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Aquila-SmartWargames

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  1. Like
    Aquila-SmartWargames reacted to NPye in Berlin CMRT Map   
    Bloody Hell that all looks so much more involved than I ever thought it would be, it's all above my jead but you guys seem to be getting to grips with it....Nice 1. BTW updated the Box Car, much better now...

    and made a sort of Tram, what you guys tink??????


  2. Like
    Aquila-SmartWargames reacted to NPye in Berlin CMRT Map   
    LOL Just a bittafun, playing with trains in Anhalter Bahnhof... Turn the sound up for full effect.
     
  3. Like
    Aquila-SmartWargames reacted to Grey_Fox in Units retreating, overriding move order.   
    It's pretty obvious from the screenshot that is has spotted hostile tanks and is nopeing out of there.
  4. Like
    Aquila-SmartWargames reacted to Lucky_Strike in Berlin CMRT Map   
    Dragon's teeth texture 4. Very rough finish, moulded with thinner shutters than previous. This one also includes normal maps which come into play when shaders are toggled on.

  5. Like
    Aquila-SmartWargames reacted to NPye in Berlin CMRT Map   
    Ok here's a list of my bespoke vehicle set so far, all works in progress and more to be added. What's your favorite so far?









     
  6. Like
    Aquila-SmartWargames reacted to Lucky_Strike in Berlin CMRT Map   
    Cool! Do like a PaK 40 mounted on something entirely inappropriate - still waiting for the Raupenschlepper Ost PaK 40 ... maybe in a vehicle pack.
    Speaking of wonderful adaptations. I was browsing through PanzerWrecks' book Panzers in Berlin 1945 (highly recommended by the way) and noticed quite a few Panzer IV hulks being used a makeshift bunkers similar to the commonly depicted Pantherturm.

    Basically an older Panzer IV minus wheels etc concreted into the ground or hastily buried in concrete and rubble, so ... with a couple of 1m deep ditchlocked squares and some tinkering in Blender ...




    Has to be immobilised for obvious reasons - can't have this driving around trashing the roads ...


    Still quite a few issues to resolve - shadows from missing/invisible skirts persist, quite a few gaps at the back of her rubble skirt, play testing ...
  7. Like
    Aquila-SmartWargames reacted to Lucky_Strike in Berlin CMRT Map   
    Well, as suspected it's a rather complex model - when fully triangulated it's well over 25K triangle texels ...


    ... even more than the CMRT SturmTiger which is a pretty complex model
    I did try a quick export based on it using the same hidden crate as your box car, but TBH it's well outside my experience zone - I haven't looked at all the stuff that @Aquila-SmartWargames did regarding his ship and other great models so would need to do a lot more genning up on it before any hope of getting this bad boy into the game. The textures are pretty simple actually so they are here is you want to grab them. I guess we would have to treat this more like any other vehicle in terms of how the Blender file and mdr are structured. There are a lot of separate objects in the Blender model, but many - most of the wheels for example use just the one simple bmp. So they should be able to be made into one mesh - though again I really don't know and would need to study Aquila's stuff and how our overlords make the vehicle models for CM.
    For now I'd suggest you don't do too much work on the textures as they are pretty good and already have Deutsche Reichsbahn name plate on them. And until someone can get it working in-game, you don't want to waste too much time on it. I would take a look but it's going to take me a lot of work to figure out when there's probably somebody else who could handle it much more quickly.
    One thing of note - the loco uses the correct narrow gauge so when placing it next to the boxcar it's clear that the wheels on the the boxcar need to be given a narrower gauge, should be possible in the model.
  8. Like
    Aquila-SmartWargames reacted to BeondTheGrave in [Scenario] Battle for Highway E97   
    Here is a streetview look at the ambush sight from the north, looking south to the bridge

    And here is my version:

    Pretty close. Youll notice that I had to make a few changes. First, for Aesthetics sake I had to widen the road bed. So the berm doesn't loom over the road as much as it does IRL. I think this actually plays to UA's advantage as its harder for the RA to shoot into the far ditch. But its still very possible, so I made the lefthand (eastern) ditch a bit deeper in this area. Now a pixeltruppen can stand up fully and their head will not poke up over the road surface. But because the RA on the right (western side) is elevated, they can still mostly shoot into the ditch anyway. It is what it is. 
    Here is a street view from roughly the UA spawn:

    And here is the same view in engine:

    Again, the berm doesn't dominate. And of course I had to set my level in June because only summer textures are available in CMBS. But from a gameplay perspective I think you will find that it plays as you expect, given the engine limitations. 
     
