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Aquila-SmartWargames

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  1. Like
    Aquila-SmartWargames reacted to 37mm in Heaven & Earth: Project discussion thread   
    During a draft scenario playtest (for the Urban campaign), a Patton had quite the close call...

  2. Like
    Aquila-SmartWargames reacted to 37mm in Heaven & Earth: Project discussion thread   
    The expansion of the mod from our initial vision of a, relatively simple, Red vs Red Conversion into a larger multi-tagged & multi-environment ("Delta to the DMZ") modpack whilst adopting the new 3d modelling techniques of @Aquila-CM &, now, going the 'full conversion' route has unfortunately meant an unavoidable delay in getting Heaven & Earth out to the community.
    However, we're hoping to have some kind of "open beta" released as soon as possible along with two, possibly three, campaigns and perhaps a dozen scenarios ("before Christmas" is the deadline floating around in my head).
    The good news is that, now that we've gone the "full conversion" route, the modpack will be a lot more flexible.
    I loaded up the old CMSF1 scenario "Dagger Fight" the other night and I spent a few minutes adding a few palm trees, a few light forest tiles & changing the crops a bit. I then gave the US Army a spin...
     
  3. Like
    Aquila-SmartWargames reacted to Oleksandr in Custom 3D Models and Mods Compilation   
    Thank you man! Love your work as well! checking up on your youtube oftenly! 
  4. Upvote
    Aquila-SmartWargames got a reaction from Oleksandr in Custom 3D Models and Mods Compilation   
    I was referring to Kieme´s terrain mods which are used on the "before" screenshots.
    Nevertheless the olive BMP on the screenshot is by Oleksandr and I can recommend his great mods, I use alot of them on my default installs especially when it comes to CMA and CMBS, check them out.
     
    CIA Special Activies Center Special Operations Group Forces

    - made this in some minutes for an upcoming US vs Drug Cartel/Radicals setting playthrough of the "In Search of a Ghost" campaign.
    - credits go to the various modders that created the original artwork.
    - the playthrough will showcase the H&E Mod terrain and an slightly modified version of the African Forces Mod.  
    - Not on Dropbox as mine has no space left. On interest contact me on YT or etc.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
  5. Like
    Aquila-SmartWargames got a reaction from sbobovyc in Custom 3D Models and Mods Compilation   
    Wintermod Collection V3
    - reorganized folder structure so people can easier pick/delete parts they want to keep/remove
    - added further winter skins for BRDM, BMD-1, BMD-2, and BMP-1D (the BMP-1D is a CMA Vehicle)
    - you need to install these vehicle mods seperately, they will then use the skins, make sure the winter mod comes after the vehicles in z folder hierarchy
    - all vehicle winter skins could also be used for the origin vehicle in CMBS or CMA without renaming i.e. if you throw the collection´s BMD skin files into your CMA z folder, it will give the vehicles there also snow camo.
    - I want to mention that the Snow Ninjas of the Syrian Infantry Winter Skins Mod are based on the creation of Sir Lancelot, the original mod can be found here: 
     
    In action alongside Syrian Infantry Winter Skins Mod:
     
    What happens when You put the Wintermod Collection without change into the Combat Mission Afghanistan z Folder
    CMA comes with winter tiles and snow weather on its own but some changes happen if you put the mod in:
    standard (+ Kieme Mods)

    wintermod:

    Not much change but what you don´t see is that there is a snow covered peak just some height above on the left. So its more natural when there are at least some snow patches beneath it.
     
    standard (+ Kieme Mods)

    wintermod:

    -Again not so much, different snow, streets, and bushes covered in snow but not more realistic than standard. Its a matter of taste.
    - Subtle changes on most maps but if you look for a fresh look of the CMA visuals its worth a try.
    - Downside: Some elements will stay snowy or winter-like even on non-snow CMA maps until you remove the mod.
    - The new folder structure allows for quick pick & removal. If you just want the CMA terrain modification obviously remove the vehicles part from the mod folder.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
     
    You need winter camo for your vehicle but have neither paint nor cover then why not use your old newspapers

