![](http://content.invisioncic.com/r254563/set_resources_1/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
birdstrike
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Posts posted by birdstrike
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Not yet, but I reckon I will release something like a "test package" very soon.
I think it will help to get some first hand opinions from others, as I'm starting to see brown and green dots everywhere...
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I tried creating more cohesion for mixed camo patterns by using groups of 4 uniforms of the same type for each camo pattern at the same time. For example 4x type A, 4x type E and 4x type F.
In theory, this will give the first 4 soliders in a unit the same camo types, the next 4 get the next camo, and so on.
in practice, of course there are a number of things which will create a more random pattern, the most important, is of courses, that not every unit/squad has 8 soldiers.
To give you an impression of what 3 different uniforms used at the same time look like, here is an example of a full Syrian rifle squad using the 3 different camo patterns mentioned above (4xA,E,F):
You will notice that that actually 6 soldiers wear camo type A, two wear camo type E and only one wears camo type F.
The next picture shows a command squad:
Here we have 2x type A, 2x type F and 1x type E.
The number of uniforms of the same type can be increased to create more cohesion within a group of soldiers, or decreased to create more variety.
The thing I'm still thinking about is how many uniforms and camo patterns to use in one group, and of course which ones to mix (eventually all will be used, of course).
I can make it fully optional to the player by making packs with one camo pattern each. This way you can decide yourself how many and what camo patterns you want to use. Using a single pack, for example would only have one camo type, for example A, with varied helmets and gear. Using 3 packs would result in something similar to the pictures above.
However this would require the players who want to use multiple packs to renumber the helmets and uniforms themselves to make them work. For anyone who prefers a "plug-and-play" mod, this could be too tedious or confusing.
Any opinions? (if I haven't confused you, yet
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[ June 23, 2008, 12:49 PM: Message edited by: birdstrike ]
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For African scenarios, it would be possible to use regular army troops for one side and reserve troops for the other side. This way you would have 2 different uniform types for the same (Syrian) troops.
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Nice pic
reminds me... they did promise us flying cars in the 80ies, right? Though I expected them to be a little more... uhm, stylish.
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thx for those pics
I have uploaded a new version (v1.1) to CMMods. The new package includes the textures for all graphic settings. But be warned: it's a huge file, now.
I have also uploaded an update for those who already have downloaded v1.0. This one's a little smaller
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Abrams has 10 periscopes. 6 for the commander, 3 for the driver, 1 for the gunner/loader.
You can see them in the game, it's the little purple viewports around the hatches.
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Hm, perhaps I'll leave it in then. Assuming surplus made its way to the masses.
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Yes, it's definitely the graphics settings.
To keep the filesize small, I left out a couple of textures which didn't seem to have any effect on the ingame graphics - I wasn't realizing the textures would be used on higher graphic settings.
I will try to put up an update ASAP.
For now I can only suggest using the "improved settings".
Sorry for that.
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Looks familiar
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I will look into it. Could be the graphics settings. I normally play on improved, too.
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For anyone who missed it, I've already released v1.0 of my Syropean Terrain mod. It's available at CMMods.
Alternative download from MediaFire:
(split into two .rar files)
Any comments and suggestions for improvement appreciated.
EDIT:
I have uploaded an updated version 1.1 and also added an upgrade to the existing 1.0 with the missing textures for better/best graphic settings.
[ June 24, 2008, 06:03 AM: Message edited by: birdstrike ]
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I wanted to save that for the back of the uniforms...Originally posted by the Fighting Seabee:Can you make Realtree? I want to make a Tenessee family reunion scenario.
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Thanks for the input, guys
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I think I will drop type B completely and make the rest optional.
And yes, I planned on "ragtagging" them anyway, so no need to worry
I already finished some different helmets, and gear (color of pouches and shovel/no shovel).
I am thinking about making two different uniforms of the same camo pattern, too. Seems like the best solution, because most uniforms don't mix with each other too well.
I also tried different camo patterns for pants and shirts, but the results weren't satisfying.
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re: bunkers
I've noticed this, too.
It happens with a map which was created with an earlier version of the game (can't remember, 1.05 or 1.06?).
Bunkers relocate themselves at the edge of the map, no matter where I try to set them up.
Doesn't seem to happen with maps created with the 1.8 patch, though.
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Does Amnesty International know of this?
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I found a very quick way to create new Syrian uniforms, so I decided to make a whole bunch of them
The patterns are inspired by various pictures of Russian uniorms I found on the net.
Unfortunately, I did not find any detailed information of russian uniforms and I have no idea of what uniform is used by which unit and under what circumstances, so if anyone has any ideas of how to useful sort them in the game (which to be used for regular infantry and which for reserve troops), I would appreciate it.
Otherwise I will just release the whole package as soon as it's fine tuned and leave the rest to the players.
EDIT:
I have released a test version of the mod. The whole mod is divided into a Basic package and one uniform package for every camo pattern.
The basic package contains the textures for random pouches and gear, the textures for vehicle crews and some new faces with shirts (optional).
Each uniform package contains 4 uniforms and helmets for regular and reserve army.
In order to use a new uniform camo, you need the basic mod (for randomized gear and tank crews) and add any uniform package you like.
You can use different camo patterns for regular and reserve troops, and you can also use multiple camo types at once, but you need to rename the textures for them to work. A detailed installation descrription is included in the readme.
The test version is intended to test the uniforms and provide me with some feedback if the manual editing and mixing of the uniforms is not too complicated. If players encounter problems using the mod, I will try to make "pre-mixed" units, depending on people's suggestions.
And please let me know, whether you prefer the uniforms in single packs, as they are now, or multiple uniforms in a single pack.
'nuff said, the basic mod and the uniform packs are available at CMMods.com
[ June 24, 2008, 01:54 PM: Message edited by: birdstrike ]
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Could be a new house clearing tactic. The driver suddenly spotted an enemy spy and tried to get him before he gets away.
Have you checked if there was someone clinging to the windshield wipers after that maneuver?
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I cannot oder my Abrams tanks to fire their main guns at an area target properly.
Area targeting buildings works fine - no problems there, but the tank does only use its coaxial MG when ordered to are fire at ground, even when using the normal (red) targeting command.
Anyone else can confirm this?
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Saved by the bell
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This is one of the coolest "bugs" I've seen, ever!
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Because I keep forgetting which trees I placed where on a map, I created a smallish mod which replaces the generic green dots with little pictures of the individual trees and brushes.
You can download the mod from CMMods.com
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The Marines Module will probably come out earlier than that, so you don't have to wait that long
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It's some work in progress. I realized the existing darker grass mod didn't go well with the green camo and vehicles.
It should be up on CMMods soon.
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Very nice idea. You got my vote.
Syrope Mod (updated to 1.1)
in Combat Mission Shock Force 1
Posted
I will try to upload the mod to mediafire, as a "backup" download.
EDIT:
it's up and available on MediaFire. Links are in the my first post.
[ June 24, 2008, 06:04 AM: Message edited by: birdstrike ]