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puje

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  1. Like
    puje got a reaction from sawomi in Ukranian uniforms inspired by real life   
    Features:
    6 individual digital, and 6 individual regular Ukrainian uniforms. Digital uniforms have blue armbands and are primarily based around multicam og Ukr digital, but are ragtag like you’d see in real life.
    Regular uniforms are less modern looking, and primarily based around green colors. They have yellow armbands.
    4 modded US uniforms to recreate Foreign Legion fighters. They are mostly like standard US uniforms, but have new patches, and blue armbands.  
    Download @ Dropbox




  2. Like
    puje got a reaction from Haiduk in Ukranian uniforms inspired by real life   
    Features:
    6 individual digital, and 6 individual regular Ukrainian uniforms. Digital uniforms have blue armbands and are primarily based around multicam og Ukr digital, but are ragtag like you’d see in real life.
    Regular uniforms are less modern looking, and primarily based around green colors. They have yellow armbands.
    4 modded US uniforms to recreate Foreign Legion fighters. They are mostly like standard US uniforms, but have new patches, and blue armbands.  
    Download @ Dropbox




  3. Upvote
    puje got a reaction from JM Stuff in Ukranian uniforms inspired by real life   
    Features:
    6 individual digital, and 6 individual regular Ukrainian uniforms. Digital uniforms have blue armbands and are primarily based around multicam og Ukr digital, but are ragtag like you’d see in real life.
    Regular uniforms are less modern looking, and primarily based around green colors. They have yellow armbands.
    4 modded US uniforms to recreate Foreign Legion fighters. They are mostly like standard US uniforms, but have new patches, and blue armbands.  
    Download @ Dropbox




  4. Like
    puje got a reaction from cyrano01 in Qarmat Ali 1 PWRR Basra Iraq 05 August 2004   
    @Combatintman I know this is ancient by now, but I just found this map a week ago and got very excited. I did because back in late 2006- early 2007 this place was my hood. I was deployed with the Danish Army back then, and this place (Al Harta) was the southern tip of my company's AO.
    I just thought it would be fun to do a little review (everybody's a reviewer these days, right?) of your map and compare it to some actual images.
    I've marked a few spots on the overview where the following images were taken.
     

    Qarmat Ali bridge. There are some clear limits in the CM editor, so I get why you made a land bridge. But the real thing was very large and frankly daunting. Like in your scenario, we also had a lot of trouble with it. We had one man KIA a hundred meters south of it (if just applying North to the top of the map), and 2 WIA just when they reached the northen side, at another time. Also single shots fired at us.

     
    The Tate factory, as we called it. We took breaks in there a few times. When I was there the werehouses were just open with tin roofs. Not sure all the holes were damage from fighting, or just decay. There were some families with cute kids living in there. One thing you missed, was that one of the buildings was actually a water tower. For some reason my PL found it a great idea to put a guard up in it. It was the worst position ever. It took 5 minutes to crawl up there. I could not imagine a more ****ty position to be in if you got shot at. Luckily we never did while up there.

     
    This is just a shot from a little street we called Happy Street- The image is take a few hundred meters up the road west. One day we got shot at up this street. after searching the area we found a KPV 14.5 HMG in a garden. It wasn't the weapon that fired at us, but at least we got that one off the street. Pulling out we had a firefight again.

    But yeah Al Harta, Iraq was a pretty ****ty place. I rate it 2/10.
    Your map I'll give 7/10 for realism
    --
    @Sgt.Squarehead, I mentioned this to you, thought perhaps you'd want to see it.
  5. Upvote
    puje reacted to domfluff in CM: GWOT?   
    As you in particular are extremely aware, you can approach this with CMSF.

    I do think that the focus of CMSF is actually a little confused - clearly the setting references both wars with Iraq at times, and much of Task Force Thunder is a "blitz" style, "Road To Baghdad" sprint.
    There are plenty of scenarios and content which are set post-occupation, but there are quite a few which are weird combinations of both - where the stated mission and forces are that of a coordinated NATO response to a state-level threat, but the objectives are more COIN oriented.

