test one or two scenario(2 and/or 3 mainly)  
    [url=https://zupimages.net/viewer.php?id=21/17/rsky.png][img]https://zupimages.net/up/21/17/rsky.png[/img][/url] 
    Screen for mission 3, i'm really happy with the map and the idea but it may be "too much" in term of scale, but need to be tested first before descale it. 
     
    I will try to put more pics in the few coming day as the campaign progress. With Cold War out it the progression may be slow for a couple of weeks  
     
  18. Like
    Aquila-SmartWargames reacted to LongLeftFlank in Desert sun filter or mod?   
    I'm not techie enough to understand the full ramifications of this, but has anyone worked up any kind of mod to intensify the brightness of the lighting to reflect actual peak sun desert conditions?  (I know folks have altered screenshots, that's not what I'm looking for)
    The in game sunlight is far too subdued. Anyone who has spent time in the desert, or the tropics for that matter, will know exactly what I am talking about.
    Hot town, summer in the City....
    Settings: Noonday, Clear, Very Dry, Extreme Heat, early July

    That bubba should be absolutely cooking, lying on the ground like that. If he tried it on the tarmac, his buddies would need to pull him off (and that ambulance would come in handy).
    Anyway, setting aside an ambient heat shimmer (which would be totally hawt too!), is there a desert sun mod out there that I've missed? I note the cool (though CPU intensive) ambient rolling cloud effect in the H&E mod set.
    (And no, this isn't a This Game Is Broken© kvetch, just an inquiry. Nothing is written!)
    White light, blazing heat, through the wasteland searching we....
     
  19. Like
    Aquila-SmartWargames reacted to Probus in Warsaw Uprising 44   
    I watched it on Amazon.  It was definetly worth the $2.99 rental:
    https://www.amazon.com/gp/video/detail/B07R4GSLXG/ref=atv_dp_share_cu_r
    There is also a documentary with a lot of historical footage out there but I don't remember the name of it.  It was not subtitled the last time I saw it, but the footage was originally silent anyway.
  20. Like
    Aquila-SmartWargames reacted to Vacillator in Campaign WIP: Tiger Trail   
    I can confirm it loads up alright and looks good to go.  Can't comment yet on whether the game version has had any undesired impacts on how it plays.
    If anyone is wondering where to get it, I couldn't find it in the usual place, but @Aquila-SmartWargames kindly has a copy in his Dropbox folder listed in his signature.  Thanks for that, and hope you don't mind me broadcasting it .
    Anyway, back on topic, the maps above look great - can't wait to give them a try!
  21. Like
    Aquila-SmartWargames got a reaction from 37mm in How To Enable Africa Forces Mod?   
    A grand for every Dropbox access.
     
    Wanted to make clear that this mod was made afaik by @MikeyD . With the help of @37mm we converted it to CMSF2
    Dropbox link can be accessed via my signature and this thread aswell:
     
  22. Like
    Aquila-SmartWargames reacted to gregb41352 in Heaven & Earth- The People's Beta   
    I would like to add my thanks to all who created this masterpiece of modding.
     
  23. Like
    Aquila-SmartWargames reacted to JM Stuff in kohlenklau's CM Modding Blender adventure   
    This is why @Aquila-SmartWargames in his tests videos, was saying, to completly restarting a new blender, cos all elements are not always deleting, the others solution, if you dont want to restart your blender, is to rename directly your new imported file this is how I am doing, exemple:
    I want to keep the new vehicles wih the name Opel I rename the new file with (hull Opel) that I know this is the hull that I will need it later, and let the original hull that I can delete when all transferts are done !
    All vehicles are coming in a "folder" name hull, this include wheels turrets...so you cannot make mistakes !
    if you dont delete it you could have a hull (Original) but also a hull001, hull002, hull003... depending how much vehicles you were already imported !
    JM
  24. Like
    Aquila-SmartWargames reacted to kohlenklau in kohlenklau's CM Modding Blender adventure   
    @Aquila-SmartWargames
    FYI, I found this on a Blender forum...maybe it is the answer to that one hassling problem. hull ---> hull.001
     
     
  25. Like
    Aquila-SmartWargames reacted to kohlenklau in kohlenklau CMFI North Afrika QB map-mod project   
    A legend! Oh my lord. 🙂
    I am enjoying to try things with Blender. I have more ideas than skills. By the way, a couple weeks back Stan Bobovyc replied back to a PM I sent him. He is busy with real life stuff. Best wishes to you!
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