  6. Like
    Aquila-SmartWargames reacted to Sgt.Squarehead in Possibly Interesting New Perspective For Scenario Designers   
    If you have CM:SF2 installed, give @MOS:96B2P a shout and see if he will let you test an early alpha of his current concept, you might be quite surprised at just how different it is.  Obviously things are massively abstracted, but the general concept works, arrests are possible, armed criminals can be made to surrender etc.  I thoroughly enjoyed it.
  7. Like
    Aquila-SmartWargames reacted to 37mm in CMA Unofficial Screenshot Thread   
  8. Like
    Aquila-SmartWargames reacted to Combatintman in Custom 3D Models and Mods Compilation   
    I spent ages making that map and you destroy it in less than four minutes you hooligan 😉
  9. Like
    Aquila-SmartWargames got a reaction from 37mm in Custom 3D Models and Mods Compilation   
    How to quickly add Custom Models to Scenarios Without Getting Spoilered
    Adding custom models to scenarios without getting spoilered about friendly and enemy forces composition:- You can add your own custom models to scenarios by opening them in the CM editor. You can navigate and modify map objects without getting spoilered about friendly or enemy forces composition and with some practice it doesn´t take long. Usually I find it rather annoying that you have to access 3 different screens in order to check & modify map and unit placement but for doing on the fly eye candy map edits prior playing it has a plus.
    I replaced trafficlight1.mdr to trafficlight5.mdr as there are not much traffic lights in the jungle and as tall and slim objects are the best for custom models because of draw distance and them being placeable in close porximity (see post here covering this). In the picture you see the Hesco medium, cargo container which eventually were combined with LOS/LOF/Movement blocking walls.
    - Last time I checked the West Side Boys didn´t had a big personal cargo ship parked right in front of their door. But to test and showcase this on the fly method. its fine. Around 5 Minutes and zero thought were invested into placement. Imagine what it could look like with some proper consideration and care.
    - Big objects like the cargo ship are best placed in the background scenery however even the draw distance of stuff like traffic lights will be not enough on huge distances. For this perhaps replacing an unimportant vehicle and turn it into immobilized or wreck could give extra draw distance AFAIK.
    - I´ve noticed that 37mm`s PBR and the M48 may have better FOV behavior, if so this has likely to do with the BRDM-2 and T-55 hulls they use as a primer, if true, using big vehicle primer hulls would be generally better for all custom models.
    - I´ve experimented with putting buildings into my Aircraft Carrier and made a "mutiny battle aboard the aircraft carrier" experiment scenario. However when moving/zooming into the model the carrier fades out. Also the FOV issue is made worse when being so close to these Giants with the camera. It still was an unique way of enjoying CM and I had much fun with the test as I am not troubled by this downsides.
     
    Custom Models beyond the Map Edge:
    As you can see in the first video the cargo ship goes out of bounds aslong the primer object stays on the map. So if you increase the distance between primer object and custom model one could place stuff into the void as visualized in this professional drawing:

    From the first thoughts there is not much practical use for this other than some exotic ideas. One could place barrage balloons or ships into the empy void. One could create a big billboard with player information/rules floating in the air which is attached to a small primer flavor object with low draw distance, so that it fades out when the player is not looking at it. One could attach ships or balloons to invisible vehicles which drive around the map edge so you would have moving objects in the void. One could spawn a terrifying void god which rains down artillery via reinforcements you name it.  Time will tell if this possibility will become handy.
     
    Destructible Custom Models:
    - When custom models are used as flavor objects they can be cleared/destroyed either by artillery (confirmed) or by vehilce fire AFAIK. Same of course goes for the invisible LOS/LOF/Movement blocking walls inside them. From what I saw there it requires close and/or multiple hits and higher calibre ordnance to clear flavor objects as you can see that there is a chance that they will remain for quiet some time even under heavy artillery fire. However the invisble inside walls are all quick goners for sure in this test.
    - I pretty exciting when your base or whatever is getting hammered badly.
    - However if you want indestructible custom models its best to use wrecks or bunkers then for them. Nothing can remove them. In order to remain indestructible LOS/LOF/Movement blocking no matter what one also should use big modtagged wreck replacements. For indestructible movement blocking of infantry however a wreck is not enough, here you need to go somewhat creative and either work with impassable terrain tiles beneath or something similar.
    - Like already shown custom objects replacing (immobilized) vehicles can be used as reinforcements and victory condition goals.
     