    I do think the lack of any higher level campaign mechanics would be the largest limiting factor here - an insurgent force "losing" a battle, but getting some good propaganda footage might still work out to be a "win", and you might have a situation where both sides "win". That kind of nuance isn't really what CM is good at, fundamentally.

    One idea I've been throwing around for a while is using a system like an Engel Matrix game to control that. Matrix games cope with that kind of fuzzy inputs and outcomes extremely well, and would be rules-light enough to not get in the way of the generated CM battles.
  6. Like
    puje got a reaction from Lethaface in CM: GWOT?   
    I'm an Iraq vet (2006) and I've participated in a number of night time arrest missions, so I'd say I have a general idea
  7. Upvote
    puje got a reaction from LongLeftFlank in CM: GWOT?   
    I'm an Iraq vet (2006) and I've participated in a number of night time arrest missions, so I'd say I have a general idea
  8. Like
    puje got a reaction from A Canadian Cat in CM: GWOT?   
    I'm an Iraq vet (2006) and I've participated in a number of night time arrest missions, so I'd say I have a general idea
  9. Upvote
    puje got a reaction from MOS:96B2P in CM: GWOT?   
    Most of the stuff I have made has been vaguely inspired by my own experiences. More like "this is how COIN works", more than actual events. I was never in that much combat, so I've found it a bit difficult to really translate it to the CM game mechanics. Like Bufo mentions raiding a house, and realistically having to spend maybe 30-60 minutes searching it. That can't be simulated well in CM. It's either touch or occupy. And you can't specify you want MPs or a HUM INT unit to do the searching. Plus the city environments are generally a bit too sterile and boring looking. It would be dull to be static in one location for very long. It would take a total overhaul of the game, and though that will never happen (I may be wrong, but I think most CM players are panzer generals at heart), I can always dream. 
    --
    I'll make sure to check out the scenario some time. 
  10. Like
    puje got a reaction from Sgt.Squarehead in CM: GWOT?   
    I'm an Iraq vet (2006) and I've participated in a number of night time arrest missions, so I'd say I have a general idea
  11. Upvote
    puje got a reaction from sburke in CM: GWOT?   
    I'm an Iraq vet (2006) and I've participated in a number of night time arrest missions, so I'd say I have a general idea
  12. Upvote
    puje got a reaction from MOS:96B2P in CM: GWOT?   
    I'm an Iraq vet (2006) and I've participated in a number of night time arrest missions, so I'd say I have a general idea
  13. Upvote
    puje got a reaction from slippy in New Afghanistan inspired campaign: Valleys of Death   
    After months in the making, I have finally completed my campaign Valleys of Death. It turned our to be quite an ambitious project, with 11 missions!
    The campaign revolves around a US Army light infantry company, manning a remote combat outpost in an Afghanistan inspired terrain.
    Unlike classic CMSF, which highly favors shock and awe and maneuver warfare, Valleys of Death deals with the issues of small units operating in a clearly defined AO. This means that, like in real life, you will conduct operations on the same map many times, with each mission focusing on different areas and objectives. By the end you will come to know the area very well, and this knowledge is key to defeat the enemy.
    Features:
        11 missions     A large 2X2 km map and 2 additional maps     Modern counter-insurgency infantry combat     Heavily inspired by Afghanistan related media (Restrepo, Taking Fire, etc.)     Base game, no modules needed



     
    Download from Dropbox
    Please let me know ASAP if this link doesn't work! I'm not exactly a Dropbox wizz  
  14. Upvote
    puje got a reaction from c3k in New Afghanistan inspired campaign: Valleys of Death   
    After months in the making, I have finally completed my campaign Valleys of Death. It turned our to be quite an ambitious project, with 11 missions!
    The campaign revolves around a US Army light infantry company, manning a remote combat outpost in an Afghanistan inspired terrain.
    Unlike classic CMSF, which highly favors shock and awe and maneuver warfare, Valleys of Death deals with the issues of small units operating in a clearly defined AO. This means that, like in real life, you will conduct operations on the same map many times, with each mission focusing on different areas and objectives. By the end you will come to know the area very well, and this knowledge is key to defeat the enemy.
    Features:
        11 missions     A large 2X2 km map and 2 additional maps     Modern counter-insurgency infantry combat     Heavily inspired by Afghanistan related media (Restrepo, Taking Fire, etc.)     Base game, no modules needed