     
  9. Like
    Aquila-SmartWargames reacted to BeondTheGrave in [Scenario] Battle for Highway E97   
    The Battle for Highway E97
    Size: Small
    400m x 1000m
    https://www.mediafire.com/file/at4xaiw54kjqeqs/Battle_for_E97_v1.zip/file
    THIS MAP WAS MADE WITH CMBS ALL IN ONE MOD ASSETS 
    Hello All,
    A few days ago I saw a video of a Russian element, perhaps platoon sized, ambushing two UA BRDM-2s and dismounts. The video can be found here if youre interested. I had thought that the are looked interesting, the Ukrainian commander was confronted by an exception circumstance, and it appeared a sharp firefight resulted from the contact. To me these all seem like the ingredients for an interesting CM map, so thats what I made. In testing though I found that there isn't actually much to it. The firefight is intense, but short. Either the RA crushes the convoy before the BRDMs return fire, or they get suppressed and picked apart. The scenario exists as an interesting 'test' of the TACAI in a real world inspired situation, but ultimately it was my conclusion that TACAI on both sides often overperformed what the video suggests that actual results were. Looking at what I was making I think the map and the tactical situation lends itself to an interesting CM fight if I was willing to deviate a bit from the footage I was referencing. Therefore in the .zip file you will find 3 scenarios, two serious and one for fun, all based on this real world engagement. 
    Scen 1- As it Happened (AIH): This scenario is based on the video footage as seen, as well as some normal mapmaking tools like Google Earth. It is possible to play either the RA or UA side, both are recommended. I find it is easiest to replicate the simulated engagement with the RA side. My suggestion is to wait until the BRDMs move into the kill zone and then push your forward to the crest of the berm. DO NOT SET TARGET ARCS OR MANUAL TARGETS. Either gives your forces a big advantage, especially against the BRDMs. In most of my testing what happens next conforms, more or less, to what happened in the video. For the UA, if you wish the pursue the historical plan, Set up a path of 'FAST' movement orders through the arcing portion of the highway. On the first action square of the 'straightaway' set your BRDMs to either 'quick' or 'move' (I prefer quick). Once the Russians start hammering you, dismount and engage. I find that from the UA perspective, results tend to skew towards either extreme. Either you get wiped out in a turn, or your BRDMs turn around and open fire, pinning the Russians. Really I find this scenario to be an interesting test of TACAI against a real world scenario. Its a case study of just one, so its results dont really mean anything, but I found that both the Russians and the Ukrainians tend to be more lethal, shoot more accurately, than what we saw in the video. This is doubly true if the player interacts even a little bit with their forces, as the Russians its not hard to wipe out the BRDMs if you want to do that. 
    A couple notes regarding scenario design: First, there is no right or wrong way to play it, but there is an intended way. The intention is to give you an encounter like is seen in the video. You can try multiple approaches if you'd like, but if you diverge too much from the premise you can quite easily break the AI and produce unusual results. Second, the force composition may look a bit....odd... for both sides. For the RA, I wanted scout teams that had no RPGs. None appear in the video and obviously at the ranges were talking about RPGs would be murderous. But I would have to drop the ammo levels to 'severe' to do it and found that had a negative impact on the Russian's ability to ambush the BRDMs. But I realized that if I swapped scout squads for 1 FO and 1LMG squad each, I maintained the same weight of fire without either bringing RPGs. For the UA the problem is a bit different and relates to the BRDM's modeled carrying capacity. BRDMs are modeled with a crew of 2 and a carry capacity of 4 dismounts. I have no idea where this info comes from, but I generally think BFG's modeling is pretty reliable. The video claims a UA strength of 14+ which, to me, just seems way to high. Unless they were also riding Desant, but I dont think the video establishes that. The issue for the UA force in the scenario is that it doesn't all fit onto the BRDMs. The TOE force would be a six man recon squad plus a two man HQ. But