    OP Barras Playthrough with H&E terrain & assets, custom map objects, and CMSF2 African Forces Mod  
     
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
  10. Like
    Aquila-SmartWargames got a reaction from sbobovyc in Custom 3D Models and Mods Compilation   
    Syria Wintermod Collection V2
     
    - Collection of various terrain & vehicle winter mods most come from CMBS, credit goes to the original authors. Renamed and substituted missing textures. Added some foliage skins. Syrian or Russian Forces vehicles are converted. When in your z folder any campaign/scenario you boot up will get the winter visuals. When using the Russian Forces mod alongside it the winter mod needs to load last (add zzzz to the wintermod folder for example).
    - Some of the vehicles shown are optional (Tigr, BTR-80). However I should´ve included winter skins for the vanilla UAZ and BTR-60 aswell.
    - The vehicles have different winter camo, some are just partially covered by winter camo. I did this on purpose as I enjoy this non-uniform look.
    - I designed this specifically for a Syria Civil War Hasrabit campaign playthrough. So all vehicles appearing in this campaign on both sides should get a winter paintjob. No infantry changes. But with below method you can complete any vehicle/uniform you wish for. 
    - Some of the vehicles were reskinned by using this quick method shown here. Obviously its not there to compete with hard work skins but I think this still produces great results, especially when using "enhance shadows", desaturate to grey for winter skins, to sepia for desert skins (see post on this here). If there are headlights etc. you don´t want to modify cut these texture parts out before desaturizing and afterwards "paste in place".
     
    In action:
     
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
  11. Upvote
    Aquila-SmartWargames got a reaction from 37mm in Custom 3D Models and Mods Compilation   
    Well then there should be the possibility for me to use modified hedges/bocage/tall bocage as vehicle camo.
    M48 Patton with Seatchligh V4 Camo + M60 V4 Camo (previous post)

    - Added woodland camo to the M48. Again nothing professional just a placeholder until one comes up with better skins. I suspect a simple olive paint job with lots of vanilla vehicle gear would look pretty good. By default the M48 replaces the T55MV
    - Refined the desert camo on the M60 which by default replaces the T62M
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
  12. Like
    Aquila-SmartWargames reacted to JM Stuff in Heaven & Earth: Project discussion thread   
    Hi Aquila-CM this is the thread talking about British uniforms woodland, but I dont find the mod (if there is already one ???)
    I know something about USA but not about  British, see also CMMODs III... any help will be welcome !!
  13. Like
    Aquila-SmartWargames got a reaction from The Steppenwulf in Steppenwulf's Modded Flavour Objects for SF2   
    I´ve just discovered this, looks really good.
    For Hescos its mandatory to replace tall/narrow objects like streetlamps or telephone poles in order to allow the Hescos to be stacked closely together. Replacing bigger objects like shelters or crates with the Hescos will lead to "collision" and cause the hescos to get displaced. This Combined with a concrete wall with (modtagged) invisible concrete wall textures would provide the scenario maker with a decent and functional fortification.
    It is not "fool/cheat proof" however. A player could decide to destroy the invisible concrete wall and walk/drive/shoot trough the Hesco model. However I personally believe this limitation and asking the player from refraining to exploit it can be noted in the briefing and most mature players would show little interest in going for this exploit as in the end they would harm their very own experience the most. Its more likely to happen by accident. For this reason artillery missions that may be used against this fort by AI or player should be considered when going for this as they have a chance to blow the invisible walls up. Same applies to some extend to vehicles with bigger calibre weapons if they engage enemies near the hescos or the entrance.
    I don´t know much about terrain tiles and wether placing an impassable terrain tile beneath the hesco is possible but if so this could be an option too if one wants to absolutely take all measures to prevent players from exploiting. However LOS could be still established by destroying the wall and would require to explore more (overly) complex techniques like applying invisible trees, bushes or other less/indestructible LOS blocking objects. But again I think all of this tinkering is not required as mature players if instructed should show less interest in a "haha look I exploited your little custom fortification here!". 
    Combining Hescos with indestructible wrecks of tall/broad vehicles (f.ex. Marines AAV7) with modtagged invisible textures in combination with impassable terrain (beneath/in front, if possible) could perhaps provide an even more ultimate and fool-proof solution but I never tested this.
    There are alot of possible solutions for this, However from what we currently know it requires some combination effort, out-of-the-box thinking, and was not tested alot before either, so it is quiet understandable that all of this is not for everyone.
  14. Like
    Aquila-SmartWargames reacted to 37mm in Heaven & Earth: Project discussion thread   
    Not too bad, I think I'll resize the Junks that @Aquila-CM provided us.
  15. Like
    Aquila-SmartWargames reacted to The Steppenwulf in Steppenwulf's Modded Flavour Objects for SF2   
    So.... with Hesco Barriers it occurred to me that they are not likely to be ever used in ones or twos but only as part of a larger fortification. So I dumped the idea of just having individual barriers as flavour objects and instead created full bastion walls as single objects.

    Below are screenshots of what we have. 
     

    Not sure what looks best though the temperate or desert look?!  
     

