Pete Wenman Posted January 2, 2019 Share Posted January 2, 2019 37 selected Flavour Objects that I made for Black Sea have been combined and renamed within the SF2 editor as required to be available within SF2 Some textures have been reworked to fit within the Syrian environment. FO have been added to empty slots within the Map Editor and so the naming conventions in most cases are a little odd. Download https://cmmodsiii.greenasjade.net/?p=7737 Read Me Additional Flavour Objects for SF2 Additions to the FO as follows Aircon 3 – concrete barrier 4 – spray tank on wheels 5 – Disc rake 6 – picnic table 7 – fork lift truck 8 – rail buffer1 9 – rail buffer2 ATM 2 – kiosk1 3 – kiosk2 4 – loaded pallet 5 – stack of pallets 6 – pallet on trolly jack 7 – large aircon unit 8 – vending machine 9 – electrical box Log 3 – concrete pipes spilt 4 – concrete pipes stacked 5 – concrete pipe Shelter 5 – wooden pitched roof 6 – green plastic roof 7 – pillars and arch 8 – busstop Bin 7 – large yellow bin empty 8 – large yellow bin on side 9 – large yellow bin full Pallet 4 – pallet trolly jack (no pallet) 5 – handcart1 6 – handcart2 7 – handcart3 8 – handcart4 9 – handcart5 Barrel 3 – 3pipes standing 4 – 2pipes standing with base Telephonepole 4 – concrete telephone pole 5 – raised barrier 6 – basketball hoop 7- rail crossing X P 8 Quote Link to comment Share on other sites More sharing options...
rocketman Posted January 2, 2019 Share Posted January 2, 2019 Thanks a lot I seem to remember that BN has fewer flavour objects than FB. Would it be possible to do the above and add FB objects to BN? 0 Quote Link to comment Share on other sites More sharing options...
mjkerner Posted January 2, 2019 Share Posted January 2, 2019 Niiiice! Thanks, Pete! 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted January 2, 2019 Share Posted January 2, 2019 +1 Thank you @Pete Wenman. 0 Quote Link to comment Share on other sites More sharing options...
homewrecker Posted January 2, 2019 Share Posted January 2, 2019 This is awesome, some of these will be useful in a campaign I'm working on. A little variety never hurts. Thanks! 0 Quote Link to comment Share on other sites More sharing options...
Cambronne Posted January 2, 2019 Share Posted January 2, 2019 Hell, YEAH...!!!! 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted January 2, 2019 Share Posted January 2, 2019 Happy f’n new year! Thanks Pete! 0 Quote Link to comment Share on other sites More sharing options...
Cambronne Posted January 2, 2019 Share Posted January 2, 2019 (edited) I converted another several flavours from CMRT: Barrel: 5(Gravestones), 6(heystack), 7(fuelpump), 8(mailbox), 9(bicycle) and log6(harvester). I don't have a cmmodsiii account. Can I send them to Pete to include them into his mod so that they could become available for all? Edited January 2, 2019 by Cambronne 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted January 2, 2019 Share Posted January 2, 2019 1 hour ago, Cambronne said: I converted another several flavours from CMRT: Barrel: 5(Gravestones), 6(heystack), 7(fuelpump), 8(mailbox), 9(bicycle) and log6(harvester). I don't have a cmmodsiii account. Can I send them to Pete to include them into his mod so that they could become available for all? You’d have to ask Pete that alternatively you could just get an acct as hopefully we’ll see more work from you going forward. 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted January 3, 2019 Share Posted January 3, 2019 Do I recall correctly that flavor objects do not provide cover? 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted January 3, 2019 Share Posted January 3, 2019 3 hours ago, Sequoia said: Do I recall correctly that flavor objects do not provide cover? you would be recalling correctly. They are great but should be used sparingly. Those traffic barriers become a heckuva lot less immersive when you watch your Humvee drive through it. 0 Quote Link to comment Share on other sites More sharing options...
37mm Posted January 3, 2019 Share Posted January 3, 2019 I thought they DO provide (some) cover... just not any concealment or hinderance to movement? 0 Quote Link to comment Share on other sites More sharing options...
benpark Posted January 3, 2019 Share Posted January 3, 2019 (edited) Thanks a million for these, Pete. Flavor objects provide varied cover, but not concealment- according to this guy: Edited January 3, 2019 by benpark 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted January 3, 2019 Share Posted January 3, 2019 SWEET work, Pete! Great job, buddy! Thanks! I wish BF would consider doing a pack of just flavor objects or adding them into a pack. They could do one modern and one WWII. Mord. 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted January 4, 2019 Share Posted January 4, 2019 Sadr city getting some much needed infrastructure repair. 2 Quote Link to comment Share on other sites More sharing options...
Combatintman Posted January 5, 2019 Share Posted January 5, 2019 On 1/3/2019 at 7:32 AM, 37mm said: I thought they DO provide (some) cover... just not any concealment or hinderance to movement? Remembering of course that some flavour objects can cause pathfinding issues, particularly if placed close to building entrances. 0 Quote Link to comment Share on other sites More sharing options...
