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Aquila-SmartWargames

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  1. Like
    Aquila-SmartWargames got a reaction from emccabe in Custom 3D Models and Mods Compilation   
    Yes both methods are possible:
     
    1) This was done with "Destroy BF109" objectives but as you can guess you can do it with everything.
    2) The destroyed objective was a Bedford Truck replaced by a BF109. Make copies of the custommodel.mdr of your choice and replace the main mdr and lod mdr files. For weapon caches you can simply take the vanila "crate1.mdr" and rename it to "vehicle-taxi.mdr", then make copies from it and add "-lod1" up to "-lod4" to it. You could also replace the VBIED vehicle as I believe these have a chance to explode when fired upon, so players would be extra cautious and call an armored vehicle to do the EOD job.

    3) Very good for replacement are casual/transport vehicles (Jeeps, Civilian cars, Humvees, Wolfs, Trucks etc etc,) as you can remove their crew in the editor and they don´t give away so much "?" intel like bigger stuff. The crew can then be removed by extraction zone or simply placed somewhere else as enemy force.
    4) It looks like the removed crews are accounted for victory points (in this example I had every BF109 set to 9999 but as you can see I received around 6000 or ca. 60% of the victory points. The Crew (Supply Platoon HQ) is sitting on the map edge in this demo. Keep that in mind when doing your mission´s victory point calculations.
    3) When replacing vehicle, turn them to "IMMOBILIZED" so they won´t make engine noises when spotted.
    4) You can either use them for hidden TOUCH, OCCUPY objectives (reach the downed bf109 and search it), for SPOTTING and like in this example for DESTROY objectives (destroy the bf109). These can obviously used for the player and for the AI aswell. Scenarios like "we lost an important asset in this region. Locate it before the enemy does" or "defend the asset from destruction/search" and many more become possible.
    5) You can also replace sturdier objects as (Wooden) Bunkers or armored vehicles, this would require the player to use specific weapons (satchel charges, launchers, grenades) to get the destruction objective done. For example you could replace some armored vehicles with the train for an "Ambush the Train" scenario requiring to fire rockets or missiles into the trains.
    6) And again these objects can receive AI plans and do movement like the replaced vehicle. You could simulate something being slowly towed away or trying to escape (like the example with the MIG-21s that try to get airborne (evac zone) in order to escape.)
    7) Same goes for reinforcements, you could let them spawn when and where you want.  Pretty good for these mentioned "patrol and locate weapon caches" big sandbox map scenarios. Combined with the methods used in the CMBS "TOC" sandbox scenario, there are ALOT of options just requiring creativity and out of the box thinking.
    8 ) placing these custom model objectives into ground caves (deeper as in my showcase) and cave labyrinths which then are covered by the Underground Cover Mod, and with the edges made inaccessible either by mapping or the various methods we have (invisible walls, bushes etc.), would the player demand to go into these caves to locate/destroy objectives otherwise not able to be spotted.
  2. Like
    Aquila-SmartWargames got a reaction from umlaut in Custom 3D Models and Mods Compilation   
    Camo-Net Emplacement Release (All CM games)


    - camo texture can be quickly changed, retextured, and/or modtagged ([snow] etc) as required
    - hide vehicles, crates, emplacements, trenches, at guns, atgms etc. beneath
    - height/width can be quickly resized in Blender
    - combine sandbags, bunkers, buildings. As a flavor object it can be placed in/on buildings.
    - if you want it to be spotted and not being always visible on the map: Replace an unused emplacement with it (sandbag, trench, wooden bunker) or an vehicle (taxi, kübelwagen) which then is turned into a wreck. The replaced emplacement/vehicle will not be visible but the camo net (or other objects released here) will inherit the "needs to be spotted" ability. 
    - again if you have an hard time hitting the shelter in the editor. Remove all blank.bmp files from your Z folder in order to see the shelter and make it easier for you while editing.
    - combine 2 or 3 nets that are displaced 1-2 tiles to make it denser.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
    Video:
     
  3. Like
    Aquila-SmartWargames got a reaction from RockinHarry in Custom 3D Models and Mods Compilation   
    Ruins Pack Release (WW2 + Modern)
    High 

     
    Low 

    Use it so or combine it with visible/invisible Buildings, Walls, Emplacements, Wrecks etc. for LOS/Fire/Movement block and additional cover. Can be customized, textured, resized like all projects here.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
  4. Like
    Aquila-SmartWargames reacted to JohnO in Blender Question   
    I was able to rotate the NVG by using the rotate tool, which is highlighted in the screenshot. I haven't tested it out yet.
     
