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Oleksandr

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  1. Upvote
    Oleksandr got a reaction from StormDog in Oleksandr's Modding Space for CMSF2   
    CMSF2: Princess Patricia’s Canadian Light Infantry By Oleksandr

    With a great respect to Canadian Military and all commanders on this forum I would like to present you with my latest mod for CMSF2. 
    This is a huge thing for me and first and foremost I would like to thank each and every person related to Canadian Military (as well as to all NATO partners) for help that your countries provide to Ukraine. 
    Operation Unifier is one of those things what made want to make this mod. 

    Recently I've seen that there is on going argument within Canada about turning Multicam into new "main" camouflage pattern. 
    Since this game is about hypothetical invasion of Syria I've decided to make a mod about how would Canadian Forces adopt to a long-term conflict in that region. 

    I've took the Multicam Arid pattern as the base and modified it a little bit to match most of the game maps. 

    As you can see from this slide - your forces will be camouflaged pretty good. 

    I've also reworked most of the gear including NVS so that it will match desert realities better. 

    Some patches were added. Now I know that most of the time patches being avoided within Canadian military especially when it comes to combat. Yet, for the sake of the eye candy and because I've seen some photos I've added some of those patches. 
    Now this is version 1.0 of this mod and it will be updated in few months. 

    CMSF2 was big thing for all of us here. I was not as excited about this game but the NATO module made me quite happy. What I'm doing here is a little more that just a camouflage change - what I'm trying to make is to show forces what would be present there not for 3 months but more than 10 years. That's just my vision and I think that after main operation what would take few months it would be long and lasting operation. Following that logic I've made this mod. 

    Now there is a lot of great content produced. And I will be trying to keep up with most of the trends while working on my ideas further. I hope that you will enjoy this mod its updates in the future, I also hope that you guys will enjoy other stuff what I will be posting really soon. Enjoy the game and thank you for your feedback. 
    Link to download: http://cmmodsiii.greenasjade.net/?p=8143
     
  2. Like
    Oleksandr got a reaction from Erwin in CMA Unofficial Screenshot Thread   
    This game is underdeveloped and abandoned. You cant even pick formations prior to your missions. Yet, this could've been one of the best historical games. If this game would be upgraded just a little bit as SF2 was - it would beat it. The problem is that you cant even move the "moving" orders so the Faces thing is not the biggest issue.  This is a wonderful theatre and historical moment to play with and it is totally abandoned. Nothing happens. Now modding this game is painful. CMSF2 is hard to mod - its far from CMBS (which is the most comfortable to mod) but CMA is literally painful. Well I mean developers said that they are done with it so our troubles with it will remain ours only. I would mod each and every detail of this game including buildings but because it is not optimized - working on it is very hard. Especially when it comes to infantry. Also time limits of 35 to 45 minutes are not allowing you to play it slow. No modules and no battle packs were added. No water was added. No patches were made. Nothing. Its just the product was abandoned. Hm I dont know what to say. I wish they would make some upgrades for this game but apperantly - people have no interest in it. I dont know. This could be THE game - the best of all (besides CMBS which is the best in my opinion). 

  3. Upvote
    Oleksandr reacted to Sgt.Squarehead in Stunning Air Footage of Vulcan Bomber   
    XH558 is no longer flying sadly, her FB page is here:
    https://en-gb.facebook.com/VulcantotheSkyTrust/
    Wiki here:
    https://en.wikipedia.org/wiki/Avro_Vulcan_XH558
    Very glad that my nephew got to hear the full fury of her burners at an air display a couple of years back, he had his back to her as she made a low approach then lit 'em up and went vertical.....The look on his face was priceless, nearly jumped out of his skin! 
    No recording can ever do justice to that sound! 
     
