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Aquila-SmartWargames got a reaction from 37mm in Custom 3D Models and Mods Compilation
Tiger Late with Woodland/Snow Camo
- a camo port of the previous one for the late Tiger with standard woodland + [snow] tagged version added.
- should work in all CMWW2 games as AFAIK they all have the late Tiger.
- alignment wasn´t modified from the previous mod and thus is not perfect as obviously the late Tiger is different from the early one.
- commander hatch now without issues, perhaps something wrent wrong in the previous camo net release one as the "origin" (the three colored arrows in blender) of the hatch was not placed at the hinge of the hatch (thanks @sbobovyc for the info).
- the video shows just a light snowy base skin but for the demo its okay. The camo nets would look more beautiful with a proper snowy Tiger skin.
Simple method to create snow and desert skins in seconds in GIMP 2
1) GIMP2 free photoshop tool
2) With it open your texture of interest
3)Decide if you want to modify the complete texture, or select specific parts of the texture, or temporarily cut out parts you don´t want to colorize (vehicle lights etc.) and paste them in back in place when you´re done.
4a) Upper UI -> Colors -> Desaturate -> Colors to Gray will turn it into a snow skin
4b) Upper UI -> Colors -> Desaturate -> Sepia will turn it into a desert skin
5) done and save it
6 optional) refine it further (some good options are color-> saturation/brightness and contrast/hue chroma)
And be a cool guy and provide your creations to the community by either uploading it to CMMODS, clouds, or file hosters. Some options just take seconds and don´t be afraid about people being judgemental, The majority of the CM community are happy about every mod or skin.
https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
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Aquila-SmartWargames got a reaction from Sequoia in Custom 3D Models and Mods Compilation
MTVR Full Desert
The Marines of my Rolling Lords of War campaign playthrough decided to give their beloved trucks a complete desert paintjob:
You can see them in action here:
I´ve recorded the method I´m using for these jobs. Its not perfect but shows a quick/cheap way and requires little photoshop expertise. Use it along the info in my recent post:
About Terrain Modding
Alot of the terrains are exchangeable between the CM games and some additional where created by modders. When it comes to CMSF2 Syria (and other Middle Eastern countries) aren´t all about desert and just arid terrain but you can find plenty of diverse conditions and regions there. To give you some visual diversity or to depict specific regions you have plenty of terrain options that can be quickly utilized:
Euroscape terrain:
Gives a green/"European" like experience. As it is hard to find a public link I´ve uploaded it to my clouds. It is just the terrain & buildings not the full package and neither the original mod. Combine it with the Russian Forces Mod and CMBS buildings in order to get a Euro Cold War experience.
In action (together with the US/Marines Woodland & Russian Forces conversion & CMBSHD Mod Buildings)
Syrope Terrain:
Its greener than Euroscape and links are still available here:
In action:
Using Terrain files from your other CM games
By using the tool rezexplode which ships with your CM game you can unpack the terrain from your CM games. Its a folder called "terrain" and you can then copy it into the z folder of another CM game. The ground and roads folders are pretty straightforward and also buidlings work for the most part but watch out with foliage files. I´ve experimented with porting trees or bushes but for me it often ended up with invisible bushes or trees. I don´t know much about foliage modding and porting may know more about the limitations or how to get it done. For beginners I recommend only to copy ground, roads, and if desired buildings files. Buildings are like a surprise bag you never know how they will look like in your other CM game. Especially the CMBS buildings provide you with a more colorful buildings palette which can be very pleasing after seeing the same grey/tan CMSF buildings for a long time or especially for heavy urban scenarios.
My buildings favorite: CMBSHD Buldings mod in CMSF2
My terrain favorite: CM Fortress Italy terrain in CMSF2
Both in action:
Syria Winter Terrain
Yes it can snow in Syria. You´ll find the winter mod in the clouds. I think I extracted it from the CM Red Thunder Winter mod.
https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
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Aquila-SmartWargames got a reaction from Erwin in Custom 3D Models and Mods Compilation
Tiger Late with Woodland/Snow Camo
- a camo port of the previous one for the late Tiger with standard woodland + [snow] tagged version added.
- should work in all CMWW2 games as AFAIK they all have the late Tiger.
- alignment wasn´t modified from the previous mod and thus is not perfect as obviously the late Tiger is different from the early one.
- commander hatch now without issues, perhaps something wrent wrong in the previous camo net release one as the "origin" (the three colored arrows in blender) of the hatch was not placed at the hinge of the hatch (thanks @sbobovyc for the info).