     

  5. Like
    Aquila-SmartWargames reacted to 37mm in Heaven & Earth: Project discussion thread   
    Yep... I'll send you it later.
  6. Like
  7. Like
    Aquila-SmartWargames reacted to ViperAssassin26 in Custom 3D Models and Mods Compilation   
    Here is the link to it. to the download
     
    https://drive.google.com/drive/u/0/folders/1aqN3j9210g94OXBG1fcj7kqIRK63FIcn
  8. Upvote
    Aquila-SmartWargames got a reaction from MOS:96B2P in TacAI stupidity: Stryker infantry opens hatches to shoot and die instatly   
    I´ve played alot of CMSF2 since release and never seen this but its likely because I don´t bring mounted Strykers into close combat.
    Imagining a RPG team would approach my fully packed Stryker from the flank or rear I definitely would prefer the airguard to open up and engage it with all means. If I do not wish for this behaviour I simply issue a small fire arc command to the mounts which is CM2 games´ equivalent for "hold fire". Nothing to do with fake but common pactice and fundamental game mechanic. 
    CM players come with very different skill levels, approaches, put themselves into different situations, and have different opinions about certain TacAI aspects which is perfectly fine but this makes it hard for the devs/TacAI to satisfy everyone. Options are the way to go then and in this case all options are present: Permanent airguard (open up), default self defense (do nothing),  player defined self-defense zone (target arc), keep your heads down no matter what (tiny target arc).
    One minor thing I would debate is the behaviour of gunners automatically reloading their external weapons systems which might put them into serious harms way and sometimes is hard to account for, like BMP gunners reloading their ATGMs in the midst of combat. When recording the R2V New Vehicles Showcase I´ve noticed that the Stug with the gunner´s remote controlled MG only exposes himself to reload the belt when "open up" is issued. I think this is quiet an intelligent solution which I would welcome to see for vehicles such as CMSF2´s BMPs.
  9. Like
    Aquila-SmartWargames reacted to JM Stuff in CMRT Module 1 Bones   
    Yes you are right, this one must remain only a good reference model for possible realizations, Blender in a good hand,  seem to be without limit, thank you again to let us discover, it was very interesting to follow step by step the differents phases.
  10. Upvote
    Aquila-SmartWargames got a reaction from JM Stuff in CMRT Module 1 Bones   
    Not meant to be a serious attempt to accurately recreate the vehicle from the picture but just for tutorial purposes.
  11. Like
    Aquila-SmartWargames got a reaction from Sgt.Squarehead in CMRT Module 1 Bones   
    Not meant to be a serious attempt to accurately recreate the vehicle from the picture but just for tutorial purposes.
  12. Like
    Aquila-SmartWargames reacted to MikeyD in Why is surrendering still so poorly modelled   
    This topic has 'Be careful what you wish for' written all over it. In all my years reading poster comments I do not recall any complaints from players that their troops can't take the coward's way out of a sticky situation. We see troops surrendering in-game all the time and I've never seen a problem with the current system.
  13. Like
    Aquila-SmartWargames reacted to Boche in Operation "Opportune Strike" - CMSF2 Mini Campaign   
    OPERATION "OPPORTUNE STRIKE" MINI CAMPAIGN
    The date is April 06, 2010. For the past winter, Marine Special Operations Team (MSOT) 8222 (callsign Dagger 22), along with Afghan and International Security Forces have been taking on the Taliban in the secluded Bala Murghab valley, in the north of the country. Their mission: prevent the enemy from launching their yearly spring offensive. Just 2 kilometres south of Bala Murghab disctricT center lies the town of Daneh Pasab, Taliban controled territory and logisctical hub from which the  offensive will be launched. After several months of work, the pieces are in place for a final blow to destroy the heavily entrenched Taliban force, breaking their grip on the valley and stopping the spring offensive before it even begins. A US ARMY Special Forces ODA and an Afghan Commando strike team have been flown in to assist with the operation.
    The campaign will consist of two missions. The first will be the night assault on the souther part of the village, while the next will be a continuation of the assault towards the north with more support assets. Your performance on the first mission will determine the strenght of the enemy in the second. 
    Right now i have mission 1 ready for testing and am starting to work on mission two.
    Updates will follow!

