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Aquila-SmartWargames

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  1. Like
    Aquila-SmartWargames reacted to JM Stuff in Custom 3D Models and Mods Compilation   
    Hi josh @TheFriendlyFelon you have to know that not all 3d models are easy to be imported in the game, is not because you can import export from blender that you can let it shining in CM but I can take a look on,  send me first a model that you would like to see in the game and I will see if I can do something.
    PS your support will be helpfull because I dont have CMBS so I cannot test it ...
    for the little story I made the famous tractor for Ukraine, but because this was not helpfull I let fall the mod see on the forum place.
     
    JM
  2. Like
    Aquila-SmartWargames reacted to JM Stuff in Custom 3D Models and Mods Compilation   
    Sorry I proposed and let it in "my JMs Corner" entire weeks long never recieve notification, now I deleted it,... I will check if I keep a copy, but I doubt !
     
    This was my last post about minaret I recieve one answer about it let it weeks on my Corner but never more recieve comments I was hopping tha the peoples were happy and can download it ? 
  3. Like
    Aquila-SmartWargames reacted to 37mm in CMBN Initial 'All in One'   
    One of my ongoing side projects (aimed, mostly, at the new influx of Steam Players) is to host an 'All in One' for every CM game here.
    This is my initial effort for CMBN & its primary feature is a large collection of weathered vehicle & guns mods (almost entirely by @Aristoteles & @umlaut). It also features terrain mods by @SeinfeldRules, @Falaise & @patboy. UI mods by @Juju, @Marco Bergman& @Mord alongside loading screens by @umlaut. Infantry mods by Vincenzo21, @Damian45, @Vein, Jacquinot, @EZ, @mjkerner,  @Jorge MC, @nik mond& @Aristoteles. Building mods by @Tanks a Lot & @Juju as well as the ME effects package, ME soundscape, subdued @Taranis& HQS voices plus many others.
    It has integrated & default early summer & early autumn (using the [holland] tag) options as well as a couple of zip files which can activate a late autumn & late summer look.
    Additionally it comes with a vast quantity of content (hundreds of scenarios, scores of maps & 20 odd campaigns).
    Here's a taster of some of what you can expect...
     







    Here's the link for the CMBN 'All in One'...
    https://www.mediafire.com/file/bplqhvfkl4da5pq/CMBN_Initial_%27All_in_One%27.7z/file
  4. Like
    Aquila-SmartWargames reacted to Bartimeus in CMFS2 solo campaign(work in progress) : Oil Thirst - RED(player) vs BLUE   
    An updade on progress(looot of progress have been made). 
    We(Letha and me) are standing at 9 Missions done : Mostly medium-small size and two larger. All mission are all different in terms of objective so far.
    We have the core force too : 
    -Paratroopers battalion, call sign "Isthar". Composed of 3 mechanized company on BMP-3 call sign : Astarte, Ball and Tanit + Ing company and mortar battalion support;
    -Special-Force Group  call sign "Alpha-Beta", composed of three  squads : Eta , Kappa  and Omicron;
    -T-90 tank company call sign "Istaran".
    Le leader of some of those company have been named with the pseudo of player who kindly tested our mission. I hope you will try to keep them alive  
    MAP 10 : Undergoin 
    MAP 11 : TO DONE 
    The eleventh map will be the last one of the campaign. As I work on thos two map Lethaface is re-testing some of the previous mission and writing the briefings. 
    One the campaign is release, we will also release individual mission as scenario. It will allow you to play whatever mission you want and it will allow you to take the maps and make it your own. 
    See ya
  5. Like
  6. Like
    Aquila-SmartWargames reacted to 37mm in Heaven & Earth: Project discussion thread   
    I started this map a couple of years ago, it's basically finished now...





    ... just need to create a small (but devious) scenario for it.
  7. Like
    Aquila-SmartWargames reacted to 37mm in Heaven & Earth: Project discussion thread   
    Playing around with deep marsh tiles is already part of H&E's [hotlz] tag (our 'helicopter landings' are trapped in their lz's by a 3x3 grid of deep marsh so that nobody else can get to the central exit objective).
    It is indeed possible with an alpha'ed out marsh reeds doodad (this will not effect normal marshes as they use the marsh grass doodad*).
    Here is an [ntc] version I just rustled up...
    This is a region of heavy rocks bordered by a deep marsh...

