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Zveroboy1

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Everything posted by Zveroboy1

  1. Just a scenario. A campaign might be a tad too ambitious perhaps for a first try.
  2. What do you mean by inadequate resolution? Too pixelated? If you are using photoshop, just load the image, then copy and paste it on your document. Then resize it with control T. If you hold down the shift key while resizing it, it will keep the same proportions or you can click on the dialogue box at the top of the screen and enter a value there. The only way you can mess up is if you shrink it then enlarge it several times, you will lose details unless you turn it into a smart object first.
  3. 99% sure that's the right coordinates : 31°44'00"N 64°22'30"E But don't waste your time with the map, I have spent two months mapping a 1600 X 1600m area around it.
  4. Ahh I thought maybe that was it. This is what inspired me to work on the whole project. And I have a foot patrol scenario based on it.
  5. I just had a look at CMA mujahideens following a suggestion from benpark. You can actually import the CMA models in SF2. But the issue is that the original CMA skin for them is split into three different textures bmps : body/turban/head all somehow attached to a single mds skeleton file. I suppose in theory maybe it is possible to re-texture them. But it sounds like a colossal headache because you would be working entirely from scratch without a template and you'd have to figure which bits go where. So I am just going to finish working on these fellas below and upload what I have soon because they're almost done and they will be a decent temporary solution until someone comes up with something better.
  6. I don't think who calls the barrage has anything to do with accuracy. FO are just faster, that's all.
  7. I have had some of these wildly inaccurate barrages happen from to time and usually it was because I ordered a barrage on a spot that the FO couldn't see properly. But by hovering the mouse on every single pixel in the area, you find one where the FO has a LOS and you go : AHA! So just a wild guess but I think they happen because the FO can't see the spotting rounds.
  8. The "input" folder you were using was probably the RezExplode utility inside the Mod Tools folder of your game install. You don't need to use this to install mods designed by other people that you simply download. RezExplode was designed for modders i.e people wanting to modify the game file themselves. It lets them unpack the game's brz files so they can access the individual files inside, textures usually.
  9. Glad you like it. Perhaps we have been watching the same youtube vid. Was it Royal Marines Mission Afghanistan by any chance? https://www.youtube.com/watch?v=Xk7NaYk3Scc
  10. Thanks for taking the time to compile all this info here Mord. This part here wouldn't be too much of a problem really for Talibans because they're likely to be the only opponent in a given scenario. Well unless you wanted to have ANA fighting them... Anyway I am going to finish what I have so far and wrap it up. It won't be super good looking but given the limitations we have, it don't think there a lot we can do besides creating a semi decent make believe Taliban skin. It will require a very rich imagination though but I have been using them in several scenarios and if you don't zoom in too closely on them, it sort of works.
  11. Maybe I can shed some light on it after having played around with SF2 uncons a bit more. This is probably already well known and I might be stating the obvious here . But no one has mentioned it so far in this thread so it might be useful for the original poster. Okay so uncons combatants in SF2 have their skins split in two parts : the body and the head/keffiyeh. If you have the same number of bodies and keffiyehs, the game will always assign the same headpiece to the corresponding body texture. For instance, keffiyeh 1 will always go on body 1, keffiyeh 2 on body 2 and so on. But if you have more keffiyehs than there are bodies, it will be randomized each time, for each model. I am guessing the same principle applies to ammo pouches, boots etc. So here you go, you simply need a different number of textures for the uniform and the accessories, for lack of a better word. And the game will do the rest.
  12. Yes it is all witchcraft to me as well. The thing is, the other beret, it replaces a helmet right? Can this method even work with the uncon combatant model who has none?
  13. Yes but it can't be ported over to SF2 (I think). Maybe Mord and Blimey are working on something and have a solution.
  14. I have made good progress on it really. The thing is ideally, it would be nice to have a taliban mod to go with the scenario in order to get the full experience. And the taliban mod is turning out to be quite troublesome.
