New S^3 Mod "All Uniforms" in development (feedback is welcome)


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#61 BlunterII

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Posted 12 February 2013 - 08:46 AM

View PostLt.Havoc, on 11 February 2013 - 08:59 AM, said:

Oh okay, I was not aware of that. Well, with the padding it looks really good. Great job. Also about the russian camo pattern, here they are again, from page 1:

http://i4.photobucke...ssianTTsMKK.png
This is the TTsMK pattern version 1.

http://i4.photobucke...sMKK65x32cm.png

Version 2

http://i4.photobucke...grey35x37cm.png
Thats a 1948 Leaf pattern version 1

http://i4.photobucke...haki35x37cm.png
Version 2

Not sure about the 1948 Leaf Pattern but I would at least like to see you try the 1944  TTsMK pattern, either variant is fine by me. Well I have to say this is coming along nicely. I dont have any more uniform requests at this point because we covered pretty much all the important ones I can think of. Still if you are looking for a certain texture or something that you want to see, then let me know.

By the way, I was wondering about Hammer and Sickle, does this game come with the same amount of guns as S2/S3 or does it has even less weapons? I am just wondering if there is anything new weapon wise in that game that could be imported over to S2/S3.

Ah, yes the Soviet Camos. Thanks for reposting them. Tounushi's patterns are pretty decent I had to modify them a bit (the game doesn't like the bright stuff, everything needs to be toned down). Anyway, check them out and, please, tell me what you think.

Here is the TTs MKK tri-color camo:

Posted Image

I'll probably need to find a better suiting uniform model (bottom center) when I start importing the textures and organizing the uniforms.

And the leaf pattern camo:

Posted Image

____________________________________________________

About H&S models. I assume you haven't played it. They added MAT 49, Stechkin, sawed-off (Enfield, MAS, 33/40), Uzi and a couple of some strange human models. (In general there is very little new content. Novik's programming is superb though.) To import something I'd need to have Maya. I don't have it.
____________________________________________________

Thank you for offering to help look for more textures.
Let me finish the Americans first (if I can, they are trouble I tell you) and then I wanted to do a few snow covered uniforms, a bio/radio protective suit (yellow rubber with a mask) and a few others.
____________________________________________________

Which model would qualify for a GI hero transformation? Civilians, maybe? :) Gotta start small, right?
____________________________________________________

The mask you mentioned fits only 2 hooded models German Scout and Elite soldier. It doesn't look good by itself (unless we are creating snork type of monsters from "S.T.A.L.K.E.R.")
____________________________________________________

About the scenario. We might have somewhat different approaches to history. I think most of the history is unknown or slanted (regarless of the amount of research done). Only bits and pieces are revealed and the vast majority of them are propaganda of some sort.
What can I say - I like conspiracies. It might play into your "alternative history" idea anyway. I don't think we are at odds here at all.

As for "could have been", "might have been" type of approach - I tend to lean towards determinism, meaning: no matter how many times you rewind history it will play out in absolutely the same way it already has (provided we don't change any conditions that existed at any moment in the past).

Anyway, I'd like to know what you are planning so that when we are finished here with all the uniforms we can start working on the plot, maps, factions, missions, loot, etc.


(to be continued)

~Blunter~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#62 Lt.Havoc

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Posted 12 February 2013 - 03:49 PM

I have to say, these Soviet Uniforms look really good. Well done.

Quote

About H&S models. I assume you haven't played it. They added MAT 49, Stechkin, sawed-off (Enfield, MAS, 33/40), Uzi and a couple of some strange human models. (In general there is very little new content. Novik's programming is superb though.) To import something I'd need to have Maya. I don't have it.
No I did not play it, maybe I should. I was just wondering if there where any weapons in the game we could use.

So you dont have Maya? Hmm, maybe I need to look for that program as well. That also will mean more issues if Okim should come around and provide us with his Gas Mask models. You would need Maya to implement the model into the mod. Best would be you contact him yourself and ask him about that.