  14. Like
    Aquila-SmartWargames reacted to 37mm in Heaven & Earth: Project discussion thread   
    I was pleased with the reshade settings too.
     
    As you well know, spotting in CM is a bit of an... errr... "mystery".
    So far, whilst playtesting on your maps (including 'the delta'), I can confirm that most engagements seem to occur at short range... indeed I'd say that, at least, a plurality of contacts involve grenades being thrown so, clearly, this is the kind of thing that we're hoping to see from Heaven & Earth. Your philosophy of having the underlying terrain be tactically interesting, in of itself, even before you add the foilage appears to be paying off.
    However, sometimes, your men spot enemies deep in the middle of forests over a kilometre away... and you're like "wtf?".
    @puje seems to be aware of this... these distant contacts are often fleeting & of little real use.
     
     
  15. Like
  16. Like
    Aquila-SmartWargames got a reaction from Hardradi in CMBN: Road to Nijmegen: Heuman Lock Bridge Bug   
    I´ve played it a couple of months ago and while the mission ends in a tactical defeat due to the bugged bridge at least the campaign can be continued.
    I believed that decompiling a campaign ends up with losing metadata. So is there a way to decompile, modifiy, and recompile a campaign without this downside?
  17. Like
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  19. Upvote
    Aquila-SmartWargames got a reaction from Jambo in Anyone have The Hasrabit Campaign?   
    Its in my Dropbox:
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
  20. Like
    Aquila-SmartWargames reacted to 37mm in Heaven & Earth: Project discussion thread   
    After playing around with some of @Oleksandr's work, we have this Canadian uniform...

  21. Like
    Aquila-SmartWargames reacted to 37mm in Heaven & Earth: Project discussion thread   
    @Aquila-CM has made another preview video...
    ... looks like I'll have to go over those Brits in particular.
    Anybody with the latest (0.94) build can check out @Combatintman's amazing map for themselves (it's, unsurprisingly, in the map folder)
  22. Like
    Aquila-SmartWargames reacted to Oleksandr in Oleksandr's Modding Space for CMFI.   
    CMFI: Vickers MG by Oleksandr

    Retextured model of Vickers MG for CMFI originally made for Armed Forces of Poland. Yet, it will run perfectly to all allied forces that are using these machine guns. Major changes: ammo box, barrel, tripod, etc. Enjoy!

    new details were added

    ammo boxes were retextured

    Tripod textures were added

    overall a lot of small changes were added as well. Will not conflict with any other mod. 

    Link: https://www.thefewgoodmen.com/cm-mod-warehouse/combat-mission-fortress-italy/cmfi-other/cmfi-vickers-mg-by-oleksandr/
  23. Like
  24. Like
    Aquila-SmartWargames reacted to Oleksandr in Oleksandr's Modding Space for CMSF2   
    FN MAG (C6) For Canadian Forces By Oleksandr

    This mod will provide you with retextured version of C6 MG. 

    Not all of the weapons used by Canadian forces within this game will be recamouflaged with painted versions. This MG is a veteran and this mod was created to give it a sharper look. 

    Few elements (barrel and stock) were replaced with a higher quality textures for youe enjoyment. 
    Link to download: http://cmmodsiii.greenasjade.net/?p=8239
  25. Like
    Aquila-SmartWargames reacted to Oleksandr in Oleksandr's Modding Space for CMSF2   
    CMSF2: McMillan TAC-50 For Canadian Forces By Oleksandr

    This mod will provide you with reworked version of TAC-50

    It was upgraded with camouflaged textures. Its scope now is a camouflaged version of Night Force atacr. +the emblem of 
    McMillan Brothers Rifle Co. was added as well. Main finish for this rifle is Multicam, certain details got sand finish. Lense was added on both sides of the scope.

    Enjoy! 

    Link to download: http://cmmodsiii.greenasjade.net/?p=8228
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