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Aquila-SmartWargames

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  1. Like
    Aquila-SmartWargames got a reaction from Sgt.Squarehead in Custom 3D Models and Mods Compilation   
    Alright I´ve just tested the H&E mod and thought about creating something new.
    M60 Patton Tank (Experimental/Alpha)

     
    In Action:
    - was created in half of an hour so its rough
    - Has a working track
    - Texture are vanilla CM supplements but can be modified/changed to something better
    - has a working turret and muzzle. However the turret is currently rotating in the wrong axis which looks obviously awkward. This should be fixable in blender by modifying/switching the turret axes (the three colored arrows) but I yet don´t know how this can be done. Perhaps someone else can figure it out.
    - Can be used as vehicle, flavor object, mission objective etc etc. 
    - replaces the T55 1974 but can replace any other tank/vehicle/object by simply renaming the .mdr files
    - Download and blender project file in the dropbox, feel free to fix/mod it.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    - Can be used for modern scenarios aswell due to the fact that the M60 is still in service of several armies to this day (although most are modernized of course)
  2. Like
    Aquila-SmartWargames got a reaction from 37mm in Custom 3D Models and Mods Compilation   
    Alright I´ve just tested the H&E mod and thought about creating something new.
    M60 Patton Tank (Experimental/Alpha)

     
    In Action:
    - was created in half of an hour so its rough
    - Has a working track
    - Texture are vanilla CM supplements but can be modified/changed to something better
    - has a working turret and muzzle. However the turret is currently rotating in the wrong axis which looks obviously awkward. This should be fixable in blender by modifying/switching the turret axes (the three colored arrows) but I yet don´t know how this can be done. Perhaps someone else can figure it out.
    - Can be used as vehicle, flavor object, mission objective etc etc. 
    - replaces the T55 1974 but can replace any other tank/vehicle/object by simply renaming the .mdr files
    - Download and blender project file in the dropbox, feel free to fix/mod it.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    - Can be used for modern scenarios aswell due to the fact that the M60 is still in service of several armies to this day (although most are modernized of course)
  3. Like
    Aquila-SmartWargames got a reaction from Sgt.Squarehead in Possibly Interesting New Perspective For Scenario Designers   
    Playing a vs. cartel campaign in the "ruthless war/black ops" mood of movies like Sicario 1/2 would be a dream come true.
    The cartel faction could be represented well for example by using some of the vanilla combatants/spy combined with the African UNCON mod. Latter may just need minor face texture modification. 
     
  4. Like
    Aquila-SmartWargames reacted to Sgt.Squarehead in Possibly Interesting New Perspective For Scenario Designers   
    Given the countless comprehensive mods already circulating, this:
    https://foreignpolicy.com/2018/09/21/the-coming-crime-wars/
    May have a lot of potential as a source for scenarios. 
  5. Like
    Aquila-SmartWargames reacted to RockinHarry in Custom 3D Models and Mods Compilation   
    big thanks. that´s what I was looking for. Fingers crossed I can get it all to work and deal with bits of CMBN and CMFB environments. 
  6. Like
    Aquila-SmartWargames got a reaction from umlaut in Custom 3D Models and Mods Compilation   
    This is my "way and method" how I got to the finish. Perhaps there are steps that aren´t required or not best.
     