Quote

Which model would qualify for a GI hero transformation? Civilians, maybe? Posted Image Gotta start small, right?
I thought to use the US Agent skin/model as the base for that.

Quote

Thank you for offering to help look for more textures.
Let me finish the Americans first (if I can, they are trouble I tell you) and then I wanted to do a few snow covered uniforms, a bio/radio protective suit (yellow rubber with a mask) and a few others.
No problem at all, I am always happy to help. Also a bio suit would be interesting indeed. I knew those Americans would be an issue, but I am confident that you can do it. Do you need any refernces regarding snow uniforms? I already have shown you American, Russian and German Winter Uniforms, but there where lots of variations as I already explained.


Quote

The mask you mentioned fits only 2 hooded models German Scout and Elite soldier. It doesn't look good by itself (unless we are creating snork type of monsters from "S.T.A.L.K.E.R.")
I see. Well at least you could put one on the Hooded models or something. I knew these would not work at any other model, that is why I asked Okim in the first place about his Gas Masks. He has yet not replied yet if he found it, so no idea.

Quote

About the scenario. We might have somewhat different approaches to history. I think most of the history is unknown or slanted (regarless of the amount of research done). Only bits and pieces are revealed and the vast majority of them are propaganda of some sort.
What can I say - I like conspiracies. It might play into your "alternative history" idea anyway. I don't think we are at odds here at all.
Well it is good to know we are not at odd. Yes the conspiracy thing could play into the alternate history, we will see.

Quote

As for "could have been", "might have been" type of approach - I tend to lean towards determinism, meaning: no matter how many times you rewind history it will play out in absolutely the same way it already has (provided we don't change any conditions that existed at any moment in the past).
Well, I am not a determinist, I thing that not everything can or will be determint, I think that there is much more chaos to our lifes and the universe then we can fathom. From all the years reading lots of books about military history, I found out that small, often seemingly irrelevant things can change the whole course of history, you know the Butterfly effect. I really like those thought plays of "what if?" because I find it facinating.

Quote

Anyway, I'd like to know what you are planning so that when we are finished here with all the uniforms we can start working on the plot, maps, factions, missions, loot, etc.
Well, so far I will continue work on what we talked about so far regarding the Alternative History Setting. The only thing we need to settle on is how complex we should make it or if we should leave some stuff in the dark seeing that Sentinels is set after WWII.

So yeah let me know. I will hopefully have a text file about the scenario ready soon.
"War. War never changes"

#63 BlunterII

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Posted 14 February 2013 - 09:16 AM

View PostLt.Havoc, on 12 February 2013 - 03:49 PM, said:

I have to say, these Soviet Uniforms look really good. Well done.

Thanks. Although, now looking at them I think I could add a thing or too.

Quote

No I did not play it, maybe I should. I was just wondering if there where any weapons in the game we could use.

So you dont have Maya? Hmm, maybe I need to look for that program as well. That also will mean more issues if Okim should come around and provide us with his Gas Mask models. You would need Maya to implement the model into the mod. Best would be you contact him yourself and ask him about that.

He already contacted me a few days ago and offered the models. I'll need to figure out how to get  Maya 4.0 - 6.0 to import them. Without it - it's a no go.

Quote

I thought to use the US Agent skin/model as the base for that.
All right, I'll see if I can fit it on that one.

Quote

No problem at all, I am always hapyp to help. Also a bio suit would be interesting indeed. I knew those Americans would be an issue, but I am confident that you can do it. Do you need any refernces regarding snow uniforms? I already have shown you American, Russian and German Winter Uniforms, but there where lots of variations as I already explained.
I think I have enough info for now, thank you, Lt. But if you come across anything interesting, please share.

Btw, here are the Americans. They took me a while but I think I got it. Let me know what you think:

Posted Image

I recolored the mask to match the brown great coat and added one of the red light flare textures instead of clear glass one.
Since I can't add a helmet and a mask together to a unifrom I guess this outfit will only be available to NPCs.