     
    Download from Dropbox
    Please let me know ASAP if this link doesn't work! I'm not exactly a Dropbox wizz  
  15. Upvote
    puje reacted to Zveroboy1 in Unit Patches   
    Well you have to search for a good picture of the patch on google image or elsewhere. It shouldn't be hard; I bet there are lots available. Since it is going to be quite small on the uniform, the image doesn't need to be particularly high resolution. Just make sure the colours are neutral, not too dull and not too bright. Then save the image and open it in the image editing software of your choice.
    Then select the outline of the patch with one of the selection tools, either quick select, one of the lasso tools or whatever method you prefer then copy and paste it over the uniform.

    Now this is probably going to be the hardest part if you're not familiar with image editing. If there isn't a uniform with no patch available among all the bmps, then you're going to have to first erase or hide the existing patch.
    First never touch the source texture, always do each edit on a separate layer. I haven't unpacked the right brz but looking at my mod folder, it looks like the patch goes on the sleeve and the sleeve pocket has a plain dull grey non camo fabric, so that makes it easier.
    You can use the clone stamp tool first to hide most of the existing patch and then if necessary paint with colours directly sampled from the sleeve pocket itself to hide the remaining bits. Use different colours; different brush sizes and different opacity levels for the brush to it doesn't look like a single unique colour. If you do it right, you'll get a blank sleeve pocket. It doesn't have to be perfect since most of it will be hidden by the new patch.


    Then resize the patch, position it properly over the sleeve fix you just created in the previous step, make sure when you resize it that the proportions are not messed up. In Photoshop you do this by holding down SHIFT when doing free transform to resize the image.
    Finally if you want to do it properly, you should try to match the saturation and brightness levels of the patch and of the uniform.  Here it is probably not essential. A quick and dirty trick is to make the layer with the patch slightly transparent, say 90 or 95% opacity to make it blend in a little.

    This is just a quick job using one of the uniforms in my mod folder, I think it is CptMiller's but not positive and a random ranger patch I found with a quick google search. I didn't touch the airborne bit. If the patch has to go on a bit with the camo pattern, it is automatically a lot trickier but it is the same principle.
     
     
  16. Upvote
    puje reacted to 37mm in CMSF2-Afghanistan 'All in One'   
    Okay, the CMSF2-Afghanistan 'All in One' is now ready for release.
    The modpack itself is a further refinement of the 'initial beta' released back in April & is, at its most basic, a merger between CMA & @Zveroboy1's SF2 Afghanistan work.
    Changes mostly involve further tweaks of the CMA terrain to better fit with CMSF2, @Mord's original CMA & CMSF portraits as well as various ISIF tags have been added to the UI, the Soundscape is being upgraded to v1.6 (thanks to @waclaw's HQS 4.0), the uniform mix has been altered, (@Oleksandr's uniforms are now the ones often activated by the [mountains] tag), bridges & highways have been tweaked, @Pete Wenman's rural stone walls have been added & a new lowlands background is being used (sourced with the help of @Erwin).
    The marsh to water & rudimentary dutch ANA mods have been deleted as they're no longer needed & @Zveroboy1's green ANP pick-ups are now activated by tag [anppu].
     
    In terms of content, I've collated all CMSF & CMSF2 Afghanistan scenarios & campaigns I could find (including a few french ones, now translated, thanks to help by @CMFDR).
    The SF2 stuff, by @Zveroboy1 & @puje, has been left almost entirely untouched however the CMSF scenarios & campaigns (including @dragonwynn's 'Heart of Darkness') have all been given a lick of paint... mostly by the simple method of swapping marsh into water tiles.
    I've also converted the eight CMA quick battle maps by @Stagler for use with CMSF2 & the 'All in One'.
    In total, there's two campaigns (19 scenarios between them), 37 single scenarios* & the 8 quick battle maps.
    I was hoping to make some original stuff this year but that'll have to wait for another time.
    Anyhow, here's the download link (I advise adding the modpack to an empty mod folder only)...
    https://www.mediafire.com/file/s7ignwwd9fo8aue/zzzzCMSF2-Afghanistan.7z/file
    ... and here's the eye candy...