    I must add a big caveat about these particular models; as I discovered some time ago, large objects come with issues that I believe are so bad that they aren't perhaps a good idea to actually use them (Aquilia has noted the same in his recent posts but with some neat innovative workarounds). That said the meta data values that sbobovyc script is now able to identify, offers a way forward to resolve these issues. I plan to apply some time to this and we shall see what can be discovered.
  16. Upvote
    Aquila-SmartWargames got a reaction from JM Stuff in Heaven & Earth: The Delta   
    Include this beautiful trailer as optional intro.wmv goodie into the modpack. I want to watch this whenever I go on an H&E playthrough.
  17. Upvote
    Aquila-SmartWargames got a reaction from 37mm in Heaven & Earth: The Delta   
    Include this beautiful trailer as optional intro.wmv goodie into the modpack. I want to watch this whenever I go on an H&E playthrough.
  18. Like
    Aquila-SmartWargames got a reaction from Sgt.Squarehead in Heaven & Earth: The Delta   
    Include this beautiful trailer as optional intro.wmv goodie into the modpack. I want to watch this whenever I go on an H&E playthrough.
  19. Like
    Aquila-SmartWargames got a reaction from Sgt.Squarehead in Custom 3D Models and Mods Compilation   
    Insurgents from my ongoing Syrian vs NATO campaign raided a Lebanese vehicle depot near the border and eventually gained control over operational M60 tanks which received new paint jobs:

    In action:
    However some of them are still left in pretty bad shape:

    These two variants were created in under 5 minutes and are examples of that even without UV/material/mapping skills one can create decent looking paint jobs. By simply googling terms such as "camo texture" "rusty metal texture" "olive metal texture" qickly texture patterns can be found that can be converted to bmp (shown in previous post) and then assigned as new textures in blender (also shown in previous post).
    Next step could be then to invest some further minutes into refining the camo texture.bmp in GIMP2/Photoshop etc. in order to make it look less clean/more natural which I did not yet.
    Nevertheless for best quality and detail, UV maps/texture/material editing is the golden standard. I have good hope that skilled individuals like @Geezer  will manage to dig into all of this in order to provide quality texture work.
  20. Like
    Aquila-SmartWargames reacted to Geezer in Custom 3D Models and Mods Compilation   
    Been working with Aquila on importing Max models into Blender, and then into CM2.  We have a problem with texture mapping - it is not possible to skin the new models with anything but generalized artwork.  So, working in Max, I am remapping the M60A3.  If I can get it looking half-way decent in Max, it should be possible to then export the model (plus mapping and artwork) to Blender.  Go to link below, click Combat Mission, and view "Distortion" and "Reduced Distortion" to see the difference between the original UV mapping and my new UV mapping.
    https://postimg.cc/gallery/s0wo6kum/
     
  21. Like
    Aquila-SmartWargames reacted to Geezer in New 3D Models - Maybe   
    An example of how early desert war stuff could be adapted to late war Italy.

  22. Like
    Aquila-SmartWargames reacted to Geezer in New 3D Models - Maybe   
    I'm currently working with the Shock Force guys to see if I can import flavor models into CM, as I am interested in the next release of Fortress Italy.  Some Samples.  Will keep you posted with progress reports.


  23. Like
    Aquila-SmartWargames reacted to Vergeltungswaffe in Custom 3D Models and Mods Compilation   
    This thread continues to shock and amaze.
  24. Like
    Aquila-SmartWargames reacted to MOS:96B2P in Custom 3D Models and Mods Compilation   
    +1.  Nice!!!
  25. Upvote
    Aquila-SmartWargames got a reaction from MOS:96B2P in Custom 3D Models and Mods Compilation   
    Insurgents from my ongoing Syrian vs NATO campaign raided a Lebanese vehicle depot near the border and eventually gained control over operational M60 tanks which received new paint jobs:

    In action:
    However some of them are still left in pretty bad shape:

    These two variants were created in under 5 minutes and are examples of that even without UV/material/mapping skills one can create decent looking paint jobs. By simply googling terms such as "camo texture" "rusty metal texture" "olive metal texture" qickly texture patterns can be found that can be converted to bmp (shown in previous post) and then assigned as new textures in blender (also shown in previous post).
    Next step could be then to invest some further minutes into refining the camo texture.bmp in GIMP2/Photoshop etc. in order to make it look less clean/more natural which I did not yet.
    Nevertheless for best quality and detail, UV maps/texture/material editing is the golden standard. I have good hope that skilled individuals like @Geezer  will manage to dig into all of this in order to provide quality texture work.
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