And the biohazard suit I mentioned before is ready now. Have a look:

Posted Image

Very yellow and shiny!

Quote

Well, I am not a determinist, I thing that not everything can or will be determint, I think that there is much more chaos to our lifes and the universe then we can fathom. From all the years reading lots of books about military history, I found out that small, often seemingly irrelevant things can change the whole course of history, you know the Butterfly effect. I really like those thought plays of "what if?" because I find it facinating.

I hear you. Deterministic approach is often perceived as depressing or boring. Depending on one's perspective it could certainly be.

Quote

Well, so far I will continue work on what we talked about so far regarding the Alternative History Setting. The only thing we need to settle on is how complex we should make it or if we should leave some stuff in the dark seeing that Sentinels is set after WWII.

So yeah let me know. I will hopefully have a text file about the scenario ready soon.
Can you give me an example of the complexity you are talking about? But generally I like staying in the dark for a while. Knowing everything from the start gets boring fast (for me at least).

(to be continued)

~Blunter~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#64 Lt.Havoc

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Posted 14 February 2013 - 03:52 PM

Great work on those US Soldiers, just too bad that they are NPC´s only. Well at least we have nice NPC models now for the mod. The Hazard suit looks very interesting, do you alredy have a use for it in mind? I am just wondering what we could use it for. One idea would be to have a mission set around some research lab and have the NPC guards wear them or something. At least it gives me some ideas. Also what do you want to add/change on the Soviet Camo Uniforms? Did you forget something?

Hmm, also thinking about it, I was wondering if we might need some more desert themed uniforms, like these here:

Posted Image

Just an idea, I just thought they looked cool and all.

Quote

He already contacted me a few days ago and offered the models. I'll need to figure out how to get  Maya 4.0 - 6.0 to import them. Without it - it's a no go.
Great to hear. I guess Okim is the only one here on the site that knows his way around the game and knows how to import the models so I guess you have to ask him for help in that regard once again. If he is too busy, I guess we have to find someone else to do it, but the folks I know use 3D Studio Max and Blender. The thing is, if you can figure out how to implement new models, then we could also get free stock models eaisly and put them in the mod if we so wish.

If it does not work out, we have to do it without the models then, thats fine, it just would have been nice to have em, thats all.

Quote

Can you give me an example of the complexity you are talking about? But generally I like staying in the dark for a while. Knowing everything from the start gets boring fast (for me at least).
I meant a complete timeline of events that went down and the points of divergence that made them into an Alternate Universe. I am rather good at setting up really big scenarios and establishing a whole "universe" like that. However, the problem is that this could simply too much info for the player and he gets overwehlmed by it. The issue I just have is to find a middle ground here, basically setting up the whole Alternate Universe thing in the mod, with its ALternative WWII thing as well as having the player find out a lot by himself.

We could of course keep the whole thing vauge and let the player figure it out by bits and pieces throughout the game, but at least have a introduction that says:

"1948. World War II is over. But this was not the WWII you know about, this war was different, fought with Technology that was ahead of its time, mere prototypes in our world where major weapons of war here. Due to strange events, history took a different turn. In 1943 a Organization called Thors Hammer put a plan in motion to take over the world once the war was over, using technology so far advanced, no one knows where it came from. They did not succeed, thanks to a unit of commandos who managed to stop them. Now, in post war Europe, they are back and they are not the only ones, then in the ruins of post war Europe, trouble is brewing that could upset the delicate balance of peace.

You are a Lt., just having been honorably discharged from the army after your long service in the war and you are about to be sucked into events that are bigger then you can imaging.

Welcome to the World of Silent Storm Sentinels *insert fancy mod titel here*."

Or something like that. What do you think? That at least introduces the player to the mod and its setting and leaves stuff vauge and open for the player to find out what is going on.

