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Aquila-SmartWargames

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  1. Like
    Aquila-SmartWargames got a reaction from Mord in Need formation info on the Canuckians, Germs & Hollish   
    https://en.wikipedia.org/wiki/Structure_of_the_German_Army
  2. Like
    Aquila-SmartWargames got a reaction from JulianJ in Custom 3D Models and Mods Compilation   
    Something which should be useful in many WW2 and modern scenarios. Standard texture is a bit ugly but can be changed. Interaction box is right beneath in the center but this time invisible.
    CM Train Box Car.zip
  3. Like
    Aquila-SmartWargames got a reaction from JulianJ in Custom 3D Models and Mods Compilation   
    Thanks for all the kind words. Glad you enjoy it.
    Basically a summary of what was already stated here. Place stuff like invisible wrecks and likely walls into flavor objects to make them protect from gunfire, LOS, and impede movement.
  4. Like
    Aquila-SmartWargames got a reaction from Sgt.Squarehead in Custom 3D Models and Mods Compilation   
    Something which should be useful in many WW2 and modern scenarios. Standard texture is a bit ugly but can be changed. Interaction box is right beneath in the center but this time invisible.
    CM Train Box Car.zip
  5. Like
    Aquila-SmartWargames got a reaction from quakerparrot67 in Custom 3D Models and Mods Compilation   
    M1 Abrams vs Osa Naval Patrol Vessel:
    That ship is rough work but it works. I will upload the complete blender project folder and mdr to the dropbox.
    You can basically turn every texture in CM invisible by adding a blank texture. For example the jeeps were designed with 3 randomized spare wheels by using -optiona -optionb -optionc in the editor wich means only ONE will get be displayed. However the third spare got a blank texture so there is a chance that the jeep simply has no spare. As real objects and flavour objects do not collide its possible to combine them to get obstacle characteristics, there are alot of options which just require some creativity. 
  6. Like
    Aquila-SmartWargames got a reaction from Freyberg in Heaven & Earth: Project discussion thread   
    Perhaps you could use this for one of the H&E scenarios.

    Not a beauty but simple and resource friendly and thus more can be placed. For editor interaction the original flavor object is located on the see floor. I resized it to test if the fov issues go away but then the model got catapulted out of bounds. However for medium sized objects that are not always in point black front of the player its not that noticeable. 
    File is too big, I moved it to my dropbox. 
  7. Like
    Aquila-SmartWargames got a reaction from Vinnart in Custom 3D Models and Mods Compilation   
    You can use these to basically replace any mdr object in the game including flavor objects or vehicles. This means you can "fire and drive" flavor objects basically like shown here with the cargo ship:
    This was just a quick test done replacing the BMP2 amphibious APC with the Cargo Ship. It doesn´t make much sense realism wise with such huge ships but could open some options for combined arms including armed forces supported by naval boats (torpedo/gunboats, destroyers). By shore marsh tile placement you could "lock out" the amphibious vehicles from coming to land and other solution for full naval action would be of course to mirror the terrain tiles i.e. turning land into water and vice versa. I`ll upload the ship for bmp testfile to the dropbox.
    When replacing flavor objects its important to keep the draw distance of the original in mind. Replacing the crate1.mdr with the blackhawk isn´t a good idea as it will go invisible to quick. The biggest draw distance is provided by flavor objects such as "street (traffic) lamp" and "shelter" etc. It can also be an alternative to better replace an unimportant vehicle (taxi) and give it a destroyed condition, as vehicles have excellent draw distances.
    When replacing vehicles with custom flavor objects (or other mods/vehicles), the associated .lod files also have to be replaced too. A quick fix is simply getting this done by creating copies of the main .mdr file and then add -lod-1 to -lod-4 to them. Not all require 4 of them, I think infantry even can have 5 lod files but I always do 4.
    Missing picture from the Syrian Winter Minimod:

  8. Like
    Aquila-SmartWargames got a reaction from sbobovyc in Heaven & Earth: Project discussion thread   
    Perhaps you could use this for one of the H&E scenarios.

    Not a beauty but simple and resource friendly and thus more can be placed. For editor interaction the original flavor object is located on the see floor. I resized it to test if the fov issues go away but then the model got catapulted out of bounds. However for medium sized objects that are not always in point black front of the player its not that noticeable. 
    File is too big, I moved it to my dropbox. 
  9. Like
    Aquila-SmartWargames got a reaction from Erwin in Custom 3D Models and Mods Compilation   
    Infantry models are stored in .mds as for now they can´t be accessed by the Blender CM2 plugin. Only the plugin author can tell if this may become possible.
    What about replacing a Syrian conventional branch like the Reserve with them? Perhaps there is a way.
  10. Like
    Aquila-SmartWargames got a reaction from Erwin in Custom 3D Models and Mods Compilation   
    This is a question for @sbobovyc .
     