  4. Upvote
    Oleksandr got a reaction from MOS:96B2P in Oleksandr's Modding Space   
    Thats correct! Героям Слава! 
  5. Upvote
    Oleksandr reacted to Silent_Hastati in Hastati's Simple C&C Icons   
    Hello all, so I have been using my own homebrew C&C icons for readability, and when sharing screenshots with a friend of one of my battles, he said I should upload the C&C icons I use.
    These icons are all sourced and modified from the Open Clipart Project which has free clipart for use in both non-commercial and fully commercial projects.
    Now, the purposes of these icons are not to represent any actual military symbols, or realistic depictions of the equipment involved, but instead make clear and distinct visual differences between different levels of C&C. As such they are all mono color, and fairly unique in shape.
    These icons are made primarily for CM:SF2, but as they are just bmp replacements, should work with all other CMx2 engine games that share the same filenames, such as CM:BN.
     
    The icons are as follows:
    - Voice Range
    - Close Visual Range
    - Far Visual Range
    - Radio Contact
    - PDA Contact
    - Command Bridge
    So, not overly much, but if it helps some people use the UI more effectively, feel free to use it. To install, simply drop the unzipped folder in your Documents\Battlefront\Combat Mission\Shock Force 2\User Data\Mods folder. You will need to delete matching files (if they exist) from any UI mod you have installed to prevent conflicts.
    Hastati's C&C.zip
  6. Like
    Oleksandr reacted to mjkerner in USMC Helmets and Gear   
    Since the Marines are historically, chronically short of supplies, I thought it my patriotic duty to make some stuff for them.  Not posted yet because I need to become an author on CMMODS and double-check them for the umpteenth time, but hopefully by tomorrow. These are in Marpat Digital, Woodland, and plain OD Green. Each type will have 3 folders, for Gear, Helmets and Vests, so you'll be able to mix and match to give them a ragtag look if you want.
    Uniforms will follow soon.






  7. Upvote
    Oleksandr reacted to Combatintman in Could I get some feedback on my coming campaign map?   
    I'll give more detailed comment later but in the meantime, some reference pics …

     
    This really is just to show what my arm looks like for those curious about such things.
     

    So here we've got Green Zone plus Dasht, a river and some of that mountainous stuff.

    More of that river, desert green zone and mountain stuff.

    Mountains plus just a bit of awesomeness running into the target.

    One of the target villages with compound detail.
     
     
  8. Upvote
    Oleksandr reacted to Zveroboy1 in Could I get some feedback on my coming campaign map?   
    I just had a quick look at it. Very nice map! I see how it can work for a campaign and how you could easily have several localized scenarios on this big map.
    You look like you know what you're doing really. There are just two minor things :
     
    1/ Maybe add some more small stone walls, especially alongside paths and around fields here and there maybe. You could replace the fence with one.
    2/ There is the issue of compounds. I like them because visually they look cool and they also present an interesting tactical challenge. However they can also cause issues from a scenario design perspective. The defender needs spots to shoot from. In a compound surrounded by tall walls, that leaves only rooftops. So even though in real life, Afghan houses tend not to have tall parapets on rooftops, troops on a flat roof are extremely vulnerable and don't last long at all in a firefight. So you might want to add more parapets. Another option I have seen designers use is to have large openings or gaps in the compound walls so soldiers inside buildings facing the "gate" can shoot enemies outside. That works too. But perhaps you could  use another technique to model the use of murder holes like in the picture below.

    One way to achieve this is by using buildings as part of the compound wall with just a single, maybe two windows like so :


    Now I know what you're thinking. "Oh no! I have to redo all my compounds !?!"  However that's not necessary at all. I see you have a wide variety of layouts for your houses and most of them look just fine. It is just a technique you could use from time to time when necessary.
     
  9. Like
    Oleksandr reacted to 37mm in Special Effects Mix   
    My Special Effects compilation is now ready for beta testing.
    Download link is here...
    https://www.dropbox.com/s/0k0l1qdhqlcle7f/ME Experience.7z?dl=0
    This Special Effects package is based, almost entirely, off of previous work from Vein, Herrtom, Barbarico, Drakenlorde, Aris, Scipio, "Pro-effects"(?) & Battlefront.
    I have, for the most part, just reordered, renumbered, resized, renamed & rethought the work of those fellas.
     