    CUSTOM FLAVOR OBJECTS FOR WW2 AND MODERN AQUILA METHOD:
    1) Install Anaconda Python 3.X (Google)
    2) Install Blender Software (Google)
    3) Install a Photoshop Software. Free good Tool: GIMP2 (Google)
    3) Check CM2Tools Plugin Authors Github page https://github.com/sbobovyc/CM2Tools for info and plugin download. Also his BFForums thread (1st post) Watch Plugin Author´s Import/Export Tutorial (1st Post)
    4) Install Plugin like shown in these Videos
    5) Take the original .brz files in data of your WW2 or Modern CM2 game and put it into "Input" of Combat Mission X/ModTools/Rezexplode and unpack them
    6) Go and find a custom 3D Model of your liking in one of the Blender formats (advanced users may convert them). You can check comptatible formats in Blender under File/Import. Free 3D Databases in 1st Post and recent big post of me. Check that it comes with textures. 
    7) Start Blender, delete the placeholder cube you don´t need it, with add/lamp/hemisphere in the lower interface you can make everything brighter. It is sometimes very dark.
    8 ) I start with importing an original "primer" Cm2 flavor object. Without this step no custom models show up in CM2 (there is likely some essential info stored into them). They are located in your unpacked CM2 game files. Often under terrain/flavor objects/models. Import for example "shelter1.mdr" into blender with file/import/mdr. Check "import metadata" and "transform", I have 4 checkmarks there. May not be required for flavors but for standarization I always do this. For smaller projects you can use smaller stuff like crate1.mdr.
    9) You see a CM2 shelter, there is a small ball dropdown in the lower interface, you can change to "materials" or "textures" so see it with textures
    10) Now again file/import/ choose the format of your custom model download and import it aswell. Check if textures are shown, I am no 3d artists some models are riddles and I dismiss them because I can´t handle them. Easy model to start training was the fire truck and ambulance https://www.turbosquid.com/FullPreview/Index.cfm/ID/432872
    11) You see it, it may be extremely gigantic, extremly small, you need to resize it and move it with these three colored arrows, some objects have multiple entities, use usual windows shift commands for multi selection to move all at once to keep them in cohesion. The original CM2 shelter is your orientation. Where the CM2 shelter is, is the center, where its fundament is, is the ground. Delete stuff you don´t want with right  click "delete hierarchy" in the right interface (I call it Order of Battle, first time is like a battle but don´t give up 😂) . You can move stuff into the space of the original Shelter, no problem but AVOID moving,modifying the box, its your center of the world. Use undo/redo under lower interface/object if you mess up. You can perhaps modify it but I don´t know how and it often leads to problems when exporting with flying models in the sky etc.
    12) When you are done, move every custom entitity into the shelter´s folder in the right interface (pros call it make it parent), you can do that by simple drag and drop the symbol of the entitiy. (Author´s Tutorial shows this).
    13) Textures of custom models most time come with wrong format. Start GIMP2, load textures into it, go to export, choose file extension "BMP", check 24bit and "do not write info bla" and export it. This is the required format for CM2. 
    14) Now difficult part you need to replace the texture connections in BLENDER with new BMP. Its in the Right Interface looks like a chessboard ball and square. There you need to remove (x symbol) and to add the bmp. This is somewhat complicated and I to this day don´t know what I am doing. With Trial and Error you get everything show up with your texture.BMPs
    15) (optional) you can turn models or model parts invisible with a blank texture (post attachment) in CM2. Also your primer shelter if it is outside the custom model for example.
    15a) IMPORTANT: There is something I forget, some models need to be "triangulated". Sounds super complicated but what you just need to do is select the custom model entity, press TAB, and then SHIFT+T, done. If you ever see a "perforated" custom model in your CM game its this step you´ve missed.
    16) When everything is textured you are now ready to export. In the right interface select the root entry (your shelter.mdr entitiy with all bells and whistles in it), right click, select hierarchy, everything gets an yellow outline. Check that you are on OBJECT MODE (lower interface) Go to file/export/mdr and do it, make sure that "export metadata" is OFF and do it.
    17) create a folder with your new .mdr file and put all textures in it you´ve used. For reverse engineering and helping others I suggest you save an additional blender file (file/save) and put it into it so others can learn from this.
    18) rename the untitled.mdr to an flavor object of your liking. Draw Distance is dependant on what you replace. Do not make a cargo ship and call it crate1.mdr, very bad idea it will pop out after 100m distance. Better draw distance comes from big stuff like shelter1,2,3.mdr and best likely are street trafic light or Black Sea monument or big WW2 shelter.
    19) throw your ready folder into the Z mod folder
    20) go into editor, map, flavor objects place the flavor object you just´ve replaced and check, first time errors will happen you WILL see nothing, you WILL see black models, process of learning but you will prevail.
     