I am of course always welcome for feedback on that.
"War. War never changes"

#65 BlunterII

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Posted 16 February 2013 - 03:39 AM

All right, I've managed to figure out how to use binoculars in the game. They used to be just a model in the game (part of the German Scout uniform). Now they are an RPG item that increases one's sight distance.

Check this out:


Posted Image

without them equipped.
___________________________________________


Posted Image

and after equipping them.
___________________________________________

View PostLt.Havoc, on 14 February 2013 - 03:52 PM, said:

Great work on those US Soldiers, just too bad that they are NPC´s only. Well at least we have nice NPC models now for the mod. The Hazard suit looks very interesting, do you alredy have a use for it in mind? I am just wondering what we could use it for. One idea would be to have a mission set around some research lab and have the NPC guards wear them or something. At least it gives me some ideas. Also what do you want to add/change on the Soviet Camo Uniforms? Did you forget something?

Thanks, Lt.
Actually I could add those Great Coats as uniforms for the player to use (either with helmets or with gas masks, but not with both).

The lab is a good idea.

I've also been looking for ways to identify the uniforms the units are wearing so that I can create scripts for the following situations:

1. certain hazardous areas (radioactive, chemical or biological contamination zones) would require the player units to wear specific outfits in order not to take damage or die.

2. to be able to fool the enemy into remaining neutral by wearing friendly to them uniforms (in areas where the AI player would otherwise be hostile by default.) In H&S they implemented that sort of check through function UnitGetUniform(unit) but according to Novik  it is not possible in S^3. I am still hopeful to find a way to do it - as it would add a whole new RPG layer to  the campaign.

As for the TTsMKK and the Leaf Camo - I am just thinking of refining them a bit here and there before importing. (better bumps and gloss textures, that's all. Well, maybe adding better shading. Nothing special - nitpicking as usual. ;)

Quote

Hmm, also thinking about it, I was wondering if we might need some more desert themed uniforms, like these here:

Just an idea, I just thought they looked cool and all.

I agree. There aren't any desert specific uniforms, aside from a few terror ones. Which models and what textures should I try? I am thinking German soldier model, maybe.  I am not sure about the textures needed . What are your thoughts?

Quote

Great to hear. I guess Okim is the only one here on the site that knows his way around the game and knows how to import the models so I guess you have to ask him for help in that regard once again. If he is too busy, I guess we have to find someone else to do it, but the folks I know use 3D Studio Max and Blender. The thing is, if you can figure out how to implement new models, then we could also get free stock models eaisly and put them in the mod if we so wish.
If it does not work out, we have to do it without the models then, thats fine, it just would have been nice to have em, thats all.

It certainly would but I wouldn't concentrate all our efforts on that at this point. There is still a lot of content in the game for us to play with. Besides once we start working on the scenario - we'll have our hands full, I promise.

Quote

I meant a complete timeline of events that went down and the points of divergence that made them into an Alternate Universe. I am rather good at setting up really big scenarios and establishing a whole "universe" like that. However, the problem is that this could simply too much info for the player and he gets overwehlmed by it. The issue I just have is to find a middle ground here, basically setting up the whole Alternate Universe thing in the mod, with its ALternative WWII thing as well as having the player find out a lot by himself.

We could of course keep the whole thing vauge and let the player figure it out by bits and pieces throughout the game, but at least have a introduction that says:

"1948. World War II is over. But this was not the WWII you know about, this war was different, fought with Technology that was ahead of its time, mere prototypes in our world where major weapons of war here. Due to strange events, history took a different turn. In 1943 a Organization called Thors Hammer put a plan in motion to take over the world once the war was over, using technology so far advanced, no one knows where it came from. They did not succeed, thanks to a unit of commandos who managed to stop them. Now, in post war Europe, they are back and they are not the only ones, then in the ruins of post war Europe, trouble is brewing that could upset the delicate balance of peace.

You are a Lt., just having been honorably discharged from the army after your long service in the war and you are about to be sucked into events that are bigger then you can imaging.

