MOS:96B2P Posted July 26, 2019 Share Posted July 26, 2019 13 minutes ago, Aquila-CM said: Aircraft Carrier (blender file included, resize it to your needs) +1 Very cool. 0 Quote Link to comment Share on other sites More sharing options...
Aquila-SmartWargames Posted July 26, 2019 Author Share Posted July 26, 2019 (edited) Workshop Building (created with the Vietnam mod in mind but kept neutral enough that you also could expect this building in rural Syria or in WW2 Normandy/Italy/everywhere. Use as a pure flavor object or combine it with a building. Edited July 26, 2019 by Aquila-CM 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted July 26, 2019 Share Posted July 26, 2019 Any one else stumble on this yet? http://www.cadnav.com/3d-models/model-41034.html 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted July 26, 2019 Share Posted July 26, 2019 I know it's much much easier to suggest than to actually implement but this could be useful as well: http://www.cadnav.com/3d-models/model-36312.html 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted July 26, 2019 Share Posted July 26, 2019 Last one I promise. http://www.cadnav.com/3d-models/model-47931.html 0 Quote Link to comment Share on other sites More sharing options...
Aquila-SmartWargames Posted July 26, 2019 Author Share Posted July 26, 2019 (edited) Tents are especially useful as they could see usage in almost every scenario and every Combat Mission game. I offered to create a CH-47 if one goes for the creation of the Battle of Takur Ghar, Afghanistan It also looks like others now gained the skills required and are working on their custom models, so I hope soon to see their work releasing too. If you struggle you´ll find my Discord in one of the posts. I know I said several times that I want to step back but when you come up with a great idea you simply want to test it. I tested motorcycles with a driver & a Schwimmwagen, a barrage baloon, complete vehicle checkpoints, or Dubai style skyscrapers. One great idea opened up another great idea. There is simply no end of great ideas with this method. It also was indeed making for exciting breaks from my RL stuff. Perhaps @sbobovyc will even open up further ways to explore. So like already described in a post, I want only do jobs now for people working on campaigns and scenarios (Modern & WW2 alike). Despite this I might do the Glider if one manages to convert it. Everyone feel free to use & mod these creations for your projects without asking. Other designers feel free to use this thread for your creations and ideas. Have fun with the methods & creations. https://www.dropbox.com/sh/1tviryry89g6py7/AAAJpSvGH6u1iEx4WzwVLSnJa?dl=0 https://1drv.ms/u/s!Agho21MGTssHaTHHgpIcaQWqWpU?e=m0KdgK Edited July 26, 2019 by Aquila-CM 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted July 26, 2019 Share Posted July 26, 2019 I also spotted wrecked modern civilian cars and a wrecked truck on the site. 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted July 26, 2019 Share Posted July 26, 2019 4 hours ago, Sequoia said: Any one else stumble on this yet? http://www.cadnav.com/3d-models/model-41034.html I've actually suggested to BFC that they create rubble dioramas like this that we could place in the editor. So much more immersive than what we get when a building is blown up. Mord. 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted July 26, 2019 Share Posted July 26, 2019 Ah, sorry I know I lied but I just couldn't resist posting one more. http://www.cadnav.com/3d-models/model-14203.html 0 Quote Link to comment Share on other sites More sharing options...
Aquila-SmartWargames Posted July 27, 2019 Author Share Posted July 27, 2019 (edited) 12 hours ago, Sequoia said: Ah, sorry I know I lied but I just couldn't resist posting one more. http://www.cadnav.com/3d-models/model-14203.html Damnit why had to come up with this. I was looking for something like them and this idea is too good for CM to let it pass. CM MODULAR BILLBOARD PACK (Modern + WW2 ) Removed Feet (for attaching on buildings and walls) Removed Lights 1) Lights and/or Feet can be quickly removed by switching textures (included) 2) The small yellow stickers can be retextured or quickly removed (included) 3) 5 Billboards included which all call their own dedicated texture. This means you can all 5 give them different posters and use them at the same time. In the release all 5 posters look the same but you can freely edit them to your needs. 4) Download in the Cloud Despite commercials here are some further ideas how you can utilize them: Factory/Shop/Facility Sign Information Billboard Graffiti WW2/modern Propaganda Public Information/Subway Military information/notifications/warnings/signs Edited July 27, 2019 by Aquila-CM 2 Quote Link to comment Share on other sites More sharing options...
Glubokii Boy Posted July 27, 2019 Share Posted July 27, 2019 48 minutes ago, Aquila-CM said: Damnit why had to come up with this. I was looking for something like them and this idea is too good for CM to let it pas CM MODULAR BILLBOARD PACK (Modern + WW2 ) Removed Feet (for attaching on buildings) That's one mighty nice looking billboard 1 Quote Link to comment Share on other sites More sharing options...
Mord Posted July 27, 2019 Share Posted July 27, 2019 (edited) 56 minutes ago, Aquila-CM said: Damnit why had to come up with this. I was looking for something like them and this idea is too good for CM to let it pass. LMAO! EVERY time Sequoia posts I find five other things in the link that would look awesome in game. It's a rabbit hole the size of the Grand Canyon. The guardrail looked incredible (bottom right of the same link as the billboard). Pretty sad when you get excited about a "guardrail!" Mord. Edited July 27, 2019 by Mord 1 Quote Link to comment Share on other sites More sharing options...