the recon squad splits into three and three, meaning it doesnt fit into the BRDM with the HQ team. So either I deleted the HQ to fit in the squad, or I developed a different option. Ultimately I made a decision to make the scenario a bit more interesting, but a little less like the video. I kept the HQ platoon mounted in the BRDM and added an attached LMG squad, increasingly slightly the firepower for the recon squad. The leftover three man team I put into a building marked 'Survivors!' The objective ultimately is to extract the survivor team. The survivor team CAN interfere with the if put on the 2nd level or roof. If you want to keep them out of the action, put them on the 1st floor, restricted target arc, and on hide. 
    Scen 2- Enhanced (E):  The second included Scenario is called 'Enhanced' and tries to make a traditional CM mission out of what footage we saw. The objectives are the same, though point values have been rebalanced. Scout the convoy route and extract survivors for the UA, destroy follow on forces for the RA. But the forces have been increased to roughly Platoon vs. Coy (-). The Russians have received two more scout platoons, complete with RPGs, as well as some light armored vehicle support. The UA received the support of a 'Quick Reaction Force' made up of the leftover squad from the 2nd recon platoon as well as the entirety of the 1st recon platoon. These are mounted mostly in BTR-70s, though one BTR-4E has also been included for heavy lifting. The QRF also comes with an MT-LB for the player to use extracting the survivors, which have also increased in number. Both sides get mortar support. Ultimately the UA has an advantage here in mobility and vehicle support, but the RA has infantry numbers and the stronger position. This scenario is best played either HTH or Blue vs AI. It has both Red and Blue AI plans, but I spent way more time working on the Red AI than the Blue. TBH I just dont think any blue AI would be capable of doing what I want them to do, the survivors would be sitting ducks in an extraction to any human with half a brain. I do think though that this scenario would be really interesting for HTH play, it could be worth a try. So I did make sure every scenario contained an equivalent red briefing. 
    The VPs have also been rebalanced here to reflect the new forces. Mostly the UA is working to deny the RA VPs. They gain points by touching the recon objectives and by hitting the listed casualty threshold. The RA gains points by killing UA soldiers via unit objectives. Survivor squads are worth the most, then squads in the BRDM platoon, then the lowest value is the QRF force. As the UA player, you want to risk your QRF troops while your Survivors the least. OTOH the RA is going to want to squeeze the survivor's position BEFORE the QRF can relieve them. 
    Scen 3-UA is OP plz Nerf (UAOP): This is a joke scenario but I thought some might like a little catharsis. If you just want to blow the hell out of some Russians this is for you. It uses Scen 2 as a base but further modifies the UA force. The QRF has been reinforced to two platoons mounted in BTR-4Es. Two tanks from the commanders reserve have also been included as immobile bunkers. They have excellent FOV and can smash everything the Russians throw up. Oh and the Mortars have been upgraded to 122mm arty. And a little surprise from the UAF. 
    If you keep the .zip around, you can just drop the single scenario you want to play into your scenario folder. No mess, no clutter!
    I will follow this thread up with a thread of screenshots, stay tuned! 
  10. Like
    Aquila-SmartWargames reacted to Dragon Coder in Unlimited Mission Time   
    I went ahead and bought the super pack and created Disable Mission Timer Cheat Engine files for Shock Force 2, Cold War and Black Sea.
    CM Shock Force 2.CT CM Black Sea.CT CM Cold War.CT
  11. Like
    Aquila-SmartWargames reacted to Dragon Coder in Unlimited Mission Time   
    I made a small Cheat Engine patch for the game, it allows you to prevent the mission ending when the timer runs out.
    Just load the file in cheat engine and check the "Disable Mission Timer" checkbox.
    When the timer goes to zero it begins counting up, the AI still functions even after you pass the time limit.  
    You can re-enable the mission timer anytime you want by unchecking the "Disable Mission Timer" in cheat engine, if the time limit already passed it will immediately end your mission.