    *About a third of these are by @Combatintman
  17. Upvote
    puje got a reaction from CraftyLJ in Qarmat Ali 1 PWRR Basra Iraq 05 August 2004   
    @Combatintman I know this is ancient by now, but I just found this map a week ago and got very excited. I did because back in late 2006- early 2007 this place was my hood. I was deployed with the Danish Army back then, and this place (Al Harta) was the southern tip of my company's AO.
    I just thought it would be fun to do a little review (everybody's a reviewer these days, right?) of your map and compare it to some actual images.
    I've marked a few spots on the overview where the following images were taken.
     

    Qarmat Ali bridge. There are some clear limits in the CM editor, so I get why you made a land bridge. But the real thing was very large and frankly daunting. Like in your scenario, we also had a lot of trouble with it. We had one man KIA a hundred meters south of it (if just applying North to the top of the map), and 2 WIA just when they reached the northen side, at another time. Also single shots fired at us.

     
    The Tate factory, as we called it. We took breaks in there a few times. When I was there the werehouses were just open with tin roofs. Not sure all the holes were damage from fighting, or just decay. There were some families with cute kids living in there. One thing you missed, was that one of the buildings was actually a water tower. For some reason my PL found it a great idea to put a guard up in it. It was the worst position ever. It took 5 minutes to crawl up there. I could not imagine a more ****ty position to be in if you got shot at. Luckily we never did while up there.

     
    This is just a shot from a little street we called Happy Street- The image is take a few hundred meters up the road west. One day we got shot at up this street. after searching the area we found a KPV 14.5 HMG in a garden. It wasn't the weapon that fired at us, but at least we got that one off the street. Pulling out we had a firefight again.

    But yeah Al Harta, Iraq was a pretty ****ty place. I rate it 2/10.
    Your map I'll give 7/10 for realism
    --
    @Sgt.Squarehead, I mentioned this to you, thought perhaps you'd want to see it.
  18. Upvote
    puje reacted to MOS:96B2P in Shock Force 2 Unofficial Screenshot And Video Thread   
    Shock Force Heaven & Earth Super Mod.



    Airborne unit and Mechanized unit link up in a village to search and destroy insurgents and insurgent supply caches. 

     
  19. Like
    puje got a reaction from 37mm in Heaven & Earth- The People's Beta   
    Unless @37mm totally changed things since I contributed a bit to the mod, the US Army does not have a 60s version.
    It wasn't realistic to port the US Army back to the 60s, when they still would have all their NVGs, GPS, etc. Hence, only the ARVN equivalent is available (as modded Syrians). 
  20. Upvote
    puje reacted to HowMuchForYou? in Heaven & Earth: Project discussion thread   
    I must say “The Year of the Rat” is probably one of the coolest campaigns I’ve ever played.
  21. Like
    puje reacted to 37mm in Heaven & Earth- The People's Beta   
    Heaven & Earth, the "Vietnam-esque" Super-mod, is proud to release the 'People's Beta'...
    Enjoy & don't hesitate to give the team some feedback.
     
    Download link (includes the manual)...
    https://www.mediafire.com/file/xal53h0dxyuznse/H%26E_0.97.7z/file
    The manual only (for those who just wish to peruse) link...
    https://www.mediafire.com/file/yq8h8zuswecmj3z/H%26E_0.97_Manual.pdf/file
     
     
    Content includes...
    Four "Bong-Hai Civil War" Era Campaigns- -The amazing 15 mission "Year of the Rat" by @puje,
    -A 15 mission People's Militia concept campaign by myself (The Special War).
    -A conversion of a 7 mission CMA campaign originally by @Fredrock1957 (now dubbed Major Nguyens Command).
    -A, tweaked, 7 mission Urban "conversion" campaign (The Second Battle of Ikke) by myself.
     