    CUSTOM VEHICLES FOR WW2 AND MODERN AQUILA METHOD (just different step):
    16) Turn "EXPORT METADATA ON", do not forget otherwise all tire and track wheels will look like you´re watching a Transformers movie. This on the other hand means there are difficulties replacing vehicles or vehicle parts with custom models as custom models require "EXPORT METADATA OFF" so if you want a custom ride with wheels or track wheels with current CM2 tools this seems not possible AFAIK but you can do surely do boats as these naturally don´t require wheels.
    HOWEVER: You can mix/match several CM2 vehicles by importing them all and switching their parts. Its a bit like playing Car Mechanic simulator, no joke 😂. NEVER FORGET when importing set "IMPORT METADATA" and "TRANSFORM" and always "EXPORT METADATA" when working with vehicles, do alot of backups, if you once miss this and save info is lost, I lost an hour work because I forgot as you don´t notice that you forgot to import/export metadata. Since this I always stop breathing for a moment when I give my custom CM rides the first move command. 
    You can also sculpt and cut parts by moving the vertices or selecting specific model parts in EDIT MODE (Tab) with Wireframe Model (Z) and deselecting (A) (pixels that connect everything) in edit mode. I always USE DELETE FACES not delete vertices as otherwise I got export errors afterwards. Check my Humvee V2 creation video, no commentary for doing this live. But sculpting completely new vehicles out of existing ones requires 3D Artist maestros and is alot of work. 
    I had 5-10 lines of text in mind before writing this, very naive. Honestly now after writing this I see that a written tutorial wasn´t the best idea and I don´t know if this will make any sense but perhaps it helps one and somebody can come up with a decent video tutorial. Don´t get scared by Blender´s interface, for Combat Mission stuff you do not need 99,9% of it.
    blank.bmp
  7. Like
    Aquila-SmartWargames got a reaction from Boche in Custom 3D Models and Mods Compilation   
    Welcome to CM modding Geezer. 
    Your knowledge and experience will come in handy for sure. Glad to see several people here getting into custom models modding. About the Glider .obj I´ll send my email contact via pm. If you run into questions or troubles you can also contact me on Discord Aquila#8952 as I am not often around here lately.
    No worries. You and everyone else feel free to discuss and present your projects or ideas here.
  8. Upvote
    Aquila-SmartWargames reacted to Combatintman in Heaven & Earth: Project discussion thread   
    Secondary School:

     
  9. Upvote
    Aquila-SmartWargames reacted to 37mm in Heaven & Earth: Project discussion thread   
    I'm actually kind of enjoying this map making lark,.
    A small village (and its associated Rice Paddies) astride of the highway & rail line & to the North of Bong Son...


     

    ... still awhile to go.
  10. Upvote
    Aquila-SmartWargames reacted to 37mm in Heaven & Earth: Project discussion thread   
    I've made some changes to the modpack based on this map-making attempt, so it's certainly been a productive exercise.
    Either way, there's no mistaking this map for Syria!



    PS
    It is kinda funny checking out our maps without the modpack...

  11. Upvote
    Aquila-SmartWargames reacted to Mord in Heaven & Earth: Project discussion thread   
    Pertaining to our conversation in the other thread about moving Black Sea's mdr files into SF2. Here's a test I just did moving CMBN's mdrs and textures into SF. It was a quick check and I didn't rename anything etc. You get the sloped roofs without doing any model work. The flat roof textures ended up on the peaks but I didn't bother delving deeper into what needed to be renamed (or if it's even possible) to get the BN roof texture to show. There's still  at least one flat roof present, which could come in handy, or be renamed to get the slope.
    Anyway, something to consider when you go back to the Euroscape mod. Might be less work if the roof textures are a simple renaming of bmps.