    Download Below
    Cheat Engine File
  12. Like
    Aquila-SmartWargames reacted to Dragon Coder in Unlimited Mission Time   
    I made a small Cheat Engine patch for the game, it allows you to prevent the mission ending when the timer runs out.
    Just attach cheat engine to the game, then load the file and check the "Disable Mission Timer" checkbox.
    When the timer goes to zero it begins counting up, the AI still functions even after you pass the time limit (though no more timed scenario actions will occur).  
    I made patches for Normandy, Shock Force 2, Cold War, and Black Sea, which can be found in their respective forums
     
    CM Cold War.CT
  13. Like
    Aquila-SmartWargames reacted to Dragon Coder in Unlimited Mission Time   
    I made a small Cheat Engine patch for the game, it allows you to prevent the mission ending when the timer runs out.
    Just attach cheat engine to the game, then load the file and check the "Disable Mission Timer" checkbox.
    When the timer goes to zero it begins counting up, the AI still functions even after you pass the time limit (though no more timed scenario actions will occur).  
    I made patches for Normandy, Shock Force 2, Cold War, and Black Sea, which can be found in their respective forums
    CM Shock Force 2.CT
  14. Like
    Aquila-SmartWargames reacted to Dragon Coder in Unlimited Mission Time   
    I made a small Cheat Engine patch for the game, it allows you to prevent the mission ending when the timer runs out.
    Just attach cheat engine to the game, then load the file and check the "Disable Mission Timer" checkbox.
    When the timer goes to zero it begins counting up, the AI still functions even after you pass the time limit (though no more timed scenario actions will occur).  
    I made patches for Normandy, Shock Force 2, Cold War, and Black Sea, which can be found in their respective forums
    CM Black Sea.CT
  15. Like
    Aquila-SmartWargames reacted to LukaFromFallujah in Brazil in Flames MOD   
    Brazil in Flames
     
     
    After weeks working, it's finished, gentleman is with much pleasure that i present the Brazil in Flames MOD, A Mod that brings an alternative scenario of brazilian government moving to the extreme left wing party, i tried to bring as much accuracy as i could in portraying the Brazilian units at the current state, i pretend to bring Campaigns and Scenarios, but it will take time, so be patient, i want to give my sincere thx to the Combat Mission Discord users that helped me and for the Heaven & earth Team for they amazing mod that have most of the great content that is present in this mod, so cheers for these brothers and go check their mod ! Is amazing ! Now Let's go for the contents:
     
    UNITS: 
     
    - Brazilian Airborne
     

     
    - Brazilian Commandos 
     

     
    - Brazilian T.G ( Basically an Rural Militia)
     

     
     
    - Brazilian B.I.B and B.I.M.T.Z (B.I.B for mechanized infantry and B.I.M.T.Z for motorized infantry)
     

     
    -Brazilian Conscripts (Your basic riflemans)
     

     
     
    -Brazilian Militia (Consists of ex-reservists, ex-policeman, ex-fireman and other ex-members from the security area that turn to the bad side)
     

     
    -Brazilian Druglords
     

     
     
    - Units Speak Brazilian Portuguese and have Brazilian names 
     
    VEHICLES:
    - I don't pretend to bring new ones, since i believe that changing models would affect gameplay quality, so that's why brazil is left wing in the mod hehe.
     
    Campaign, Scenarios and Maps:
    - i pretend to bring all of these 3, but i want to work slowly on them in order to have make them fun and challenging, my intents are to explore Favela, jungle and other warfare environments in the Brazilain Biomes and diferent types of urban areas, all i can say is that it will take time, but it will be worth.
     