    Sixteen "Bong-Hai Civil War" Era scenarios -By far, the most impressive mission is the epic & original 'A miserable damn performance' scenario by @Combatintman.
    -Most of the remaining scenarios are "conversions" (some of the scenarios from the 'Open Beta' have been tweaked).
     
    One Modern era Campaign- -(Battle of Quy Ly- 4 missions) A rudimentary conversion of an old (very old) campaign by @RommL. Primarily an experiment in seeing what it takes to update a CMSF campaign, I made a few quick alterations and beefed up the opposition somewhat.
    Nine Modern Era scenarios (one original scenario by @Sgt.Squarehead and eight simple conversions by myself).  
    Three Quick battle map conversions by @Combatintman.  
    Installation & set-up
    The Heaven & Earth modpack is designed for CMSF2 version 2.03 or 2.04, it is advised that you use no other mods alongside Heaven & Earth as it is a complete package with a unique UI, sounds, scripts, special effects, vehicle's & weapons... many of which are swapped internally by the use of tags.
     
    Place the mod pack into your empty mod folder in C:\Users\user\Documents\Battlefront\Combat Mission Shock Force 2\User Data
    Place the contents of the scenario folder into your scenario folder in C:\Users\user\Documents\Battlefront\Combat Mission Shock Force 2\Game Files
    Place the contents of the campaign folder into your campaign folder in C:\Users\user\Documents\Battlefront\Combat Mission Shock Force 2\Game Files
    Place the contents of the map folder into your map folder in C:\Users\user\Documents\Battlefront\Combat Mission Shock Force 2\Game Files
     
    For Steam users...
     
    Place the mod pack into your empty Z folder (you may need to create this) in SteamLibrary\steam apps\Common\Combat Mission Shock Force 2\
    Place the contents of the scenario folder into your scenario folder in SteamLibrary\steam apps\Common\Combat Mission Shock Force 2\Games Files
    Place the contents of the campaign folder into your campaign folder in SteamLibrary\steam apps\Common\Combat Mission Shock Force 2\Games Files
    Place the contents of the map folder into your map folder in SteamLibrary\steam apps\Common\Combat Mission Shock Force 2\Games Files
     
    In terms of settings, because Heaven & Earth maps are often more complex than the desert maps of CMSF2, you may find it useful to slightly reduce your '3d Model Quality' settings. 'Balanced' or 'Improved' should be sufficient for smooth gameplay. Remember you can change your '3d Model Quality' in-game using Shift+[ & Shift+]. You can also toggle shadows with Alt+W.
     
    Some of the newly created objects may look odd with shaders off. Alt+R will toggle your shaders in-game.
     