     
    Mord.
  12. Like
    Aquila-SmartWargames reacted to Geezer in Heaven & Earth: Project discussion thread   
    Sgt Squarehead suggested I post in this thread.  I'm a newbie with previous mod experience in other sims, and I'm interested in - perhaps - modding CM.  In exchange for being shown the mod ropes, I'm willing to adapt some already existing Asian object models to CM plus make a few more for Heaven & Earth.  A few sample shots below.  They are lowish polycount models intended for static window dressing - "flavor" models, roughly equivalent to LOD2 models that should not impact the game's performance very much.  The UVW maps and artwork would have to be reworked to fit CM's requirements.  Additionally, I already have a few high polycount models plus can also make a few new ones.



  13. Like
    Aquila-SmartWargames reacted to Sgt.Squarehead in Heaven & Earth: Project discussion thread   
    Here's another of the delta:

    Meh! 
    Not too happy with the jungle in the background.....Back to adding foliage. 
  14. Like
    Aquila-SmartWargames reacted to Geezer in Custom 3D Models and Mods Compilation   
    Newbie here.  Still surfing the threads to get a feel for the different versions of CM, but I have modding experience - samples below - and can send you the above glider in .obj format.  Let me know how you want to transfer the file to you.


  15. Like
    Aquila-SmartWargames reacted to JohnO in Custom 3D Models and Mods Compilation   
    Not trying to take anything away from other peoples post but thought I would post my little project.
    I have finished working on the CMBS vehicles and just finished working on the spare tires and antennas for CMSF2. Here is a screenshot. Will start to add gear to the vehicles.

     
  16. Like
    Aquila-SmartWargames reacted to MOS:96B2P in Custom 3D Models and Mods Compilation   
    These billboards are very useful and user friendly. 





  17. Like
    Aquila-SmartWargames reacted to JohnO in Custom 3D Models and Mods Compilation   
    Yes, I did, I've been doing some reading and watching a lot of youtube videos 😐 Right now watching videos on how to add textures.
    Here showing the hatch close.

    To close the hatch you have to use the rotate key (arrow). When you select it you will get this tool. Select either red, green, or blue which will rotate the object. 

    Hope this help.
  18. Like
    Aquila-SmartWargames reacted to MOS:96B2P in Custom 3D Models and Mods Compilation   
    Dumpster fire. 

  19. Like
    Aquila-SmartWargames reacted to Garrett124 in Flavor objects wont stay in the location placed?   
    Was able to get the walls invisible. Stone wall seems to work with it very well and after playing with the fortifications an hescos i came up with some nifty combos as well. I just wanna re thank all you guys for helping out so quickly. Hopefully i can turn some thing out soon. 
  20. Upvote
    Aquila-SmartWargames reacted to 37mm in Heaven & Earth: Project discussion thread   
    Most of my various blender experiments have been pretty disappointing today, however I did get this little baby working...
    Another link.
    https://imgur.com/dohWGWm
    If you can't see the link, here's the 25mb file*..
    https://1drv.ms/v/s!Ar0-nWIeMPIA2HtJHwp43aQDG5Je?e=DH8xyv
  21. Like
    Aquila-SmartWargames reacted to 37mm in Heaven & Earth: Project discussion thread   
    By default, all rifle grenadiers carry two weapon models... the primary weapon with a dud GL & a GL with a dud primary weapon.
    You don't notice the switch normally because both weapons models are visually identical.
    I just changed the GL model to the imported M79 & then the primary small arm to our M16's... since yesterday I've changed the GP-30 sound too.
    Job done.
    @Aquila-CM had figured out that this could be done when he saw the weapons models too.
  22. Like
    Aquila-SmartWargames got a reaction from quakerparrot67 in Custom 3D Models and Mods Compilation   
    In the course of dozen playthroughs and experiments with Blender/CM2 Tools (http://community.battlefront.com/topic/118928-combat-mission-modding-tools/) several assets were created which I want to share with the community:
    Big Cargo Ship