- the video shows just a light snowy base skin but for the demo its okay. The camo nets would look more beautiful with a proper snowy Tiger skin.
Simple method to create snow and desert skins in seconds in GIMP 2
1) GIMP2 free photoshop tool
2) With it open your texture of interest
3)Decide if you want to modify the complete texture, or select specific parts of the texture, or temporarily cut out parts you don´t want to colorize (vehicle lights etc.) and paste them in back in place when you´re done.
4a) Upper UI -> Colors -> Desaturate -> Colors to Gray will turn it into a snow skin
4b) Upper UI -> Colors -> Desaturate -> Sepia will turn it into a desert skin
5) done and save it
6 optional) refine it further (some good options are color-> saturation/brightness and contrast/hue chroma)
And be a cool guy and provide your creations to the community by either uploading it to CMMODS, clouds, or file hosters. Some options just take seconds and don´t be afraid about people being judgemental, The majority of the CM community are happy about every mod or skin.
https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
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Aquila-SmartWargames reacted to sbobovyc in Custom 3D Models and Mods Compilation
To get started with texture mapping in Blender, checkout the "UV Editing" view in blender. You can change your views by clicking on the left drop down in the (1) box.
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Aquila-SmartWargames reacted to Sgt.Squarehead in Custom 3D Models and Mods Compilation
Hopefully this was a factor:
More here:
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Aquila-SmartWargames reacted to Sequoia in Custom 3D Models and Mods Compilation
Wow, all this new stuff is almost as good as a new release. A million thanks!
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Aquila-SmartWargames reacted to Sgt.Squarehead in Custom 3D Models and Mods Compilation
I'll second that.....Many thanks @Aquila-CM, your work is both revolutionary and inspiring.
PS - I absolutely guarantee you'll be seeing several of these items in 'Bong-Hai' (Heaven & Earth Mod), it's just a matter of time!
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Aquila-SmartWargames got a reaction from Sgt.Squarehead in Custom 3D Models and Mods Compilation
BTR-82 Release (CMSF2 and CMBS)
Desert:
Green
Video:
https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
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Aquila-SmartWargames got a reaction from Sgt.Squarehead in Custom 3D Models and Mods Compilation
MT-LBM-6MA (MT-LB V2) Release (CMSF2 and CMBS)
Desert
Green (CMBS Original with Added Gear)
The MT-LBM-6MA comes with a 14.5 and 7.62mm dual weapon turret. I didn´t know that this vehicle variant existed in CMBS but it is a perfect match for SF2´s BTR.
- desert and green version available
- hatches corrected
- random gear added, gear comes with a dedicated gear texture which is only used by this MT-LB and which can be customized for example to make it greener
- replace the dedicated gear texture with a blank.bmp to remove the gear.
- new model can be used in CMBS alike, just rename the .mdr files to "mt-lbm-6ma.mdr" and "mt-lbm-6ma-lod-x.mdr". Hatches may behave different when disembarking as this is optimized for CMSF2´s BTR. However the often for model swaps troubling "Open Up" should work fine as it required no change.
- this model - no matter if used in CMSF2 or CMBS - is compatible with the already existing CMBS MT-LB texture mods out there. Replace the textures in the folder as you see fit.
- hatches are optimized for a BTR-60 replacement but it can also used for other vehicles such as the BRDM-2 (less passenger capacity). If you want to use it alongside my Makeshift APC mod I recommend to use the MT-LB for the BTR and the Makeshift APC for the BRDM-2.
- both versions in the clouds. I removed my old MT-LB mod.
https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
@Erwin The vehicles, skins, weapons, conversions you can use as simple "Z modfolder" jobs. The flavor objects need also to be placed in the Z folder but you shouldn´t do this blindly. They are primarily dedicated to scenario and campaign creators which then can replace specific flavor objects with them them and modtag them for their scenarios.