     
     
    All the credits go to these people :
     
    - The Heaven & EarthMod team and those ho helped them with content
    - CptMiller, Rice, Frenchy, Kob and the wHole Combat Mission Discord team
    - Aquila Smart Wargames 
    - 37mm
    - John Hansen
    - If i forgot to credit somebody, please send me a PM, if your mod is on the heaven & earth content pack and want your part to be removed, send me a PM too, i will delete, it's not my interest stealing content 
     
     
    LINK: https://drive.google.com/file/d/1pZuJdiujk0yudSpmVn4W2yxLGl1w2B0J/view?usp=sharing
     
     
     
     
     
     
  16. Like
    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
  17. Like
    Aquila-SmartWargames got a reaction from RockinHarry in Custom 3D Models and Mods Compilation   
    Ruins Pack Release (WW2 + Modern)
    High 

     
    Low 

    Use it so or combine it with visible/invisible Buildings, Walls, Emplacements, Wrecks etc. for LOS/Fire/Movement block and additional cover. Can be customized, textured, resized like all projects here.
    https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0
    https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=5rKEzK
  18. 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.
  19. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    Hi guys 
    some news 
     
    A little mod for CMBS sandbags with some wheels add protection...>>on tv !
     

     
    I did also a little strong point more high, for vehicles for exemple, or more protection for infantry !

     
    Another Strong point level 2  for vehicles tanks or or AA battery ... !
     
     

     
                   
                                         I was thinking of raising more to protect buildings, statues, monuments or anything else on TV,... I'm thinking of...
    Can also be used in other CM modules, you just have to change the textures, sand, or snow for FI>RT>FB>SF!
    Coming soon to Bootie!
    Hope will be helpful!
    Then tank and vehicle wrecks for CMBS (UA RU) only the same as FOs like I did for CMRT!
    For information I do not have CMBS but only the Demo version, I hope that all vehicles will be present...
     
    JM
     
  20. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    Thank you guys,
    I just see that the "problems" models and textures are most of the time  from a certains kind.
    The original files for the explaining models with mistakes are from c4d... you have to know that when you download a 3d model, sometimes they are without materials some are without textures some have nothing, thus, I have to created it myself, materials and or textures, sometimes I have to created the seam also myself, on the beginning I didn't know this, but with the time you realize what you have to do to don t complicated too much your life! 
    There is also a big difference to convert files, in a direct form, I had to make a choices of the kind of models that I want to use, after converted this model in many differents forms and compared them in obj fbx dae...my favourits are the fbx, for the way that they are building, the compression and the size, with a good result format, sometimes also the obj, but the "problem" is lot of models are in dae stl are without material and or textures, because they are only to be printed, I took already some to be transformed in a 3d models, but have to created myself materials and textures, I don't like dae, the dmax max they are difficults to be converted, max have a good result also, but blender don t accept dmax max and for the time, I dont find any addons for blender, and don t want to buy a licence, thus I have to convert them first in the explained above formats, and begin to give the good size, to be  compared with original CM models, that have also to be downloaded on the same time, on the same screen, to make comparison in a blender screen, result, I have a lot of (files), meshes and sometimes I have to click on each, to see what it represent it on the 3d models screen, sometimes is only a edge with a name giving me a sigh, how is possible to created a mesh for a vertex or edge when you can make directly a full face, but sometime this represent only a specific thing thus...
    but ok, my procedure is...
    to regroup the edges or faces in a Group that I give myself a name, this reduce considerabely the many (files) meshes, and make a better view of what is done, and what have to be done than just joint all (this is what I want to do with the picure below), because all what creates with a mesh (bolts nuts tires rim...) for each wheel !!
    and this was only a wheel exemple... 
    Mark you had probably also this kind of meshes with your crazy Nature models isn t ? 
    ...also that the pictures (textures) comming in differents formats jpg png tga...but rarely in bmp and... Bingo, to working in CM the bmp is the only accepted form file, so Gimp Photoshop or something else have to be on, also to "convert" the desired file, without forget the bmp normal map.
    happy that we can use the format blend to save ours "bloody hours" !
    unhappy that we cannot or with difficulty, use another blender version, for my part, I cannot use a model that I made some modifs from another blender version, also using the function append !!!
    ...this is all a difficult and long procedure, and you can be happy (and I am) when this work, some are just not compatibles to be transformed in mdr or very bad accepted, some models are converted but are coming without tracks or wheels or whatever, and you have to created it,  also that you are happy with the result in blender, your heart beat, but when you start your game impatient to see the "beautiful work", the result give you another sad world, sometimes incredible differents as you put your hope on it, so, is always stress and working with crossing fingers, when you arrive on your CM game desktop, sometimes with anxiety and closing eyes... somebody on the forum dont remember who, even said it's witchcraft and it's true it's witchcraft !!
    I remember that AquilaSG had also the problem to convert a file,and couldn't be used all kind of models, that he wanted, the difference with him, Me, I am not a proffessiona,l and do what I judge to have a good result, for myself, and when this work correctly I like very much to share it.
    I give you a short overview with some converted files sometimes...all a story, thus, this is why I have to convert first in differents format, to choose the best to be conform for the famous mdr files...
    Hey !!! we understand that all these models are only static, and not functional, don t asking me if they have to be on move in the game !!!
    Is probably not the best solution to work, If somebody know a better way, my ears are full open !
     