    Up close, you can see that the impassable swamp is missing its rock doodads...

     
     
     
     
    *Which we also took advantage of to create our rice paddies.
     
  8. Like
    Aquila-SmartWargames reacted to Lucky_Strike in Heaven & Earth: Project discussion thread   
    Should be doable, rename ground heavy rocks to ground deep marsh then deploy deep marsh where you want the "heavy rocks" to appear ... he says confidently, teaching his granny to suck some proverbial eggs ...
    That's a surprise, I have no idea why this doesn't work as expected, never seen the like of it before ... it seems that the game doesn't allow more than one mod for ground deep marsh in your mod folder. I had another texture mod present which was all that showed up. Removed it and suddenly the ground deep marsh/ground heavy rocks appear. Check your mod folder for other ground deep marsh mods ...
    Once it's sorted the rocks appear but have reeds amongst them ... (this is from CMRT but same applies I suspect ...)

    Our little convoy wnts to drive along a mountain road in the rain ... notice the reeds can see them on top of the cliff ...

    ... nope can't go there, not even by foot ...

    ... won't even try it with a waypoint on the far side, would rather sit in the rain ...

     ... or circle a sink hole for fun ... this is what you want to prevent I guess. The reeds could be got rid of by using an alpha channel to obliterate them, but you'll lose them in your normal marsh as well.
     
  9. Like
  10. Like
    Aquila-SmartWargames reacted to kohlenklau in Barbarossa Scenarios Released   
    This is a T-26 Model 1933 built in the Goodenoughsokov tank factory.

    The height of the T-26 Model 1933 was 7'4" and the Humber was 7'10" but I did lower the turret a wee bit to close some modelling gaps so I really think we are close enough for my concerns.

     

     

  11. Like
    Aquila-SmartWargames reacted to kohlenklau in Barbarossa Scenarios Released   
    @Aquila-SmartWargames Thanks friend!
     
     
  12. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    Some news !!
     
    Ok guys Christmas Christmas is on the door I propose you, my car dump ...
     
    I see that some of you were making lots of news things scen map camp...I dont took much time to see the forum this last time, because I was busy, but I will check in details all these little gifts, now that I have time, thanks in advance to all of you to do something.
     
    Time to put your socks on the chemney and wait the day after, ...this is "approximately" what I propose you, when you will click on the link below and discover like, Genesis was saying "land of confusion" my "land of destruction". , like W Churchill said, I can only offer you, dirt dead and destruction (sorry, I have to place this one) 😄...
    I was trying to give a little diversion for Christmas to the Community.
     
    ...this is my introduction for the X mas package  :
     

     
    Part I
     
    Civilian veh Wreks (8)
    Military veh wrecks (16)
    You will be able to added some wrecks vehicles, from Neutral, Allied and Axes, to yours scénarios maps and campaigns, in complement of the existing ones already in the game, via the editor, the only thing that I cannot do is, that they are burning, but some are already burned.
     I give you many choice view, and sometimes they are grouped of 2 vehicles so be aware to place them.
     

     
    This first approach will be for the CMRT FR
    Representing 
    Allied lend lease, civilian and Soviet, German vehicles.
    I took the system of @Umlaut exemple, with Flavour Objects, (FO) and for my part, this works perfectly, thanks Dennis.
    Ok all is not perfect but i gave my best, I spend lot of time to realized it and hope that you will enjoy it. 
     

     
    The content of the zipped files is in details as follow.
     