Welcome to the World of Silent Storm Sentinels *insert fancy mod titel here*."
Or something like that. What do you think? That at least introduces the player to the mod and its setting and leaves stuff vauge and open for the player to find out what is going on.
I am of course always welcome for feedback on that.

Overwhelming? I am already there. Posted Image (And I thought only politicians were in the business of rewriting history)
Anyway, good intro. But let's keep it vague.

I would like to keep it toned down in terms of introducing "major weapons" and clues. Silent Storm encounter system is rather claustrophobic - large scale anything would be hard to achieve.

Revealing the story gradually if possible. Perhaps, those "major weapons" should not be mass produced either. Just working prototypes. Would work for an investigation type of plot which I definitely prefer.
_________________________________________

I want to try that GI hero now. Will get back to you soon (hopefully with results).

Thanks, Lt.

(to be continued)

~Blunter~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#66 Ecthel013

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Posted 16 February 2013 - 11:02 AM

"The year is 1948. World War II is over. In war-ravaged Europe, remnants of Germany's most fanatical fighters have refused to accept their country's defeat and have begun terrorizing Allied garrisons and civilian populations alike. There have also been rumors of raids on secret research labs and equipment caches throughout the world, carried out by mysterious organizations with military precision.

This matters little to you, as your part in the war is well and truly over. Your long and faithful but undistinguished service has managed to get you to the rank of Lieutenant before your honorable discharge. Before you can return home, however, you receive a cryptic message telling you to go to a small village in Poland, offering a well-paying job. With no other prospects for the future, you accept.

A silent storm is brewing, and you are about to walk right into it..."

How's this? It's less spoilerish, but still sets up how your character comes into things.

#67 Lt.Havoc

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Posted 16 February 2013 - 07:35 PM

I have to say, the Binocular thing is a really nice addition. I think this will be very useful.

Quote

Thanks, Lt.
Actually I could add those Great Coats as uniforms for the player to use (either with helmets or with gas masks, but not with both).
Yes That would be a good idea, I can live with them having Helmets OR Gasmasks. They would make nice Winter Uniforms you know.

Quote

I've also been looking for ways to identify the uniforms the units are wearing so that I can create scripts for the following situations:

1. certain hazardous areas (radioactive, chemical or biological contamination zones) would require the player units to wear specific outfits in order not to take damage or die.

2. to be able to fool the enemy into remaining neutral by wearing friendly to them uniforms (in areas where the AI player would otherwise be hostile by default.) In H&S they implemented that sort of check through function UnitGetUniform(unit) but according to Novik it is not possible in S^3. I am still hopeful to find a way to do it - as it would add a whole new RPG layer to the campaign.

Thats very interesting, I have thought about that. If that is possible then we could add lots of dangerous environments and the Gasmasks actualyl have a use, so will have the Bio suit. As for the "being undercover" thing with the Uniforms, that would be nice too, but I am not a coder or scripter so no idea how that works.

Quote

As for the TTsMKK and the Leaf Camo - I am just thinking of refining them a bit here and there before importing. (better bumps and gloss textures, that's all. Well, maybe adding better shading. Nothing special - nitpicking as usual
Okay I see. Do what you gonna do I guess.

Quote

I agree. There aren't any desert specific uniforms, aside from a few terror ones. Which models and what textures should I try? I am thinking German soldier model, maybe. I am not sure about the textures needed . What are your thoughts?
Well yes try the German Uniforms, there are lots to choose from as well as the Italian one, there is a Italian Desert Camo in the WWII camo pack you downloaded. M1929 Telo Mimetico_5 is for desert areas. The Germans in the image I posted wear Eichenlaub Musters, both Summer (Green) and Autumn (brown) and just wear Khaki pants. The Standard desert camo back then where just wearing  Khaki uniforms. Both German and British used that.