    Now !!  to the stuf again !!
     
     

    File converted ID meshes are original names read the numbers to have a good Idea !!!!
    in frenchenglish, Groups that I created
     


    View in blender happy but anxious to see the result
     

     
    CMCW FO result !! deception and blasted !!
     
    other model that I would like introduce in a future FO Packages if the first PK1 is functional and helpfull !
    My opinion, more, appropriated for CMRT snow guns and amunitons for the russian winter...
    but and many many others !
     

     
    For a futur CM war 
     

     

     

     
    This is how the models appears sometimes I have to find and choose the correct format !!
    ... for the time blasted !!
     
    JM
  21. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    Some News 
     
    Tractor of Ukraine so important as the tank himself !
     

    Basic and perhaps not John Deere  !
     

     
    Trying to have the correct size with T90
     

     
     
    Some references .
     
     

     

     
    Waiting to yours advices to eventual correct the size !
     
    JM
  22. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    screenshot CMBS
     
    Bmp1 > Bmp 3 textures impacts have to be added...only if interresting if not I stop to work on BS.
     

     
    Details
     

     

     
    Textures are from basic game (demo), you added the textures that you want of course!
     
    if interrested, more soon...
     
    JM
  23. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    jumping to CMCW...
     
    destructionbeforebedestruct T55 a...
     
    agree...light textures problems !
     
    JM
     

  24. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    CMCW T 55 for impacts you can adapting the textures of your choice !
     
    JM

  25. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    Hi guys, I was making some little experiments with CM and Blender but for the time I have some problems with textures of my project 001 for the time is a bad start I know...😆
    I was asking Aquila but he is not available for the time.
     
    This is my first Project, I want  give a foliage camo to a german helmet, but like you can see the helmet himself is include in the foliage texture ?
    <img src=
     
    <img src=
    this is how it appear, with a mod, of @benpark if I can remember, I dont have any Idea how I can resolve it , do have somebody idea about ??
     
     
     
                                                                                         
                                                                                       I take also the oporturnity to show you what I did for the time.
    Normaly soon mods will be available
     
    Project 002 chinstrap us regular infantry I want to give one of the aspect of the us soldier in ww2 like we know all in movies...
    <img src=
     
    Project 003 chinstrap us airborne infantry 
     
    I was trying to give another view of the elite units like descripe above...
    <img src=
     
    If you want see it in action please ask or check the videos from @Falaise, I m sure he will present you some soon...
     
    Project 004 I want to replace the UK Bedford to a Chevrolet or Ford Canadian truck... 
    <img src=
     
    here another view 
    <img src=
     
    Project 005 us helmet with chinstrap behind the helmet 
    <img src=
     
    but like the german helmet when the file is ready in the game the texture doesn t work !
     
     
    Like I said all are PROJECTs some are almost finish but some not this is why there are not for the time in the CMMODs,
    ...I think this will be benefic for everybody and for every module from BF if I could finish it , so please if somebody have knowledges or want to working about I am able to share with him but let me know !
    I would like that there are not only stay a project !
    Thanks in advance 
    JM
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