    RT_Part I_ FO_ PK1.zip
    Subfolders files
    RT_barrel_PK1
    RT_bin_PK1
    RT_drum_PK1
     
    Thus let's start.
    For every (FO) 9 slots can be used in the editor.
    But to keep the original one always available, I will be starting with the Num 2.
    I choose the following FO's.
    Barrel = Civilian Vehicles
    Bin = Allied Vehicles
    Drum = Axes Vehicles
     
    Thus you will have folders in this model.
    RT_Bin2_Pk1_t34 ot45
    RT_Bin4_Pk1_willys
    RT_Barrel3_Pk1_Merc 
     
    To be more understanding.
    >RT = CMRT
    >Bin, Barrel, Drum,= FO
    >PK1= Pack1
    >Then the represented Vehicles name.
    If the mod is well adapted and helpful, the list will be more long in the future, and will be also available for the others modules.
    I choose to writing the folders on this model (is up to you if you want, to find another system).
    But for the time I strongly recommend you, to follow this model, and don’t remove the file or change the name of the folder, this will only avoid some mistakes in the future, I want to added more wrecks and will follow this system, also this was more easy for me, to jumping from folder to folder in my Blender, Gimp time.
    Mean that for the second pack the same name will be used from the FO's, BUT the folder with have the name Pack2 (PK2) and another vehicle wreck will be represented.
    But this mean also, that you will have to "pay attention" if you have folders in your Z folder, to don’t use for example Two folders with the same FO name, cos one will be only available, from the editor.
    Avoid for example (in the future)
    Bin2 PK1
    Bin2 PK2
    But you will be able to use for example 
    Bin2 PK1
    Bin3 PK2
    Following the vehicle of your choice.
    Pack2 (PK2,) will follow!
     
    But let's talking first of the first Pack.
     
    Thus, the procedure!
     
    >Check the small picture in the folders, representing the vehicle wreck. 
    >Put the FO's Folders of your choice in your Z folder
    >Choose and remember the (FO name and number) regarding to the picture wreck.
    >Let s start the game and go to the editor.
    >Load a map campaign or scenario
    >Click on the category of FO's Bin, Barrel,...of your choice, and the choosing number.
    >Check the 3d view on your map and place the wreck correctly, save it eventual in a different name as the original.
    >Then let start. 
     
    ATTENTION
    I don't know if this will take lot of memory in the game so be aware about this...and remove eventual the "not welcome Folders".
    I was also reworked on Telephone poles FO's, included in this folder zip
    TelephonePole_zip, is up to you to replace the existing ones.
     
    ===============================================================================
    I am busy also to make a part FO's, for CMCW also used for Berlin or town close to the border.
    With only 3 vehicles for now.
    Same procedure as above but here we have the particularity with 2 different "kind" of country.
    West Germany town or used to West Berlin
    East Germany town or east Berlin.
     
    Thus 
    Western Cars
    Eastern Cars
    To keep a touch of reality I was trying to keep vehicles from 1970 to 1980.
     
    Following 
    Part II 
    (trying available Christmas)
    Tanks traces and junk streets (also in snow)
    Part III 
    (trying available Christmas)
    Dead bodys
    Part IV
    Camo military vehicles
    Part V
    Deployed weapons 
    (same as CMBN)
     
    I hope this will be helpful.
     
    Thanks to : 
    @umlaut
    @kohlenklau
    @NPye
    @Falaise
    @Lucky_Strike
    @Bootie
    For some differents infos and tips supports.
     
    I think I was added something new but perhaps not usefull for everybodys, to answer to our member @Tomiko
    link below my signature 
    I ask to @Bootie to be kind and send to him on the CMMODs in a week, I don t want to keep all on my HD,  thanks in advance !
     
    Enjoy
     
    PS
    Sorry the telephone poles are not include now I will added later !
    JM
     
     
  13. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    Chrismas is close !
     
    Blender wreck is full !
    Street tank tracks and dirt are on the way perhaps also for winter time is short job is big!?
     
    Reworked on decals details perhaps not perfect but already a hole !😁
     
    Pack will come all together hope for Chrimas ! ! ! ! ? ? ? ? ?
     

     

     
    JM
  14. Like
    Aquila-SmartWargames reacted to kohlenklau in CMRT Campaign: Rattenkrieg   
    It is now December 2021 and let us see if @dragonwynn's efforts making a campaign for Stalingrad can get another round of downloads, appreciation, community enjoyment and well deserved praise. 
     