JohnO Posted January 5, 2019 Share Posted January 5, 2019 On 1/3/2019 at 9:43 PM, sburke said: Sadr city getting some much needed infrastructure repair. Now do something to those buildings, they look to clean 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted January 6, 2019 Share Posted January 6, 2019 On 1/3/2019 at 10:43 PM, sburke said: Sadr city getting some much needed infrastructure repair. +1 Looks very cool. I'm sure it will be an awesome MOUT map, right up there with @LongLeftFlank Ramadi map. I hope someday you will release the map to the public. I bet a lot of cool scenarios could be based in this map. 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted January 6, 2019 Share Posted January 6, 2019 (edited) 3 hours ago, MOS:96B2P said: +1 Looks very cool. I'm sure it will be an awesome MOUT map, right up there with @LongLeftFlank Ramadi map. I hope someday you will release the map to the public. I bet a lot of cool scenarios could be based in this map. absolutely. It is slow going because it is so darn big. It won't be as nice as LLFs in that I am not going to populate it with flavor items. Basically I am looking at this as a master map that would be sliced up to be used in scenarios. I think the only reason I am even doing this at scale is perspective. Trying to get a feel for what Sadr city would have been like rather than just another urban block map. It is freakin intimidating. Easy to see how units would get disoriented and how difficult it must have been for the Cav to figure out where Red one was located and how to push through to them in the 2004 fighting. (you can see some locations on the screenie. I think I am pretty close to where red one went to ground near the hospital.) I am trying to focus my efforts to finishing individual blocks so it could be released in segments rather than waiting for a complete map. Sadr is made up of almost identical sectors. Each sector is approx. .5 x .4 kms. The Map covers 18 of those sectors (1825x2550 meters). I suspect by the time I finish placing all the buildings I will not be able to open the full map in 3d mode. Hell it barely opens now and you can see below how much is still to do. I am thinking to concentrate on getting the 4 top left sectors done to at least get that out there for anyone interested. On a side note Sadr City is where my google earth pro defaults to when I open it . It is worth a look to see the real thing. Edited January 6, 2019 by sburke 0 Quote Link to comment Share on other sites More sharing options...
Boche Posted January 6, 2019 Share Posted January 6, 2019 Pffff wow...impresive work. 0 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted January 7, 2019 Share Posted January 7, 2019 10 hours ago, sburke said: I am trying to focus my efforts to finishing individual blocks so it could be released in segments rather than waiting for a complete map. Sadr is made up of almost identical sectors. Each sector is approx. .5 x .4 kms. The Map covers 18 of those sectors (1825x2550 meters). I suspect by the time I finish placing all the buildings I will not be able to open the full map in 3d mode. Hell it barely opens now and you can see below how much is still to do. I am thinking to concentrate on getting the 4 top left sectors done to at least get that out there for anyone interested. Wow. That is a lot of work, right there. Very cool. 0 Quote Link to comment Share on other sites More sharing options...
Combatintman Posted January 7, 2019 Share Posted January 7, 2019 15 hours ago, sburke said: absolutely. It is slow going because it is so darn big. It won't be as nice as LLFs in that I am not going to populate it with flavor items. Basically I am looking at this as a master map that would be sliced up to be used in scenarios. I think the only reason I am even doing this at scale is perspective. Trying to get a feel for what Sadr city would have been like rather than just another urban block map. It is freakin intimidating. Easy to see how units would get disoriented and how difficult it must have been for the Cav to figure out where Red one was located and how to push through to them in the 2004 fighting. (you can see some locations on the screenie. I think I am pretty close to where red one went to ground near the hospital.) I am trying to focus my efforts to finishing individual blocks so it could be released in segments rather than waiting for a complete map. Sadr is made up of almost identical sectors. Each sector is approx. .5 x .4 kms. The Map covers 18 of those sectors (1825x2550 meters). I suspect by the time I finish placing all the buildings I will not be able to open the full map in 3d mode. Hell it barely opens now and you can see below how much is still to do. I am thinking to concentrate on getting the 4 top left sectors done to at least get that out there for anyone interested. On a side note Sadr City is where my google earth pro defaults to when I open it . It is worth a look to see the real thing. Hopefully you did the door, window layouts and building colours as you went along 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted January 7, 2019 Share Posted January 7, 2019 5 hours ago, Combatintman said: Hopefully you did the door, window layouts and building colours as you went along Funny as I was spending a lot of time early on and then realized there was no way I was gonna be able to keep that up. Things like doing special balcony set ups with adjoining buildings etc. it is going a little faster now that I have realized I can’t maintain that level of effort as it takes longer and longer to go to 3D view. It takes forever now and pretty soon won’t likely at all. 0 Quote Link to comment Share on other sites More sharing options...
Combatintman Posted January 7, 2019 Share Posted January 7, 2019 2 hours ago, sburke said: Funny as I was spending a lot of time early on and then realized there was no way I was gonna be able to keep that up. Things like doing special balcony set ups with adjoining buildings etc. it is going a little faster now that I have realized I can’t maintain that level of effort as it takes longer and longer to go to 3D view. It takes forever now and pretty soon won’t likely at all. Yeah I get that, I'm working on a fairly low drag 3.5 km x 2.3 km map but doing all of that window, door and façade stuff as I go. Flicking in and out of 3D is getting longer every day. 0 Quote Link to comment Share on other sites More sharing options...
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