Quote

I would like to keep it toned down in terms of introducing "major weapons" and clues. Silent Storm encounter system is rather claustrophobic - large scale anything would be hard to achieve.
Well, the idea is that the player learns about the world he is in through clues, dialog and set pieces, maybe random encounters too. Maybe let it vague if these weapons where prototypes or not, but at least setup the fact you are in a Alternative Universe with its own timeline of events and a technological divergence.

Ecthel013: your writing is very good, we can use that. I just thought that the player may have already played Silent Storm and knows about the THO already and what they did so it would not have been Spoilers but maybe you are right to keep the stuff in the dark and have the player find it out doing the missions and random encounters.

Anyway, more on all that later.
"War. War never changes"

#68 BlunterII

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Posted 16 February 2013 - 07:44 PM

View PostEcthel013, on 16 February 2013 - 11:02 AM, said:

"The year is 1948. World War II is over. In war-ravaged Europe, remnants of Germany's most fanatical fighters have refused to accept their country's defeat and have begun terrorizing Allied garrisons and civilian populations alike. There have also been rumors of raids on secret research labs and equipment caches throughout the world, carried out by mysterious organizations with military precision.

This matters little to you, as your part in the war is well and truly over. Your long and faithful but undistinguished service has managed to get you to the rank of Lieutenant before your honorable discharge. Before you can return home, however, you receive a cryptic message telling you to go to a small village in Poland, offering a well-paying job. With no other prospects for the future, you accept.

A silent storm is brewing, and you are about to walk right into it..."

How's this? It's less spoilerish, but still sets up how your character comes into things.

Now, this sounds very mysterious. Gave me goosebumps. Nice, Ecthel.

A question for you: why Poland? What's in there?

~Blunter~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#69 Ecthel013

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Posted 16 February 2013 - 08:19 PM

View PostBlunterII, on 16 February 2013 - 07:44 PM, said:

A question for you: why Poland? What's in there?
The very first mission in Sentinels took place there. Dunno if the mod will be set in the same place, though, so that bit can be changed to the relevant location.

#70 Lt.Havoc

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Posted 16 February 2013 - 09:49 PM

I dont suppose anyone of this thread is familiar with the comic series "Blake and Mortimer"? Just asking because the comics gave me some interesting ideas.
"War. War never changes"

#71 BlunterII

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Posted 17 February 2013 - 05:54 AM

Desert Uniforms done. I didn't add any insignia. Just plain clothes with ammo and items.

Posted Image

____________________________________________

And eichenlaubmuster camo versions as Lt. suggested leaving the pants khaki. German helmets have very strange geometry so I decided not to apply the camo to them too aggressively. The caps on the other hand didn't have that problem.

Posted Image

______________________________________________

(to be continued)

~Blunter~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#72 Space Voyager

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Posted 17 February 2013 - 01:15 PM

BlunterII, could you please edit your signature to something less... whole pagey? Love your work, but I'd rather have you start a thread for each of the projects than see the descriptions and pics attached to every post. No offence meant, really.

#73 BlunterII

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Posted 17 February 2013 - 03:44 PM

View PostSpace Voyager, on 17 February 2013 - 01:15 PM, said:

BlunterII, could you please edit your signature to something less... whole pagey? Love your work, but I'd rather have you start a thread for each of the projects than see the descriptions and pics attached to every post. No offence meant, really.
Done. Thanks, S.V.

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#74 BlunterII

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Posted 18 February 2013 - 11:07 AM

I've been working with those fancy eichenlaub musters (summer version). Decided to redo the first summer camo and as it always happens with me, I ended up doing some other ones as well. Take a look:

Posted Image

I think the finer pattern looks much better than the previous version. Anyway, The Germans will need some winter outfits and then they'll be ready.
___________________________________________________

@ Ecthel: Yes, you do write well.
As for Poland and Sentinels, umm... we don't really need to go by their story, or Sentinel story for that matter, or place it after the war necessarily. It can be anything - a tale of an antique thief or a Soviet border guard, or an American gangster or an SD officer. First, we'll go with Lt's idea, of course, but after that... Sky is the limit (well, my skills and the engine capabilities are also important factors).