  15. Like
    Aquila-SmartWargames reacted to kohlenklau in Barbarossa Scenarios Released   
    My pziif project is coming along nicely. I have a video uploading. It is still a work in progress but the wheels turned and the 20mm did bark out fire. I have to stretch the rear hull a tad. She needs more junk in her trunk?

    better footage in this video
     
  16. Like
    Aquila-SmartWargames reacted to kohlenklau in Barbarossa Scenarios Released   
    I have a few scenarios written and more on the way...
    Everything is in my goody box, CMRT Aisle, Barbarossa shelf. Big folder of mods for CMRT Z folder. Scenarios for CMRT scenarios folder.

  17. Like
    Aquila-SmartWargames reacted to Lucky_Strike in JM´s Corner   
    Hehe. Cheers JM.
    Sadly the bocage textures DO look heavier than the bush or tree textures, this is a result of them using the 1-bit alpha channel. It's something I've wrestled with ever since I started modding the bocage, in fact it's one of the reasons I started modding bocage. Unless we can find a way to use 8-bit alpha channels for vehicles and guns there is no way around this. So far I haven't discovered any way in Blender to make 8-bit channels work for vehicles so I think it's just hardwired into the game elsewhere and we just have to accept it as a limitation ... I suspect only @Battlefront.com can change this for us ... please, pretty please, pretty pretty please 🙏 

  18. Like
    Aquila-SmartWargames reacted to Lucky_Strike in JM´s Corner   
    So I had a look at JM's Pak 36/37 model here, the problem, for anyone else who might want to attempt this, is that vehicles and guns use 1-bit alpha channels whereas MOST of the foliage in CM uses 8-bit alpha channels, so if used they appear in Blender but just disappear in game. HOWEVER our beloved bocage fortuitously uses 1-bit alpha channels, which means that we can use it for camouflage without further fiddling*.
    If just the boccage.bmp is used for camo what can magically happen is that a plethora of different foliage will appear IF you're using my Hedgerow Hell mod (the bocage textures will work in RT for summer) ... 

    ... and what's really nice is that the combination of textures used are unique for each camouflaged item ...

    ... result is a lot of apparently different bushes!
    If you don't want to install my mod then you will still get the standard bocage textures appearing - which in itself is okay. I guess for winter the bocage will appear as winter branches ... quick experiment, few minutes later ...

    ... well actually it will, or rather would if my mod wasn't installed. What you can see is the winter bocage texture (brown leaves) and the extra random textures from my Hedgerow Hell mod. All the more reason to get on and winterise my mod ... 😱
    Obviously without my mod installed you'd get a full on winter camoed PaK. Sweet.
    * technical bit - if you want to use a custom foliage texture ie not bocage but rather one of the tree textures for instance, then it's possible BUT you must convert the alpha channel to 1-bit, else it won't work as JM has been demonstrating 😉
  19. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    News !!

    Result for the time no really expected !
     
    With my friend @Lucky_Strike  and his famous helpfull tree nature !!
    here a picture in blender from the same "vehicle" !
    soon he will be corrected !

     
     Also the Us are back !

     
     
    stay tuned for the rest 
     
    JM
  20. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    Thank you Tony I am almost happy with the result, but this is a lot of work, and is not finish, and  lot of tests, so my game is probably restarting 50 60 times to  joining all th tiles behind and after a job to thinking a lot, but I like it !
    Thanks Mark !
    This is the paved road 1a to 1i but some are on work I am not finish now, but the matrix almost yes, a lot of time and tests, and patience, no time to drink a good glass,... the street will not be straight...😁 and  so I can try to use it on differents terrains and road perhaps also include in the snow and the Bulge I willl see... now, just wait some days weeks to see more result in Normandy !
    The circle in color give me advise when this is another kind of road crossing, corner or only straight...this is my way to work to don t be lost myself in the street !

    On the corner or crossing I can created lot of things cos this will not be repeated  or only on the next crossing, and I think this give a good result for now...so in the corner I can created for exemple bulllets, stain cigarette butt, younge ladies waiting to kissing some soldiers, blood stain...
    this is not possible when you use for exemple the road 1a where the objets that you want to repeat will be "almost borring" to see always the same form and colour, like on the first picture !

    The paved road 1b is difficult cos you created another street also straigh and the tile is repeated automaticly to the other direction, if you can see the dark green circle you will see the same, but on the oposite side,  from the street, this is for me the most difficult to created, cos "the size of my tracks will be  differents" as the original, and no more coordonated correctly with the real size of the tank but also the next tile, but I have also to draw in oblique, so this give some incertains points to working solution is to creates more traces to try to joint the other in the front but also joint the tile behind ...
     
