ViperAssassin26 Posted December 29, 2019 Share Posted December 29, 2019 Ok so I'm ready to upload a mod. I went on a few good men. But have no clue where to upload. 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted December 29, 2019 Share Posted December 29, 2019 Screenshot please! 0 Quote Link to comment Share on other sites More sharing options...
ViperAssassin26 Posted December 29, 2019 Share Posted December 29, 2019 2 Quote Link to comment Share on other sites More sharing options...
ViperAssassin26 Posted December 29, 2019 Share Posted December 29, 2019 I added Goggles 0 Quote Link to comment Share on other sites More sharing options...
ViperAssassin26 Posted December 29, 2019 Share Posted December 29, 2019 Here is the link to it. to the download https://drive.google.com/drive/u/0/folders/1aqN3j9210g94OXBG1fcj7kqIRK63FIcn 1 Quote Link to comment Share on other sites More sharing options...
ViperAssassin26 Posted December 30, 2019 Share Posted December 30, 2019 Ok the link should work now. https://drive.google.com/open?id=1aqN3j9210g94OXBG1fcj7kqIRK63FIcn 0 Quote Link to comment Share on other sites More sharing options...
JohnO Posted December 31, 2019 Share Posted December 31, 2019 On 12/30/2019 at 6:45 AM, ViperAssassin26 said: Ok the link should work now. https://drive.google.com/open?id=1aqN3j9210g94OXBG1fcj7kqIRK63FIcn Viper, do you have the texture for the goggles? 0 Quote Link to comment Share on other sites More sharing options...
ViperAssassin26 Posted December 31, 2019 Share Posted December 31, 2019 5 hours ago, JohnO said: Viper, do you have the texture for the goggles? I don't. I imported the ACH and the goggles into Blender and parented them together. then I exported the new ACH into a different folder in my desktop under the name as the ACH from the original MDR file. I put that into my Z folder and it happen to work. but I have no clue about how to do textures and turning them into a BMP file. I got lucky. 0 Quote Link to comment Share on other sites More sharing options...
Aquila-SmartWargames Posted January 8, 2020 Author Share Posted January 8, 2020 (edited) On 12/29/2019 at 2:12 AM, Ivan Zaitzev said: Ok, I asked this in another topic but it might get some more attention here: I edited a bolt action rifle in CMFI with a new obj, have clip, muzzle and extraction. Managed to export as mdr from blender. But when I fire the game, the rifle is invisible. I'm guessing this is a texture problem. The file I have renders textures in Blender, all wood and metal. But when I go to UV editing there is nothing there. And the textures are three separate files (two for metal, one for wood). Can someone point me in the right direction? Thanks An invisible rifle sounds to me more like a model problem unless you´re using the blank textures. Texture problems should more likely show black/distored skins ingame. But its hard to tell without more insight what actually was done here. Edited January 8, 2020 by Aquila-CM 0 Quote Link to comment Share on other sites More sharing options...
Aquila-SmartWargames Posted January 8, 2020 Author Share Posted January 8, 2020 (edited) On 12/30/2019 at 2:45 PM, ViperAssassin26 said: Ok the link should work now. https://drive.google.com/open?id=1aqN3j9210g94OXBG1fcj7kqIRK63FIcn I´ve just tested this, looks like its working for me. From what I understand the uniform texture was used and thus the googles are in their cloth cover. I like the added detail & M4. I will use/showcase this in my next CMSF2 US Army playthrough While doing the Flak Stuart tutorial an idea came up Hiding objects/ LOD idea - Most vehicles and some terrain objects (trees etc.) come with lod files. - From specific camera distances the engine starts to use the LOD mdrs instead of the original mdr. - From what I´ve seen the LOD mdrs can be a completely different model compared to the original one - A designer could utilize this by for example hide something in the Jungle. An entrance that has to be found (hidden objective) which shows up invisible/like vegetation from the distance, requiring the player to actively - visually - search the area. - combined with objects that require LOS/active spotting (wrecks etc., not sure if emplacements like trenches or bunkers have lod files) could make it even more challenging to find. Edited January 8, 2020 by Aquila-CM 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted January 8, 2020 Share Posted January 8, 2020 7 hours ago, Aquila-CM said: Hiding objects/ LOD idea - Most vehicles and some terrain objects (trees etc.) come with lod files. - From specific camera distances the engine starts to use the LOD mdrs instead of the original mdr. - From what I´ve seen the LOD mdrs can be a completely different model compared to the original one - A designer could utilize this by for example hide something in the Jungle. An entrance that has to be found (hidden objective) which shows up invisible/like vegetation from the distance, requiring the player to actively - visually - search the area. - combined with objects that require LOS/active spotting (wrecks etc., not sure if emplacements like trenches or bunkers have lod files) could make it even more challenging to find. That's an intriguing idea.....Not sure quite what I would do with it, but it's definitely food for thought. 0 Quote Link to comment Share on other sites More sharing options...