But if it is Poland I have some maps of it in Sentinels format (framed for chapter maps and ready to be imported)
___________________________________________________

@ Lt.
"Blake and Mortimer"? - I looked them up on wiki and read some of the descriptions. Sounds like the stuff you've been talking about. It's entertaining (especially the first three). Good old Cold War propaganda.
What inspiration/ ideas did you find in them?

So far I've been unsuccessful in dealing with the GI hero. There are some other models that I could probably use ( not the Agent one). I don't know, we'll see.

Do you have the rough draft plot outline ready by chance.
___________________________________________________

(to be continued)

~Blunter~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#75 Lt.Havoc

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Posted 18 February 2013 - 03:23 PM

Good job with the German Camos. I look forward to using them. So you replaced your first try completely? Well it did not look that bad actually.

Quote

"Blake and Mortimer"? - I looked them up on wiki and read some of the descriptions. Sounds like the stuff you've been talking about. It's entertaining (especially the first three). Good old Cold War propaganda.
What inspiration/ ideas did you find in them?
Yeah the first three comics "The Secret of the Swordfish" where written and drawn under the impression of WWII and the upcoming atomic age and the rise of communism in China, that is why it seems like to be borderline Cold War Propaganda. The later stories would not be that heavy handed. In SOS Meteor for example, the enemy power that is using the Weather Control machine is clearly the Soviet Union but they are never mentioned by name.

In "The Voronov Plot" the Soviet Union is openly named but not really the enemy. Instead, a group led by a Doctor  Voronov wants to overthrow the Soviet Government and use a deadly Virus to conquer the west.

"An experimental Soviet satellite crash lands in Siberia carrying with it an incredibly lethal virus. KGB scientist Dr. Voronov, a Stalin admirer, along with Olrik (posing as Soviet Colonel Ilkor) plans to use the virus as a biological weapon to overthrow the Soviet government and conquer the West. After the plot is discovered by a British spy, Blake and Mortimer travel to the Soviet Union to stop Voronov."

The plot of the comic. Now tell me, would that not make an awesome mission where you go to Russia to try and locate the downed Satellite and stop some madman unleashing a deadly virus upon the earth?

There is more stuff we could use form the comics, like why not have a Mission where you have to save Mortimer or find Colonel Blake? What about trying to recover the stolen plans of a highly experimental aircraft, the Swordfish? There is tons of stuff there, even for random encounters, like Yellow Empire soldiers, Olrik and his men stuff like that.

Quote

So far I've been unsuccessful in dealing with the GI hero. There are some other models that I could probably use ( not the Agent one). I don't know, we'll see.
I see. Oh well, if it cant be done then its not a big problem for me.

Quote

Do you have the rough draft plot outline ready by chance.
Well, okay I can try so here we go:

Well, to be honest I never wrote a game plot before, so how do you want me to write that? Just like a regular story? If so I could just put it in here, if it needs to be game specific with event triggers and stuff then it will take some more time. Just let me know how rough this troy can be and how much details you want and I write it down and post it. I just thought that this might fit more into the whole "Scenario Thread" you wanted to created, because this mod here is just for the uniforms at the moment,

I mean I could give you an outline based on what we have worked on so far but I dont think that will suffice. So please let me know.
"War. War never changes"

#76 Lt.Havoc

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Posted 19 February 2013 - 06:45 PM

Well okay, I have the plot ready, at least a rough draft of it. Should I just copy and paste it or attach the text file or how so you want it Blunter?
"War. War never changes"

#77 BlunterII

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Posted 19 February 2013 - 07:51 PM

View PostLt.Havoc, on 19 February 2013 - 06:45 PM, said:

Well okay, I have the plot ready, at least a rough draft of it. Should I just copy and paste it or attach the text file or how so you want it Blunter?