  15. Yes it is just a raw map with no set up zones are AI plans, nothing. It is just to showcase the mod so people can see how it looks like with re-textured compounds, walls and poppies fields. This is just a sample too; the full map is 6 times larger. I plan to use it for a scenario inshallah.
  16. A scenario on the battle of Ifoghas in Northern Mali could be fun. https://en.wikipedia.org/wiki/Battle_of_Ifoghas
  17. Ah of course it is from CMA, good call. Yes it should probably work, I haven't tested it yet but I will soon. LOL Only ANA soldiers do. Actually I was watching this docu on Afghanistan about a mixed ISAF-ANA foot patrol. And apparently it is something they do quite often, just stopping right in the middle of a field halfway through a patrol to pick up poppies/watermelon/hash.
  18. I use this now, thanks for posting them, they look good.
  19. Thanks guys. The funny thing is that Battlefront actually included a poppies doodad. I found out by unpacking the brz containing the terrain bmps. But I don't think it is used anywhere. It looks more like the common species of poppies, not Papaver somniferum though.
  20. Erm. The stock textures for the facades of buildings in Shock Force 2 are 1024 X 256. Kieme's buildings use 2048 X 512 pixels textures. His windows, doors etc are twice the size as well.
  21. Nah it wasn't me. Well it saved me the hassle of having to do it myself and mask it in PS, so it is only fair I credited you.
  22. Thanks. Yeah sure. We could add various stuff to the pack to make it more complete. I know Akd worked on an Helmand project too; I stumbled upon an old SF1 thread by him while looking for pictures of Afghanistan on google for inspiration. I tried to contact him on the forum so we could put our work in common but he didn't reply for some reason, maybe his inbox was full or wasn't interested. Maybe he lost the files because this was an ancient thread from 2010 , I don't know. Flash? How do you mean?
  23. These mud houses are my take on the typical houses found in Afghanistan, made out of dried mud. I based this mod on the green zone of Helmand province, therefore they are perhaps less suitable for the more mountainous regions where stones are more prevalent. But they will probably work better than the stock buildings anyway. I suppose they could also work for the more rural areas of Syria or Iraq. These mud houses are made to work alongside Kieme's CMSF in HD buildings. You can have both mods installed at the same time. The mud houses, because they are located in a directory whose name begins with the letter z, should replace some of the buildings made by Kieme. At first I only intended to replace a couple of buildings but ended up making more and more so that only two of Kieme's buildings are intact so to speak. Finally, although they are modular buildings and can have any number of floors, they work best for single or two storey buildings obviously. Not sure you could stack mud that high anyway. The opium poppies replace grain tiles. There are two different textures included in the mod. The default one and another one with a more brownish/yellow colour that is found in late summer when crops are ripe. Not much to say about these. TAGS : In order to see the mods in your game, you need to add one or several of the mod tags that are linked to the textures. mudhouse mudwall poppies or poppiesyellow TEST MAP : The mod also includes a small portion of an Helmand map I am working on, already set up with the mod tags so you can have a quick preview. INSTALL : Details on how to install included in the readme inside the rar file. I have uploaded two versions of the pack, one with all the files tagged and one without tags. Install the mod tag version, it won't interfere with your game unless a scenario designer adds the tags in a mission. The other version without tags, you can just swap it in and out of your fold folder at your convenience. DOWNLOAD : Mod tags : https://www.dropbox.com/s/utekfowt06srp3d/zAfghanistan Mod Pack - Mod Tags.rar?dl=0 No mod tags : https://www.dropbox.com/s/bob522itexpip3d/zAfghanistan Mod Pack.rar?dl=0 credits : Mord for the SF2 logo
  24. Oh I see yes, I wonder if there is some of the stuff that was on the battlefront repository and that has disappeared since. Firefox gives me a warning saying there is something dodgy with that site too. To be honest I doubt there is anything malicious on it but I don't really feel like clicking on it :x We need to find a brave volunteer to go investigate.
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