Aquila-SmartWargames Posted January 12, 2020 Author Share Posted January 12, 2020 (edited) Vehicle and Helmet Camo Experiments Edited January 12, 2020 by Aquila-CM 5 Quote Link to comment Share on other sites More sharing options...
Erwin Posted January 12, 2020 Share Posted January 12, 2020 Impressive effort. We were told years ago that it would be impossible to do the stuff you have been doing. 2 Quote Link to comment Share on other sites More sharing options...
umlaut Posted January 12, 2020 Share Posted January 12, 2020 Great stuff here. I´ve just downloaded the Ruins Pack and modded it a bit to make it blend in better with my factory mods. I think it works very well visually - but there is still the problem of the amount of actual cover and concealment such mods provide. 2 Quote Link to comment Share on other sites More sharing options...
Aquila-SmartWargames Posted January 12, 2020 Author Share Posted January 12, 2020 (edited) You need to combine the ruins or other flavor models with visible/invisible low walls, wrecks, trenches, etc or invisible bushes, hedges etc to enable cover, concealment & LOS/LOF blocking. Detailed information and how to do it can be found in this thread. I think somebody stated invisible buildings are also possible but I didn´t test much into this direction. Edited January 12, 2020 by Aquila-CM 2 Quote Link to comment Share on other sites More sharing options...
JohnO Posted January 13, 2020 Share Posted January 13, 2020 Question to anyone, I'm assuming that "LOD" is "Line of Distance"? If I'm correct, the question I have is what does the numbers after LOD means? For example LOD-1, LOD-2 and so on. 0 Quote Link to comment Share on other sites More sharing options...
ViperAssassin26 Posted January 13, 2020 Share Posted January 13, 2020 Would it be possible to mod the soldier to where he's wear a plate carrier instead of the IOTV? Just curious. 0 Quote Link to comment Share on other sites More sharing options...
Aquila-SmartWargames Posted January 13, 2020 Author Share Posted January 13, 2020 5 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted January 13, 2020 Share Posted January 13, 2020 Great work as always fella. I think it's fair to say that people are looking at CM modding in a whole new way since you joined the crew.....My hat's off to you sir. 2 Quote Link to comment Share on other sites More sharing options...
MOS:96B2P Posted January 13, 2020 Share Posted January 13, 2020 +1. @Aquila-CM Very cool. 1 Quote Link to comment Share on other sites More sharing options...
Lethaface Posted January 13, 2020 Share Posted January 13, 2020 14 hours ago, JohnO said: Question to anyone, I'm assuming that "LOD" is "Line of Distance"? If I'm correct, the question I have is what does the numbers after LOD means? For example LOD-1, LOD-2 and so on. AFAIK lod is a generic term for 'level of detail' for 3d models, whereas the closer by the model is rendered, the higher the LOD level. Not sure if 1 is highest or lowest whatever. 0 Quote Link to comment Share on other sites More sharing options...
Aquila-SmartWargames Posted January 13, 2020 Author Share Posted January 13, 2020 2 Quote Link to comment Share on other sites More sharing options...
Aquila-SmartWargames Posted January 13, 2020 Author Share Posted January 13, 2020 1 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted January 13, 2020 Share Posted January 13, 2020 Wow, the first step towards Space Lobsters. 0 Quote Link to comment Share on other sites More sharing options...
Aquila-SmartWargames Posted January 13, 2020 Author Share Posted January 13, 2020 No Space Lobsters for you, just a test of size limitations and dynamic model parts. 0 Quote Link to comment Share on other sites More sharing options...
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