However "private users" still can use them but it requires extra work. You can basically open every scenario in the editor and place your own flavor objects into these missions without getting spoilered about enemy forces and positions. But it requires some knowledge about flavor objects and where to expect them. I started a scenario lately that features a radar station landmark, so I opened it in the editor and added the radar station. I often replace traffic light flavor objects as these are almost never used in rural/open terrain and they come with an excellent draw distance. But no matter if open or urban terrain with a good eye there are always unused flavor object slots with a good draw distance to be found for these personal edits. With some practice this just takes a minute.
blank.bmp
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Aquila-SmartWargames got a reaction from Sequoia in Custom 3D Models and Mods Compilation
BTR-82 Release (CMSF2 and CMBS)
Desert:
Green
Video:
https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
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Aquila-SmartWargames got a reaction from Sequoia in Custom 3D Models and Mods Compilation
MT-LBM-6MA (MT-LB V2) Release (CMSF2 and CMBS)
Desert
Green (CMBS Original with Added Gear)
The MT-LBM-6MA comes with a 14.5 and 7.62mm dual weapon turret. I didn´t know that this vehicle variant existed in CMBS but it is a perfect match for SF2´s BTR.
- desert and green version available
- hatches corrected
- random gear added, gear comes with a dedicated gear texture which is only used by this MT-LB and which can be customized for example to make it greener
- replace the dedicated gear texture with a blank.bmp to remove the gear.
- new model can be used in CMBS alike, just rename the .mdr files to "mt-lbm-6ma.mdr" and "mt-lbm-6ma-lod-x.mdr". Hatches may behave different when disembarking as this is optimized for CMSF2´s BTR. However the often for model swaps troubling "Open Up" should work fine as it required no change.
- this model - no matter if used in CMSF2 or CMBS - is compatible with the already existing CMBS MT-LB texture mods out there. Replace the textures in the folder as you see fit.
- hatches are optimized for a BTR-60 replacement but it can also used for other vehicles such as the BRDM-2 (less passenger capacity). If you want to use it alongside my Makeshift APC mod I recommend to use the MT-LB for the BTR and the Makeshift APC for the BRDM-2.
- both versions in the clouds. I removed my old MT-LB mod.
https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
@Erwin The vehicles, skins, weapons, conversions you can use as simple "Z modfolder" jobs. The flavor objects need also to be placed in the Z folder but you shouldn´t do this blindly. They are primarily dedicated to scenario and campaign creators which then can replace specific flavor objects with them them and modtag them for their scenarios.
However "private users" still can use them but it requires extra work. You can basically open every scenario in the editor and place your own flavor objects into these missions without getting spoilered about enemy forces and positions. But it requires some knowledge about flavor objects and where to expect them. I started a scenario lately that features a radar station landmark, so I opened it in the editor and added the radar station. I often replace traffic light flavor objects as these are almost never used in rural/open terrain and they come with an excellent draw distance. But no matter if open or urban terrain with a good eye there are always unused flavor object slots with a good draw distance to be found for these personal edits. With some practice this just takes a minute.
blank.bmp
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Aquila-SmartWargames got a reaction from Fizou in Custom 3D Models and Mods Compilation
Newest Release/Technique:
Okay a pair of Syrian soldiers and this radar station. Nothing new but look at the ground on the left. Here is a demonstration video what this is:
Terrain Cover
What it looks like in the editor:
This is basically a floating terrain object that allows to cover underground spaces or buildings.
Possibilities:
- Hide stashes or caches under them in caves which then need to be located by the player
- create underground tunnel systems
- create underground bunkers and basements
- the cover texture can be easily switched by any terrain or building ground texture or a new one can be created.
- if you have troubles with editor placement remove the blank.bmp texture which makes the primer shelter invisible
- with some size and height adjustments in Blender cover can be provided for deeper underground systems.
- its not hard to be located by the player, especially due to shader differences but it is still a nice method to get some underground/tunnel action into CM.
https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
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Aquila-SmartWargames reacted to Erwin in Custom 3D Models and Mods Compilation
Ok - thanks for the clarification. Keep up the fabulous work!
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Aquila-SmartWargames got a reaction from Erwin in Custom 3D Models and Mods Compilation
MT-LBM-6MA (MT-LB V2) Release (CMSF2 and CMBS)
Desert
Green (CMBS Original with Added Gear)
The MT-LBM-6MA comes with a 14.5 and 7.62mm dual weapon turret. I didn´t know that this vehicle variant existed in CMBS but it is a perfect match for SF2´s BTR.
- desert and green version available
- hatches corrected
- random gear added, gear comes with a dedicated gear texture which is only used by this MT-LB and which can be customized for example to make it greener
- replace the dedicated gear texture with a blank.bmp to remove the gear.
- new model can be used in CMBS alike, just rename the .mdr files to "mt-lbm-6ma.mdr" and "mt-lbm-6ma-lod-x.mdr". Hatches may behave different when disembarking as this is optimized for CMSF2´s BTR. However the often for model swaps troubling "Open Up" should work fine as it required no change.
