grammarsalad

Member Since 05 Jul 2015
Offline Last Active Jul 13 2018 06:04 AM

#147610 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 08 November 2015 - 03:21 AM

All right, here is a small update.

I've been working on a variety of different things in the past two weeks:

- Bernau scenario zone(still in development),
- fixing various scripts (especially the "Ruins". Occasionally it used to heal damaged enemy units. Thanks for testing, Tsylie Posted Image ...),
- making new random encounters (Poland primarily),
- creating new RPG items ,i.e.mushrooms and Zloty - Polish currency,
- testing the crafting system at the base,
- correcting some of the texture inconsistencies, etc.

(I caught a cold a few days ago so it's taking longer than I anticipated).
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VB,

I am not working on the ammos at the moment, but I'll keep your feedback in mind for any future references.

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Anyway, here are a few screenshots of the Poland REs I've created:


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Most of the RE templates in the mod are 48x64 with some notable exceptions (like "Castle Linden", "Ruins", etc.)

...that reminds me - I need to redo the "Castle" completely from scratch when I have time.
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I haven't added any enemies yet...
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It took around 600 texture spots to finish the terrain here. I think it looks all right now. What are your thoughts?

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Yes, it's pretty dark.
The probability of that light setting is set to 5%. I usually use it for testing, to see how efficient various sources of light are.

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...and another encounter in the forest:

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This one features even more terrain spots (700+).
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What was the name of that painting by Vasnetsov... err..."The knight at the crossroads" Well, it's the "knights" in this case...
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The earlier mossy textures were a bit too saturated and bright. I felt I needed to tone them down a bit.
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I had to create it. Having mossy logs on the ground right next to some regular looking stumps - just didn't feel right.
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It appears pretty cheery in the morning light.

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Hmm... A box, in the middle of nowhere?..
Suspicious!
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I like the way the campfire illuminates the surroundings... feels warm and kind of homie...
No wonder the moths are attracted to it...
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...proceeding to the second round of our log tossing competition. So, who goes first?
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It's surprisingly dry under the pine trees (i.e. large spruces).
Rain or shine...
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Mushu would approve. No doubt about it!
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Right, the mushrooms!

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I've had this idea for a while... I just didn't know how to implement it until now...

The behind the scenes mechanics:

- The models: one is of the "oil lamp"(with side handles removed through alpha testing) and the other (larger one) is of the "flower vase 01" (with its glass material removed). They come is two varieties: regular red Amanita Muscaria (Fly Amanita) and its yellow (tan) cousin. I lumped them together because they share identical pharmacological properties.
- Stability: well, the vase01 was very unstable. It would break every time a usable object in its vicinity was activated. You might have experienced that when opening different drawers and cabinets in various original encounters. The oil lamp, on the other hand didn't have that problem. So, I combined those two via child object and voila!
- Collection: (see below)

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...achieved by placing an indestructible "Vent" (usable object) underneath the mushrooms. When activating it the mushroom objects and the vent are removed and the corresponding RPG items are added to the forager's inventory.

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I might need to substitute the bags for something else since the I.V.  geometry used here (even though I removed the tube texture) still shows when pressing ALT.

I am planning to add them to the base lab "Create Medicine" queue.
One of the possible conversions/ crafting recipes could be:

- strong alcohol + fly amanita = spiked alcohol
- strong alcohol (spiced) + fly amanita = spiked alcohol (extended duration) ???

I am not sure about the exact naming conventions yet... still thinking about it...

Thoughts?
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(to be continued)

~ Blunter ~


#122203 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 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:

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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:

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