     
    The special effects modding options for Combat Mission are rather limited.
    We can change the textures but not the animation sequences or timing. Nor can we create alternate sets of effects for different events (say a fiery explosion when a Tank explodes or a smokey explosion when a grenade goes off). I do suspect BFC plan to move in this direction (why else would they name their current explosion set "explosion a").
    Either way, for now, I don't think there is a 'one size fits all' solution to improving the SFX in CM... although Veins effects come pretty close.
    Therefore, I created these optional 'effects sets' which players can choose from based upon the CM game they are playing, the time of day, the environment, type of scenario, equipment present & personal taste etc.

    TIME OF DAY SETS (place two zz's before either DAY or NIGHT)
    DAY effects, these are the standard effects I've chosen.
    Drakenlordes flames are, in my opinion, the best looking flames available.
    Improved Muzzle blast, I had hoped to create a blisteringly fast muzzle blast however that doesn't seem possible because of how the animation is actually sequenced. Still this should look a little quicker.
    Realistic muzzle flash, When combined with Barbarico's gray smoke these look far more realistic & subdued compared with stock or all other effects packages.
    Smoke, after Barbaricos gray smoke, I've chosen Veins black smoke.
    Vein style tracers, I've created colour coded versions to match the stock effects colours introduced in engine 4. These are smaller & less 'lazer beam-ish' than stock effects however I wanted to keep (indeed expand) the visibility of ricochets as otherwise firefights can look very stale.
     
    NIGHT effects
    I had hoped to create a much larger range of night effects but may pick that up in future. Either way, I did create a few night effects & these will mostly just make muzzle flashes & the initial flash of your explosions brighter & 'sparklier'.
     
    EXPLOSION SETS (place one z before either of the four options)

    Herrtoms smokey explosions... based on his earlier works, I find these work great for smaller explosions. Probably would be fine for most WW2 action.
    Veins subdued explosions.... quick & effective, these work for nearly every situation. Although they're perhaps too quick for breaching charges.
    Scipio's subdued explosions... small & firey, these too work for nearly every situation.
    Veins explosions... perfect for when that Abrams platoon meets a T-62 Company.
     
    VEHICLE DUST  (place one z before either NEEDED or NOT NEEDED)

    The 'smoke dust' effect is used both during combat & for vehicle travel in dry & very dry conditions. Obviously this is important for CMSF2 but, if there are no vehicles or conditions allow it, you may prefer a darker dust effect more appropriate for most combat actions.
    Although I've absolutely loved using them, one of the side effects of using Veins (or Aris's) smoke is a faint, but annoying, 'ghost square' halo around battlefield smoke (presumably because they've used the whole of the bitmap with no transparency). So I created new smoke bitmaps myself using some free images off the internet merged with the old, but reliable, "pro-effects" smoke... this seems to have eliminated the 'ghost square' issue.
     
    WHITE PHOSPHOROUS SETS (place one z before either WHITE, BALANCED or DARK)

    Initially I assumed that the white smoke effects were only used for smoke screens & such like. They are not. Indeed there is an argument to be made that they are the most common CM smoke effects of all & appear to be used for all manner of explosions, building & vehicles impacts.
    This being so, I've created a selection of 'white smoke' effects...
    "White White smoke" is great for representing WP smoke screens.
    "Balanced White smoke" is noticeably darker yet can somewhat represent both WP smoke screens & combat smoke.
    "Dark White smoke" is much darker still & excellent for smokey combat scenes... but very poorly represents WP smoke screens.
     
     
    As per usual download the mod & place in your mod/z folder. Play around with the different options to your hearts content & give us some feedback.
     