    Changes from the 'Open Beta'
    Scripts text file updated for latest (2.03) patch. Animations: Altered "Jump" animation. Editor: New look Environment: New ground brush red, hard ground brush red, gravel & heavy rock textures. Distant bitmaps enlarged to CMSF2 sizes, new distant dirt bitmap. Tweaked red dirt texture. Tree 2 less vibrant, many distant tree bitmaps have been tweaked/made darker. Different 'moodier' overcast clouds. New road mix. New background. Distant bush textures added. Buildings: Aquilla's Temple roofs added. Defensive works: Tweaked barbed wire colour.  Wire fences also tweaked. ME soundscape: updated to 1.5 (generally snappier & crackier)... also a modern era 'end of battle' track added. UI: Placeholder potraits for modern Bong-Hai forces. UI: Blue Syrian icons added, dutch icons added. Some era/tag specific icons added. UI: Era specific compasses added. UI: Era specific ranks & branch icons added. UI: Hi-vis TRP, by JuJju, added. Also alternative surrender flag added. Blue Infantry: British & Dutch DPM uniforms tweaked. Placeholder German flecktarn uniform replaced by JMDECC's uniform. Red Infantry: Modern Mechanized/Guard uniforms now using a recoloured JMDECC uniform. Vehicles: UK Mortar Bulldog LOD issues fixed. Large Humvee pick-up fixed. [bhcw] A few helicopter sound replacements. [bhcw] New helmet textures for the 'Imperial Cavalry/Red Airborne'. [bhcw] BTR-60pb LOD issues fixed. [bhcw] New building 5. [burnt] New tree 2 & bush 2 burnt stumps, new terrain combinations inc a burnt 'rocky red' floor. [spad] A few extra propeller aircraft sounds. [rvnaf] Period appropriate aircraft silhouettes. The few missing voice files were filled. [rickety] 16m & 32m steel span bridges now also get converted into wood bridges. [delta] Background tweaked & hazy/thick hazy background fixed. [paddies] Wetter looking mud, new tall green grass & weeds. Background tweaked. [mountains] New bush doodads, new grass & weeds. New tree 3. Tree 5 tweaked. Several new ground tiles. Greener grain tile (for the poppies). New building 4 & 7. Tweaked sky. [boonies] Wire fence model swap deleted. [daybattle] & [nightbattle] Three new 'distant battle' ambient sound tracks for use during extensive fighting. Activating [nightbattle] during non-night hours will turn on the dawn/dusk battle ambience. [cache] Blue syr icons added. [ikke], [burnt] & [burnt ikke] New Background, sky & terrain combinations. [night] If activated during the day this will now also activate dawn/dusk ambient sounds. [arclight] New tag which expands the invisible M129 Stryker concept with additional invisible or inaudible extra's (floating icons, US crew & chatter).  
  22. Like
    puje got a reaction from HUSKER2142 in New Afghanistan inspired campaign: Valleys of Death   
    After months in the making, I have finally completed my campaign Valleys of Death. It turned our to be quite an ambitious project, with 11 missions!
    The campaign revolves around a US Army light infantry company, manning a remote combat outpost in an Afghanistan inspired terrain.
    Unlike classic CMSF, which highly favors shock and awe and maneuver warfare, Valleys of Death deals with the issues of small units operating in a clearly defined AO. This means that, like in real life, you will conduct operations on the same map many times, with each mission focusing on different areas and objectives. By the end you will come to know the area very well, and this knowledge is key to defeat the enemy.
    Features:
        11 missions     A large 2X2 km map and 2 additional maps     Modern counter-insurgency infantry combat     Heavily inspired by Afghanistan related media (Restrepo, Taking Fire, etc.)     Base game, no modules needed



     
    Download from Dropbox
    Please let me know ASAP if this link doesn't work! I'm not exactly a Dropbox wizz  
  23. Upvote
    puje reacted to The_MonkeyKing in Newbie here, how do I install mods and user scenarios/campaigns?   
    In steam version:
    D:\SteamLibrary\steamapps\common\Combat Mission Black Sea\Game Files\Campaigns
  24. Upvote
    puje reacted to 37mm in Newbie here, how do I install mods and user scenarios/campaigns?   
    In your documents folder will be a Battlefront folder. In that will be the game folder & in that will be a campaign folder.
    Put your campaign (.cam) files into the campaign folder.
    Voila!
     
    For me (and most people) the address is...
    C:\Users\user\Documents\Battlefront\Combat Mission\Shock Force 2\Game Files\Campaigns
  25. Like
    puje got a reaction from purpheart23 in New Afghanistan inspired campaign: Valleys of Death   
    After months in the making, I have finally completed my campaign Valleys of Death. It turned our to be quite an ambitious project, with 11 missions!
    The campaign revolves around a US Army light infantry company, manning a remote combat outpost in an Afghanistan inspired terrain.
    Unlike classic CMSF, which highly favors shock and awe and maneuver warfare, Valleys of Death deals with the issues of small units operating in a clearly defined AO. This means that, like in real life, you will conduct operations on the same map many times, with each mission focusing on different areas and objectives. By the end you will come to know the area very well, and this knowledge is key to defeat the enemy.
    Features:
        11 missions     A large 2X2 km map and 2 additional maps     Modern counter-insurgency infantry combat     Heavily inspired by Afghanistan related media (Restrepo, Taking Fire, etc.)     Base game, no modules needed



     
    Download from Dropbox
    Please let me know ASAP if this link doesn't work! I'm not exactly a Dropbox wizz  
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