- this model - no matter if used in CMSF2 or CMBS - is compatible with the already existing CMBS MT-LB texture mods out there. Replace the textures in the folder as you see fit.
- hatches are optimized for a BTR-60 replacement but it can also used for other vehicles such as the BRDM-2 (less passenger capacity). If you want to use it alongside my Makeshift APC mod I recommend to use the MT-LB for the BTR and the Makeshift APC for the BRDM-2.
- both versions in the clouds. I removed my old MT-LB mod.
https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
@Erwin The vehicles, skins, weapons, conversions you can use as simple "Z modfolder" jobs. The flavor objects need also to be placed in the Z folder but you shouldn´t do this blindly. They are primarily dedicated to scenario and campaign creators which then can replace specific flavor objects with them them and modtag them for their scenarios.
However "private users" still can use them but it requires extra work. You can basically open every scenario in the editor and place your own flavor objects into these missions without getting spoilered about enemy forces and positions. But it requires some knowledge about flavor objects and where to expect them. I started a scenario lately that features a radar station landmark, so I opened it in the editor and added the radar station. I often replace traffic light flavor objects as these are almost never used in rural/open terrain and they come with an excellent draw distance. But no matter if open or urban terrain with a good eye there are always unused flavor object slots with a good draw distance to be found for these personal edits. With some practice this just takes a minute.
blank.bmp
-
Aquila-SmartWargames got a reaction from Erwin in Custom 3D Models and Mods Compilation
https://www.marcorsyscom.marines.mil/News/News-Article-Display/Article/1505738/marines-to-receive-more-m27s/
I think I saw some decent A2 models on CadNav
Would definitely make for a better swap.
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Aquila-SmartWargames got a reaction from Artkin in Custom 3D Models and Mods Compilation
I´ve just exchanged ideas with @3j2m7 about depicting the Balkan War or Israeli-Arab conflicts and noticed that I forget to mention this mini mod:
Six-Day War Vehicle Collection (Stug, Jagdpanzer, Pz. IV, T-34, T-55, Sherman, all with desert skins)
Similar to the Falklands vehicle conversion minimod this was also created. It includes Arab Stug, Jagdpanzer, T-34, and T-55 and the Israeli Sherman. If scenario designers should pick this up, they replace the static T-54 and static T-55 but keep in mind that there is no way to limit the fire arc of the STUG/Jagdpanzer so if you use them then only for the AI and place them in tank emplacements which limit their fire arc via terrain. A total conversion with infantry etc. if one would be interested should be certainly doable as most modern conflicts from post WW2 to up this date work pretty good with CMSF2s capabilities. Many infantry weapons of this war are already to be found in the various CM games. A Red vs Red scenario would be likely the best base and with the force selection trick you can also use further bluefor vehicles (and their reskinned/relocalized crews) if really required. You can do Red vs Red quickbattles and by human purchase and setup these tank battles fairly quick. Just have in mind what replaces what.
M1200 Armored Knight V2 for Recon Humvee
I think this was my first Blender modification created 3 weeks ago. Corrected hatches and removed the M2. Desert + Woodland Skin version.
MT-LB, BTR-70, BTR-70M, BTR-80 for BTR-60 Conversion
Replace your BTR-60 with other Russian APC with custom skins. Good for some enemy variety. (Credit to Euroscape authors for the BTR-70 skin). MT-LB swap is not very realistic as the real MT-LB has no 14.5mm.
SPG Makeshift Car
One of the first models.
https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
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Aquila-SmartWargames got a reaction from Erwin in Custom 3D Models and Mods Compilation
Newest Release/Technique:
Okay a pair of Syrian soldiers and this radar station. Nothing new but look at the ground on the left. Here is a demonstration video what this is:
Terrain Cover
What it looks like in the editor:
This is basically a floating terrain object that allows to cover underground spaces or buildings.
Possibilities:
- Hide stashes or caches under them in caves which then need to be located by the player
- create underground tunnel systems
- create underground bunkers and basements
- the cover texture can be easily switched by any terrain or building ground texture or a new one can be created.
- if you have troubles with editor placement remove the blank.bmp texture which makes the primer shelter invisible
- with some size and height adjustments in Blender cover can be provided for deeper underground systems.