    Hmmm I dont know if you following me ?
     
    but I think I keep it in a good way for now, this was a chalenge but I am almost happy with the result.
     
    !!! News of the day !!!
    Today a Spifire give me advice, on his own risk, to tell me that all tiles are not finish orange and dark blue color, but also that (a picture is always the best to explain something 😜)
     
    This map give me only 6 differents tiles colors of 9 "in the pack of paved road 1", I have to load another map to find eventual the missing colours tiles and prepare it as well !

     

     

    Only that i am not sure to using all the bests mods, to have the best effects, I  have to check if a mod is not already done for the paved road 1, if you can give me advices this will be welcome I think @Mord was also making a terrain mod very effectiv but I can t find it !
     
    So guys waiting to some critics, advices news ideas, something new, that you want eventual see, (but not the younges ladies above) all is welcome...thanks in advance ! 
     
    I do my best thanks !
     
    JM
  21. Like
    Aquila-SmartWargames reacted to kohlenklau in CMFI Crete 1941 mini-mod project   
    The secret Nazi MEGALON glider could carry an entire company!

  22. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    Little update from my corner !
     
    US Airborne and Glider updates

     
     

     

     

     
    Camo faces (reserved for Airborne and British CW Paras and Cmdo). some gogles yellow gloves  Shell Dressing  

     
    View from the shell dressing in Blender 
     
    I made a lot of tests, when in Blender, appear nice and acceptable, in the game very strange and uggly, so I prefer let it without bumbs !  I am not very sure about the Glider emblems, I dont put it on the shoulder...  
    I take the opportunity to say thank you to @Damian45 for his wonderful uniforms job, also that he let me make some little  updates with his helmets ! 
    I Hope you will like, the dirty faces, that I promised you months ago... !
     
    The next one about USA will be the Armor infantry and the last the Rangers !
    than I am done with Usa, and can starting with British and Commonwealth !
     
    Soon to download <Us Airborne camos> !
     
    Hope this will be usefull !
     
    JM
  23. Like
    Aquila-SmartWargames reacted to Sgt.Squarehead in CMFI Crete 1941 mini-mod project   
    I believe our models were made for us by @Aquila-SmartWargames, he's been a massive help.....We're discussing what exactly needs to be stolen from CM:CW right now.
    Consequently we're in the opposite position of having models, but with nothing to drop them on. 
    The PT-76B is a case in point.....We have a gorgeous official model, but the closest vehicle that we can drop it on is a BMP-1.  These will probably work OK if used as AI controlled units (give or take the odd guided missile), but would be massively open to abuse by human players.
  24. Like
    Aquila-SmartWargames reacted to kohlenklau in modding early war Soviets...   
  25. Like
    Aquila-SmartWargames reacted to JM Stuff in JM´s Corner   
    Sure,  Stephane I was only present the Berlin cars for CMRT, I have already a bunch of others vehicles waiting to differents theaters, CMFI CMBN CMRT CMCW soon present you for CMCW !
    I am working now only for the CMRT (sinon c est la catastrophe et le grand desordre dans les modules ) I loose already some because bad save of vehicles in wrong folder)  grrrrrr !
    I show you the citroen that I did from couple of week before I starting exclusively for CMRT !
    but all are statics vehicles from Favour objects, just saying ,you cannot "play" with them moving with your hand like when were child and make vroum vroum !!
    Perhpas one day I or we can be able to import export in CM !
     

     
    But in the game appear in this way so I let it fall for the time and do exclusivly for CMRT but after I will come back on it I like very much this kind of car almost ready from the partisans somewhere in, (rue Lauriston a Paris do you know ?),  pour essayer de deloger les Gestapars 😆!
     
    Textures are not ready partisans as well, (l heure du glas n a pas encore sonne) !
    Battle of Falaise encore tres tres loin !

     
    But I will make an execption and present you the Gestapcitro, or minimum "a Citroen", "the maquis" keep an eyes everydays of the men in black !
     
    a+
    JM
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