  10. Like
    Oleksandr got a reaction from Howler in Shock Force 2 Unofficial Screenshot And Video Thread   
    Mods being used: http://cmmodsiii.greenasjade.net/?p=8143
     
     
  11. Like
    Oleksandr got a reaction from CMFDR in Oleksandr's Modding Space for CMSF2   
    CMSF2: Princess Patricia’s Canadian Light Infantry By Oleksandr

    With a great respect to Canadian Military and all commanders on this forum I would like to present you with my latest mod for CMSF2. 
    This is a huge thing for me and first and foremost I would like to thank each and every person related to Canadian Military (as well as to all NATO partners) for help that your countries provide to Ukraine. 
    Operation Unifier is one of those things what made want to make this mod. 

    Recently I've seen that there is on going argument within Canada about turning Multicam into new "main" camouflage pattern. 
    Since this game is about hypothetical invasion of Syria I've decided to make a mod about how would Canadian Forces adopt to a long-term conflict in that region. 

    I've took the Multicam Arid pattern as the base and modified it a little bit to match most of the game maps. 

    As you can see from this slide - your forces will be camouflaged pretty good. 

    I've also reworked most of the gear including NVS so that it will match desert realities better. 

    Some patches were added. Now I know that most of the time patches being avoided within Canadian military especially when it comes to combat. Yet, for the sake of the eye candy and because I've seen some photos I've added some of those patches. 
    Now this is version 1.0 of this mod and it will be updated in few months. 

    CMSF2 was big thing for all of us here. I was not as excited about this game but the NATO module made me quite happy. What I'm doing here is a little more that just a camouflage change - what I'm trying to make is to show forces what would be present there not for 3 months but more than 10 years. That's just my vision and I think that after main operation what would take few months it would be long and lasting operation. Following that logic I've made this mod. 

    Now there is a lot of great content produced. And I will be trying to keep up with most of the trends while working on my ideas further. I hope that you will enjoy this mod its updates in the future, I also hope that you guys will enjoy other stuff what I will be posting really soon. Enjoy the game and thank you for your feedback. 
    Link to download: http://cmmodsiii.greenasjade.net/?p=8143
     
  12. Upvote
    Oleksandr reacted to Zveroboy1 in Afghanistan Mod Pack   
    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
  13. Like
    Oleksandr reacted to IICptMillerII in Sahrani Liberation Army (SLA)   
    Sahrani Liberation Army
    by IICptMillerII

    The Sahrani Liberation Army (SLA) is the army of the fictional country of the Democratic Republic of Sahrani from the videogame Arma: Armed Assault made by Bohemia Interactive.
    I decided to make this reskin because I've always liked the "generic OpFor" look of the SLA. The "lore friendly" loadout of the SLA is mechanized infantry in BMP-2s (Syrian 
    Republican Guard formation) along with T-72M1s. However, all T-72 variants and the BMP-1 have been retextured as well to allow for flexibility when using the SLA.
    This modpack will replace the following stock Syrian assets:
    Regular and Reserve infantry
    BMP-1
    BMP-2
    BRDM
    T-72 (all variants)
    Shilka
    Special Forces (NOT Syrian airborne)
    Voices:
    In Arma, the SLA have hispanic heritage, thus speak Spanish. However, I have given them Russian voices and names as these assets are readily available from Combat Mission Red
    Thunder and Combat Mission Black Sea. Going through the process of creating a whole new set of voices in Spanish would have taken me too long and been far too labor intensive.
    Infantry:
    Both Regular and Reserve Syrian infantry have been retextured to look like SLA soldiers. Regular infantry have their rifles model swapped to use the AK-74. This is purely a
    cosmetic change, as the game still simulates them firing the 7.62mm round of the AKM. Additionally, the stock helmet texture has been remade by SaintFuller to model the Soviet
    SSh-68 helmet. The textures for the helmet were made by SaintFuller and tweaked by myself. All other infantry textures were made by myself.
    Vehicles:
    Included are reskinned BMP-1s, BMP-2s, T-72s, BRDMs, and the Shilka. All textured by myself.  