- its not hard to be located by the player, especially due to shader differences but it is still a nice method to get some underground/tunnel action into CM.
https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
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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
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Aquila-SmartWargames got a reaction from Sgt.Squarehead in Custom 3D Models and Mods Compilation
Apparently there is an exhibition for captured and improvised vehicles from Syria. An article covering it:
https://citeam.org/russias-syria-trophy-exhibition-mistakes-and-manipulation/?lang=en
I´ve included some objects into my latest playthrough and made some screenshots:
Train Engine Car + Couple Box Cars
Truck Pics
MOS already made some beautiful billboards. I throw also one in.
Warning Sign:
I`ll put the texture into slot 2 of the billboard release but will also upload it directly to the clouds.
https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=vsLBGu
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Aquila-SmartWargames got a reaction from Artkin 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
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Aquila-SmartWargames got a reaction from emccabe in Custom 3D Models and Mods Compilation
I´ve just exchanged ideas with @3j2m7 about depicting the Balkan War or Israeli-Arab conflicts and noticed that I forget to mention this mini mod:
Six-Day War Vehicle Collection (Stug, Jagdpanzer, Pz. IV, T-34, T-55, Sherman, all with desert skins)
Similar to the Falklands vehicle conversion minimod this was also created. It includes Arab Stug, Jagdpanzer, T-34, and T-55 and the Israeli Sherman. If scenario designers should pick this up, they replace the static T-54 and static T-55 but keep in mind that there is no way to limit the fire arc of the STUG/Jagdpanzer so if you use them then only for the AI and place them in tank emplacements which limit their fire arc via terrain. A total conversion with infantry etc. if one would be interested should be certainly doable as most modern conflicts from post WW2 to up this date work pretty good with CMSF2s capabilities. Many infantry weapons of this war are already to be found in the various CM games. A Red vs Red scenario would be likely the best base and with the force selection trick you can also use further bluefor vehicles (and their reskinned/relocalized crews) if really required. You can do Red vs Red quickbattles and by human purchase and setup these tank battles fairly quick. Just have in mind what replaces what.
M1200 Armored Knight V2 for Recon Humvee
I think this was my first Blender modification created 3 weeks ago. Corrected hatches and removed the M2. Desert + Woodland Skin version.
MT-LB, BTR-70, BTR-70M, BTR-80 for BTR-60 Conversion
Replace your BTR-60 with other Russian APC with custom skins. Good for some enemy variety. (Credit to Euroscape authors for the BTR-70 skin). MT-LB swap is not very realistic as the real MT-LB has no 14.5mm.
SPG Makeshift Car
One of the first models.
https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
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Aquila-SmartWargames reacted to JM Stuff in Custom 3D Models and Mods Compilation
Imagination is without limit with Blender crowned with Aqui /Sbo & Cie.
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Aquila-SmartWargames got a reaction from Erwin in Custom 3D Models and Mods Compilation
I´ve just exchanged ideas with @3j2m7 about depicting the Balkan War or Israeli-Arab conflicts and noticed that I forget to mention this mini mod:
Six-Day War Vehicle Collection (Stug, Jagdpanzer, Pz. IV, T-34, T-55, Sherman, all with desert skins)
Similar to the Falklands vehicle conversion minimod this was also created. It includes Arab Stug, Jagdpanzer, T-34, and T-55 and the Israeli Sherman. If scenario designers should pick this up, they replace the static T-54 and static T-55 but keep in mind that there is no way to limit the fire arc of the STUG/Jagdpanzer so if you use them then only for the AI and place them in tank emplacements which limit their fire arc via terrain. A total conversion with infantry etc. if one would be interested should be certainly doable as most modern conflicts from post WW2 to up this date work pretty good with CMSF2s capabilities. Many infantry weapons of this war are already to be found in the various CM games. A Red vs Red scenario would be likely the best base and with the force selection trick you can also use further bluefor vehicles (and their reskinned/relocalized crews) if really required. You can do Red vs Red quickbattles and by human purchase and setup these tank battles fairly quick. Just have in mind what replaces what.
M1200 Armored Knight V2 for Recon Humvee
I think this was my first Blender modification created 3 weeks ago. Corrected hatches and removed the M2. Desert + Woodland Skin version.
MT-LB, BTR-70, BTR-70M, BTR-80 for BTR-60 Conversion
Replace your BTR-60 with other Russian APC with custom skins. Good for some enemy variety. (Credit to Euroscape authors for the BTR-70 skin). MT-LB swap is not very realistic as the real MT-LB has no 14.5mm.
SPG Makeshift Car
One of the first models.
https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
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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.