    I´m not an author there, sent an email to become one but no answer. Either ways they´re currently renovating. I will share a new link tomorrow when the dp is unrestricted again. 
  11. Like
    Aquila-SmartWargames got a reaction from Erwin in Custom 3D Models and Mods Compilation   
    I took a look and its not that easy like I imagined due to the fact that the Muj are not like CMSF1 insurgents.
  12. Like
    Aquila-SmartWargames got a reaction from Erwin in Custom 3D Models and Mods Compilation   
    They likely could be brought into CMSF2 like I did with MikeyD African Mod Pack Uncon by using the original CMSF1/CMA .mds (Skeleton) files which then utilize the original textures layout again. However there is something strange about .bmp naming conventions.
    MDR files are responsible for which .bmp files get accessed. For example if you model swap a Kamaz truck for an Ural Truck you need to rename the kamaztruck.mdr to uraltruck.mdr and place it in your z folder. The kamaz bmp textures you also place in your z folder but don´t need to be renamed as the new .mdr acesses them by their original name.
    MDS files on the other hand don´t seem to use textures by the old name. Its complicate to describe if one didn´t try it for himself. Basically you need to rename the CMA .mds and the CMA bmp textures to the new CMSF2 naming standards and watch out for many things like additional files and they could somehow work. Better I suggest to check out the African Forces Mod and inspect the UNCON folder to get an idea of what I mean. The content of this folder should answer questions better.
    But all of this aside don´t we already have a proper mod in place for this with Zveroboy´s Taliban mod? I know there is a significant difference between Muj and Taliban but didn´t pay attention if wether the differences between CMA and the mod are significant enough or not.
     
    I didn´t know that this is a thing. If more than 20GB are downloaded in 24h Dropbox shuts the link down and hands out a 24h penalty. If it happens again the penalty will be prolonged next time. 😂
    I will bring the link up again tomorrow however I want to ask everyone here to help with distributing the already downloaded mods and models to ease the load and to ensure that everyone can get their hands on. 
  13. Like
    Aquila-SmartWargames got a reaction from Erwin in Custom 3D Models and Mods Compilation   
    Something which should be useful in many WW2 and modern scenarios. Standard texture is a bit ugly but can be changed. Interaction box is right beneath in the center but this time invisible.
    CM Train Box Car.zip
  14. Like
    Aquila-SmartWargames got a reaction from Erwin in Custom 3D Models and Mods Compilation   
    Thanks for all the kind words. Glad you enjoy it.
    Basically a summary of what was already stated here. Place stuff like invisible wrecks and likely walls into flavor objects to make them protect from gunfire, LOS, and impede movement.
  15. Upvote
    Aquila-SmartWargames got a reaction from c3k in Custom 3D Models and Mods Compilation   
    M1 Abrams vs Osa Naval Patrol Vessel:
    That ship is rough work but it works. I will upload the complete blender project folder and mdr to the dropbox.
    You can basically turn every texture in CM invisible by adding a blank texture. For example the jeeps were designed with 3 randomized spare wheels by using -optiona -optionb -optionc in the editor wich means only ONE will get be displayed. However the third spare got a blank texture so there is a chance that the jeep simply has no spare. As real objects and flavour objects do not collide its possible to combine them to get obstacle characteristics, there are alot of options which just require some creativity. 
  16. 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.
  17. Like
    Aquila-SmartWargames got a reaction from Sgt.Squarehead in Custom 3D Models and Mods Compilation   
    You can use these to basically replace any mdr object in the game including flavor objects or vehicles. This means you can "fire and drive" flavor objects basically like shown here with the cargo ship:
    This was just a quick test done replacing the BMP2 amphibious APC with the Cargo Ship. It doesn´t make much sense realism wise with such huge ships but could open some options for combined arms including armed forces supported by naval boats (torpedo/gunboats, destroyers). By shore marsh tile placement you could "lock out" the amphibious vehicles from coming to land and other solution for full naval action would be of course to mirror the terrain tiles i.e. turning land into water and vice versa. I`ll upload the ship for bmp testfile to the dropbox.
    When replacing flavor objects its important to keep the draw distance of the original in mind. Replacing the crate1.mdr with the blackhawk isn´t a good idea as it will go invisible to quick. The biggest draw distance is provided by flavor objects such as "street (traffic) lamp" and "shelter" etc. It can also be an alternative to better replace an unimportant vehicle (taxi) and give it a destroyed condition, as vehicles have excellent draw distances.
    When replacing vehicles with custom flavor objects (or other mods/vehicles), the associated .lod files also have to be replaced too. A quick fix is simply getting this done by creating copies of the main .mdr file and then add -lod-1 to -lod-4 to them. Not all require 4 of them, I think infantry even can have 5 lod files but I always do 4.
    Missing picture from the Syrian Winter Minimod:

  18. Like
    Aquila-SmartWargames got a reaction from Artkin 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.
  19. Upvote
    Aquila-SmartWargames got a reaction from c3k 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.
  20. Like
    Aquila-SmartWargames reacted to MOS:96B2P in Custom 3D Models and Mods Compilation   
    These mods are really cool and make a cool game even better.  



    Thanks @Aquila-CM. 
  21. Upvote
    Aquila-SmartWargames got a reaction from MOS:96B2P in Custom 3D Models and Mods Compilation   
    Something which should be useful in many WW2 and modern scenarios. Standard texture is a bit ugly but can be changed. Interaction box is right beneath in the center but this time invisible.
    CM Train Box Car.zip
  22. Like
    Aquila-SmartWargames got a reaction from Sandokan 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 Rokossovski 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.
  24. Like
    Aquila-SmartWargames got a reaction from Rutek 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.
  25. Like
    Aquila-SmartWargames got a reaction from Fizou 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.
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