    Especas:
    These are the Special Forces of the SLA. They are equipped primarily with AKS-74Us and wear green berets into combat instead of a combat helmet. The stock Syrian Special Forces
    are used to represent the Especas. The AK-74Ms and helmets have been model swapped for the AKS-74Us and berets. The beret is from Combat Mission Battle for Normandy with the
    retexturing done by myself. The AKS-74U model is from Shock Force 2. All other Special Forces textures were made by myself.

    Known Bugs:
    Sometimes, swapped model textures will "flicker" when viewed from a distance or from up close. To my knowledge there is no way to fix this. However, it is mostly unnoticable.
    Credits:
    Battlefront.com for making Combat Mission and most of the base textures and models
    Bohemia Interactive for making Arma: Armed Assault and the SLA
    IICptMillerII for making most of the textures and model swaps
    SaintFuller for making the SSh-68 helmet model and base textures
    Usage:
    You are free to use this mod how you like. If you use any assets from this to make your own mod, just be sure to give credit where it is due.





    Download Link:
    http://cmmodsiii.greenasjade.net/?p=8070
     
  14. Upvote
    Oleksandr got a reaction from MOS:96B2P in Oleksandr's Modding Space   
    Working on my Ukrainian National Guard Mod update 1.1. 
    The concept has changed. Now there will be less variety to uniforms but overall there will be way more details. 
    It was fresh from very begining and very dark. My first update to National Guard mod will be pretty big change. 

    There are many plans for this year. Some of them are related to Shock Force 2 but there will be big ones on Black Sea as well. New Uniforms will be added to my ground forces mod. Mabuta MK-2 will be added in MM-14 camouflage. Planing to do new PKM skin for Ukrainian Army and new SVD skin for Russian side. Few additions will come out for Ukrainian Command Mod: this time there will be icons and stuff for HQ's very small but nice eye candy. Few ATGM systems will be recamouflaged as well. Planing to do RPO reskin for both sides. Last but not least - will try to find time to make update on US mods as well. 

    Since Im very busy with my work and stuff Im not producing tons of stuff anymore. Yet, I will be doing some things for Black Sea even when time is short. I plan to redo my BTR-4 Digital mod in order to avoid repeating 220 number on the armor. Many more ideas are there. It will be a busy year but I will do some things. There are still some russian vehicles to mod for my Hybrid Forces Mod line so there is a lot of stuff to do. I will also make a poster to each mod line like an infographic explaining what was the insparation to each mod and what was the concept standing behind it. 

    Now with that being said, I hope that all of you had a great start of the year. Good luck in your battles and God bless you all! 
  15. Upvote
    Oleksandr reacted to Boche in Shock Force 2 Unofficial Screenshot And Video Thread   
    Members US SOF ODA 1314 and  4th Afghan Commando Kandak aproach the village of Daneh Pasab during the early hours of April 06 2010, executing the initial stages of Operation "Opportune Strike". (Soon)
     

  16. Upvote
    Oleksandr reacted to A Canadian Cat in Oleksandr's Modding Space for CMSF2   
    Oh I forgot to add a smillie that previous post: 😋
  17. Upvote
    Oleksandr reacted to A Canadian Cat in Oleksandr's Modding Space for CMSF2   
    The use of the term is somewhat context sensitive but the basic idea is they are not official army but also not just guys with guns that you bumped into on the street and recruited. They are typicality actual soldiers (mercenaries or regular forces who were voluntold to join a special project, or recently "released" vets) who are equipped with a hodge podge of uniforms and equipment often last generation or cutting edge but inconsistent enough to allow lying sacks of politicians to pretend the are not regular army doing the government's bidding.
    Season to taste - more regular army types or more volunteers who are being paid - more last gen weapons or the latest and greatest - more actual locals or more guys from a neighbouring country that you can pretend are locals. Whatever you need just as long as they know what they are doing and will follow orders. Oh and make sure you have lots of groups local criminals and malcontents that are not very reliable around so you have someone to blame for stuff that goes more sideways than you really wanted.
  18. Upvote
    Oleksandr reacted to Erwin in Oleksandr's Modding Space for CMSF2   
    Thanks Olek.  Always appreciate the new mods from you.
  19. Like
    Oleksandr reacted to Bozowans in Unofficial Screenshots & Videos Thread   
    I thought this was an interesting firefight in the last game that I played. Russian troops attempt to cross a bridge under heavy fire from Ukrainian positions across the river.
    The view from one of the Ukrainian positions:
    '''
     