     
    BF109

     
    Radar Station

     
    Downed Blackhawk

     
    Fire Truck

     
    Ambulance

     
    Barricade + optional Smoke/Burn Stash (Wreck, an invisible alternative is created by 37MM)

     
    Barricade (three sizes)

     
    Humvee V3 Woodland (Randomized Gear)

     
    Humvee V3 Desert (Randomized Gear)

     
    Humvee V2 Geardo Desert (Permanent Full Gear) 

     
    AFRICAN UNCON (now also including conventional African Forces conversion by 37MM, original work by MikeyD) 

     
    Falklands War Scorpion, Scimitar, and Argentinian LVTP-7 conversion

     
    Makeshift VBIED

     
    Humvee Wreck

     
    Uncaged M2 Stryker

     
    Marines to Army Special Forces or Navy SEALS conversion skins (including work of mjkerner, Combatinfman, Blimey)

     
    BMP1/2 to BMD1/2 conversion (with corrected hatches)

     
    Desert KAMAZ Skin

     
    Marines frankensteined Armored MTVR Skin

     
    New Syrian Special Forces and Woodland vehicles (based on the work of various modders)

     
    Syrian Winter Mod (just terrain and partial "winterization" of vehicles, created for a Hasrabit Campaign playthrough)

     
    PK Pickup to PK UAZ conversion

     
    Russian Forces (original work Euroscape + various modders)

     
    US Army & Marines Woodland Forces (original work Euroscape + various modders)

     
    All these mods and many more can be found in this Dropbox:
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    Credits to modders, 3D-Artists, and Battlefront.
    For better quality footage and more information about 3D custom models check out the recent videos & descpriptions here:
    https://www.youtube.com/channel/UCeK7fSyoEE8aorVLlVfNcAQ
    The custom flavor objects have a "crate1" box placed into their center. Click it to interact with its placing. Zoom into the model if difficult. There are some FOV issues with bigger flavor objects can perhaps fixed by making the original "crate1" box bigger in Blender/CM2tools. Combine flavor objects with "visible/invisible" wreck objects to give them obstacle characteristics.
    Good free library of 3D models you could use for importing. .max does not work with Blender. There are others.
    http://www.cadnav.com/
    Tutorials on Blender and CM2Tools can be found here:
    https://www.youtube.com/watch?v=lkbTOSIrNV0&feature=youtu.be
    https://www.youtube.com/watch?v=MXVAMaELSao&feature=youtu.be
    The main intent was to explore the possibilities of this method. As I see this as accomplished I´ll step back now and hope it will motivate others to get into it. Prior getting into custom CM models I had absolute zero experience in 3D modelling, Blender or whatever but found my way into it in a short period of time and once you figure out the specifics it is not that difficult. Give it a try.  Anyone interested in custom CM models can reach out on Discord.
    Happy wargaming.
  23. Like
    Aquila-SmartWargames got a reaction from Garrett124 in Flavor objects wont stay in the location placed?   
    You don´t need to rethink your scenario planning.
    Do not replace the Hesco barrier for the shelter (or other wide flavor objects) as this will cause collision issues due to the shelter´s big size. Again custom models inherit the attributes of the replaced object.
    For the Hesco and other touching objects its best to replace streetlamp traffic lights and telefonpoles.  These objects are slim and won´t cause collision issues. Name the Hescos for example trafficlight1.mdr and you will see that they can be placed tight and "touched". 
     I know there are shelter files in the download. They are just for testing and shouldn´t be used. I removed them and uploaded a Hesco V2 to my Dropbox.   
  24. Upvote
    Aquila-SmartWargames reacted to 37mm in Heaven & Earth: Project discussion thread   
    Another "tidbit" & my first blender vehicle experiment...
     
  25. Upvote
    Aquila-SmartWargames reacted to MOS:96B2P in Custom 3D Models and Mods Compilation   
    The new billboard flavor object can also be used as bulletin boards and SitMaps etc.   Pretty cool.  I have to learn to lower them so I can get them inside a building and also raise them so they can be placed on the second floor above a storefront etc. 



     
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