JM Stuff Posted July 27, 2019 Share Posted July 27, 2019 (edited) @sbobovyc give the 3D available keys @Aquila-CM open all doors The others one, let us discovers ! ! BF watching on a staff map the situation !! Edited July 27, 2019 by 3j2m7 1 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted July 27, 2019 Share Posted July 27, 2019 4 hours ago, Aquila-CM said: Damnit why had to come up with this. I was looking for something like them and this idea is too good for CM to let it pass. CM MODULAR BILLBOARD PACK (Modern + WW2 ) +1 YES!! This is some useful stuff. Thanks. 1 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted July 27, 2019 Share Posted July 27, 2019 Amazing stuff.....I did my day's supply of likes long ago & I still owe you several more! 1 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted July 27, 2019 Share Posted July 27, 2019 On 7/26/2019 at 1:59 AM, JohnO said: F#*king Marines use LCACs Puny little flymos! 0 Quote Link to comment Share on other sites More sharing options...
37mm Posted July 28, 2019 Share Posted July 28, 2019 On 7/26/2019 at 7:35 PM, Aquila-CM said: Workshop Building (created with the Vietnam mod in mind but kept neutral enough that you also could expect this building in rural Syria or in WW2 Normandy/Italy/everywhere. Use as a pure flavor object or combine it with a building. Yep, i'll definately be grabbing that. In regards to my own experiments could you go into a little more detail with regard this "triangulation" step... I just can't seem to get it to work. In particular are there any blender UI changes I should be looking for so as to determine whether or not "triangulation" has even occured? I'm assuming this is an example of the "perforation" artifacts you spoke of (if the step has been missed). 1 Quote Link to comment Share on other sites More sharing options...
Aquila-SmartWargames Posted July 28, 2019 Author Share Posted July 28, 2019 (edited) US Marines M27 Infantry Automatic Rifle (IAR) - Marines´ new infantry rifle, based on the HK416 - wanted to at least once try & create a weapon - blender file includes the M16´s standard ACOG and a front grip as alternative attachments. - the body would look even greater but it doesn´t load its texture located in the m27iar_txt.bmp. I guess this has something to do with UVs but I don´t know much about textures. - the alignment could be refined. - original weapon status icons included but need to me modded. Weapon name can be changed in the strings.txt - feel free to mod/fix this weapon. - download in the cloud - For creators: it seems that weapons with grenade launchers are modelled in fact as two weapons in Combat Mission. One with the rifle as "weapon" and one with the launcher as "weapon", both models look the same. I guess the game engine switches between the two seperate weapons while players won´t notice due to the same model. Keep this in mind when replacing Weapons with GLs. However this also opens new options: I guess you could replace the grenade launcher weapon completely with a new weapon (for example with a M79 dedicated grenade launcher). The infantry man then would use its M16 for regular small arms fire and occasionaly cram out its M79 to get a grenade off. Not tested. 2 hours ago, 37mm said: I'm assuming this is an example of the "perforation" artifacts you spoke of (if the step has been missed). Your custom model is almost ready. This issue is not difficult to fix. All models in CM require triangulated faces. What you have to do: - Go into blender and select a model part - point the cursor towards the model/3d screen - press "TAB" you now in Edit Mode - press CTRL+T, the model part will be automatically triangulated. (For your personal confirmation: In the left interface something with "beauty" should appear and you may notice additional triangle lines appearing in the model) - repeat this for every model part Not all custom 3d models require to be triangulated but when working on a new custom 3D model select a big part and test this step once to see if additional triangle lines appear in the model. If this happens chances are high that you need to do this for every part, if no new lines appear chances are high that the model is good to go right from the bat. Edited July 28, 2019 by Aquila-CM 1 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted July 28, 2019 Share Posted July 28, 2019 Happy to see more modders taking a crack at this. I'd give it a go myself if I had more time. Do I assume correctly one can't implement the billboards as one can, say helmets or posters, by numbering different graphics? E.g. poster-1, poster-2 , which will display random graphics in game of the numbered graphic files. 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted July 28, 2019 Share Posted July 28, 2019 Of course one could have different billboards in different flavor object slots. 0 Quote Link to comment Share on other sites More sharing options...
Aquila-SmartWargames Posted July 28, 2019 Author Share Posted July 28, 2019 1 hour ago, Sequoia said: Of course one could have different billboards in different flavor object slots. On 7/27/2019 at 12:23 PM, Aquila-CM said: 3) 5 Billboards included which all call their own dedicated texture. This means you can all 5 give them different posters and use them at the same time. In the release all 5 posters look the same but you can freely edit them to your needs. 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted July 29, 2019 Share Posted July 29, 2019 question on these and likely flavor objects in general. What is the distance for LOD on these? Was messing with the cargo ship as a backdrop and it seems it is only visible within a couple blocks of the waterfront. Is that expected? 0 Quote Link to comment Share on other sites More sharing options...
Aquila-SmartWargames Posted July 29, 2019 Author Share Posted July 29, 2019 4 minutes ago, sburke said: question on these and likely flavor objects in general. What is the distance for LOD on these? Was messing with the cargo ship as a backdrop and it seems it is only visible within a couple blocks of the waterfront. Is that expected? 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. 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted July 29, 2019 Share Posted July 29, 2019 (edited) cool, thanks! Blackhawks and Humvees for me are no problem. They(on urban maps which I typically use) would not be visible anyway, but the ship as a back drop I need more distance. Edited July 29, 2019 by sburke 0 Quote Link to comment Share on other sites More sharing options...
37mm Posted July 29, 2019 Share Posted July 29, 2019 16 hours ago, Aquila-CM said: Your custom model is almost ready. This issue is not difficult to fix. All models in CM require triangulated faces. What you have to do: - Go into blender and select a model part - point the cursor towards the model/3d screen - press "TAB" you now in Edit Mode - press CTRL+T, the model part will be automatically triangulated. (For your personal confirmation: In the left interface something with "beauty" should appear and you may notice additional triangle lines appearing in the model) - repeat this for every model part UULLTTTIIMMMMAAAATTTTEEE POWWWWEEEERRRRR!!! 2 Quote Link to comment Share on other sites More sharing options...
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