    An RPG slams into one of the lead vehicles:

     
    Seconds later, another RPG crashes into the middle of the infantry huddled behind the vehicles, causing four casualties:

     
    The Russian APCs are all destroyed and the infantry are pinned down behind the vehicles, taking heavy losses. With the APCs down, more Ukrainian infantry emerge from hiding and the defensive fire intensifies. The bridge fills with dead and wounded.

     
    The Russians have decided they have had enough and are sent streaming back across the bridge in disarray.

  20. Like
    Oleksandr got a reaction from Lethaface in Oleksandr's Modding Space for CMSF2   
    SFOR MOD: Bradley Pack 1.0

    This mod will provide you with recamouflaged version of Bradley IFV of all kinds. SFOR stands for, “Syrian Force” – > fictional group of the U.S. Army assigned for operations in Syria. The legend standing behind it will be explained a bit later. 

    Now the camouflage pattern used in this mod should be good on all kinds of maps in this game.


     

    Link to download: http://cmmodsiii.greenasjade.net/?p=7753
    Enjoy! 
  21. Like
    Oleksandr got a reaction from Lethaface in Oleksandr's Modding Space for CMSF2   
    Wanted to do something more interesting than a solid sand. This camouflage will allow your vehicles look somewhat camouflaged on all maps of this game. It is fictional but based on the mix of what you could see in a late cold war era with some addition of a eastern Europe camouflaging style. More specifically on a TTsKO variants. Yet, the color balance is changed to fit into the game world better. 

    Now the SFOR itself was inspired by KFOR. I was thinking about doing few missions in which the United States would be taking a step into Syria in order to stabilize the civil war situation. But it is on an idea level at the moment. Since the story behind the game is fictional I've decided to take an advantage of "what if" kinda thing. Just playing around with some ideas. 
     
    I hope that someone will enjoy using this mod. I also hope that everyone enjoyed their holidays! Have a productive year gentlemen! 
  22. Upvote
    Oleksandr reacted to Combatintman in Oleksandr's Modding Space for CMSF2   
    Have you watched the video?
    Otherwise, just hit @Bootieup. He helped me upload my reworked Op BARRAS scenario for CMSF 2 when I was being a bit thick about the uploading process. Off the top of my head though, if mods work the same as scenarios there then you need to upload the mod first and then copy the url. Then you go to your post and paste the url of the mod into it.
  23. Upvote
    Oleksandr reacted to Mord in Oleksandr's Modding Space for CMSF2   
    Ahh, looks like they completely changed everything! I just uploaded the other day and it was normal. I didn't recognize a thing. Totally different.
     
    Mord.
  24. Upvote
    Oleksandr reacted to Bootie in Oleksandr's Modding Space for CMSF2   
    Yes will need to check this out.... 
    I think of the top of my head is you need to create the post as normal... upload the zipped file to the media section then attach it to the post.
    Its near 2am here so it will be tomorrow until I can get to this... hang fire guys.
  25. Like
    Oleksandr reacted to Bootie in Oleksandr's Modding Space for CMSF2   
    bandicam 2018-12-24 01-46-13-587.mp4 Just a quick one before I go to bed.  Hopefully this helps. Bootie
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