Great. Can you post a short version? I would like to know the scope of your vision for the plot. We'll iron out the finer details later in its own thread (I am not done with the uniforms just yet). Or you could simply attach it to your post (notepad, wordpad, MSWord, PDF are fine).
_____________________________________________________

Fallschirmjager is ready. I readjusted the texture a bit and applied it to the Axis Saboteur model. Take a look:

Posted Image

____________________________________________

And some German Winter Uniforms (male and female):

Posted Image

Axis soldier class model was used for these.

(to be continued)

~Blunter~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#78 Lt.Havoc

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Posted 19 February 2013 - 08:48 PM

Nice work at the uniforms, they are well done. What else did you plan uniforms wise?

Okay here it is, I already condensed the story to the very basic idea, I thought that all the details we could work out later on still. I just wanted to make a rough plot outline. I hope the story is okay, I did borrow some ideas from Blake and Mortimer and "The Voronov Plot" and "Secret of the Swordfish". Please let me know what you think.

Attached Files


"War. War never changes"

#79 BlunterII

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Posted 21 February 2013 - 08:56 AM

View PostLt.Havoc, on 19 February 2013 - 08:48 PM, said:

Nice work at the uniforms, they are well done. What else did you plan uniforms wise?

Okay here it is, I already condensed the story to the very basic idea, I thought that all the details we could work out later on still. I just wanted to make a rough plot outline. I hope the story is okay, I did borrow some ideas from Blake and Mortimer and "The Voronov Plot" and "Secret of the Swordfish". Please let me know what you think.

Just adding a few uniforms (winter, desert, mountains). Here are some of them:

Posted Image

Rifle Soldier geometry is a nightmare, especially the sleeves. I wanted to apply a nice winter camo texture on it - but it looked so bad I had to reconsider. Well, I put it on a different model. What do you think?

Posted Image

(original texture by Tounushi)
____________________________________________________

I read your plot outline. Thank you for posting it, Lt.
It is a good start. I had a few questions and suggestions but I'll address them a bit later.

(to be continued)

~Blunter~

- BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, better, faster, auto-destruct) and a Soviet Intel subplot featuring Lt. Colonel Mikhalev from H&S ~ 7 missions) + v 2.3 full (without HE rounds)

- BlunterMod v2.3 ready for testing (MediaFire, rar) ---4 more uniforms, 1 new ammo type and a new weapon added, "Castle Linden" random crash fixed, a new area "The Bank" added to the Sentinel base, and various other changes + v 2.2 full (see ReadMe file for more info)

- BlunterMod v 2.2 ready for testing (MediaFire, rar) --- 20 new ammo types added (AP, HE, API, JHP), 7 unique weapons added, New RPG money items created, German Soldier Class characterss don't wear goggles + v 2.1 (full but without game-breaking bugs, hopefully)

- All Uniforms v 2.1 DO NOT USE (bugged) --- A Wave Defense "Castle" encounter, ammo and weapon name fixes, cheaper surplus uniforms, binoculars fix + v 2.0 (full)

- All Uniforms v 2.0 ready for testing (MediaFire, rar) --- 108 more uniforms + binoculars + v1.0 uniforms and changes (ReadMe for v 2.0)

- All Uniforms v 1.0 ready for testing (MediaFire, rar) --- 78 new uniforms (available from the base seller, prices vary) + various gameplay changes

- Silent Storm on Steam Greenlight has been approved 08/28/13!

- Available for purchase on Steam - "Silent Storm" + "Sentinels" page

_______________________________________________________
My Blogs: H&S blog and just funny book titles I created for my kids( unrelated to Silent Storm).

~Blunter~


#80 Lt.Havoc

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Posted 21 February 2013 - 12:59 PM

Good work on these uniforms. Keep em coming.

Quote

I read your plot outline. Thank you for posting it, Lt.
It is a good start. I had a few questions and suggestions but I'll address them a bit later.
Glad you like it. As I said, it is very rough and thinking about it, there is some stuff that I have to rewrite because I added it on the fly.
"War. War never changes"




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