Mr. Shadow

Member Since 10 Apr 2013
Offline Last Active Apr 21 2018 05:32 PM

#122471 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 22 February 2013 - 09:05 AM

Ok, German Mountain Troopers are ready (male and female). German Soldier class model was used for these. Attempted to make the cap look like it has fur on its sides.

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(cold weather original by Tounushi)
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(to be continued)

~Blunter~


#122837 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 11 March 2013 - 09:16 AM

View PostLt.Havoc, on 09 March 2013 - 12:14 PM, said:

Nice uniforms, I really like them. So where did you find the desert textures then? Also sucks that you cant use DA. I can use DA just fine so if you would give me permission, I could go and post the images of your uniforms at my DA account and submit them to the CamoClub group. It would also nice for promoting this mod and all. So if you have time, maybe do some high-res screenshots that I could upload to show the uniforms better. So let me know what you think.

Thanks, Lt. I don't remember where I found the desert texture. It was some free texture floating on the web.
As for promoting - absolutely! I can't promise any high-resolution screenies (the PC I am doing it on can only manage 1024x768, it's old) but I will try to do more close-ups.


View Postcalantlar, on 10 March 2013 - 05:40 PM, said:

NIce saboteur uniforms Posted Image

Thank you, I am glad you liked it.

View PostSpace Voyager, on 10 March 2013 - 06:33 PM, said:

My vote goes to sentinel. Uniform and what's in it. Posted Image

I know, shallow of me.

View PostEcthel013, on 10 March 2013 - 06:46 PM, said:

I often find myself wondering who originally designed the female Sentinel uniforms, in-universe and out of it.
:)
Well, since there is some interest in these models and uniforms, here are some more:

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I thought I'd give Helen's model a try. It shows a bit less skin this time after all it is a winter uniform.
Brown leather, little sweater (for modesty and warmth), white fur, thigh high boots, pokets, zippers, and a large diamond with an "S" on it.

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(to be continued)

~Blunter~


#122800 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 09 March 2013 - 07:15 AM

The Sentinel female desert outfit is ready now. The texture was a pain especially the legs but I figured out the mapping. This one comes with shorts instead of leather pants, a cap or a beret of the same color. The gloss is gone, the sleeves are shorter, the arm muscle tone idea was "borrowed" from the German Grenadier Female model. Here they are:

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Officer and Soldier. The soldier (on the right) is equipped with the fabled "Sea Devil".
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The texture I used for the UK desert saboteur was not Tounushi's.
As for the devart site: the XP computer I am doing most of the silent storm modding on doesn't communicate with that site very well. It constantly gives me errors, freezes up, etc. Probably an IE 8 problem.
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(to be continued)

~Blunter~


#122797 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 09 March 2013 - 06:22 AM

All right, I think I am done with UK saboteurs. Here is what we've got so far:

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Desert, Urban, Denison Smock, Arctic, Default.
I switched the berets to red and made a tan one as you requested Posted Image

I am finishing up Sentinel Female Desert Uniforms and will post as soon as I am done.
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(to be continued)

~Blunter~


#122750 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 07 March 2013 - 05:52 AM

View PostLt.Havoc, on 04 March 2013 - 07:41 PM, said:

Well, I dont think he minds, I did ask him about using his camo pack and all, he just said he would like to see images of your work and what you are doing with it, it would also be nice to credit him in the readme file or something. But it is better to be save then sorry you know?

Sure. I provided him with a link to this thread. I guess he'll let us know if he minds.

Anyway, I thought the UK saboteurs didn't have any desert versions - so I decided to make them. Take a look:

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and here is a soldier:

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(to be continued)

~Blunter~


#122695 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 04 March 2013 - 06:03 AM

Here is another one of Tounushi's textures in action (moderately modified, of course). I think his idea of adding rusty spots on top of various shades of gray is working. Blending in different urban environments filled with brick and stucco just got so much easier. Here is an officer saboteur:

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and a soldier:

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(to be continued)

~Blunter~


#122686 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 03 March 2013 - 06:42 AM

Moving along. Next is the Professor's Desert guards. After all he's got to have subsiduaries around the world (or at least a small task force operating in arid climates).
I found a nice texture (also Tounushi's original) and decided to give it a try. Have a look:

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(Officer and Soldier)

The skull hazard symbol comes as a seperate "orders" (insignia) material and can be modified, removed, etc. without having to redo the whole sleeve. I'll probably need to add a pocket under it, for the skull to look more natural. Hmmm...
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(to be continued)

~Blunter~


#122669 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 02 March 2013 - 06:55 AM

Now, there was a prison leader model in Sentinels. I attempted to convert it into something useful (border patrol uniform is a working title).

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The collar was a pain but I managed to split it into two parts with some shading. Added zippers and pockets, and a blue stripe on the side of the pants.
(Note to self: own Bump 10/0.5)

And a soldier:

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Keep ironing out the plot, folks.
Your ideas sound very interesting, can't wait to start working on putting the scenario together.
Just give me some time to wrap this baby up first, ok.
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(to be continued)


#122668 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 02 March 2013 - 06:35 AM

I haven't started importing anything yet. Don't want to rush it. Probably a week or so left till I start that.
Just yesterday discovered some serious texture inconsistencies with the Eichenlaub muster uniforms. It took me a while to correct them but everything is good now - got them fixed.

Anyway, I made several new ones today.

Added German Peadot Soldier uniform. That's the one that pointed me to the shoulder straps not aligning properly (they all share the same model). Check it out:

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The game already had an "Elite Soldier" who had somewhat similar pattern. I think Tounushi's texture Lt. provided looks much better though.
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I've wanted to do something with the Major's uniform for a while (and also the NKVD visor cap). Creating a white outfit was a bit of a challenge. Here is the result:

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I didn't add any decorations (except the sleeves) or insignia. I think he is pretty festive looking already without anything else.
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(to be continued)

~Blunter~


#122941 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 15 March 2013 - 07:34 PM

Ok, the Disciplinary Branch outfits continue:

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TH troopers are primarily men. Not too bright... Works every time! Posted Image
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I had to make separate and rather intricate Bump and Gloss textures for these babies.
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(to be continued)

~Blunter~


#122940 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 15 March 2013 - 07:27 PM

View PostLt.Havoc, on 15 March 2013 - 03:52 PM, said:

Oh god, no updates for the past 3 days.........its dead I tell you dead! *totally freaks out*

I guess Blunter is just really busy with the mod. I also need to get the reworked story posted here ASAP.

Funny, I just got done with the Sentinel Honor Guard Outfit. Yeah, I am about to start importing.
Btw, Lt. did I forget anything? I am not sure I'd want to go back to making uniforms once we start on the scenario. I know I didn't do the GI hero. Was there anything else I skipped?
I know it's taking longer, don't worry - it'll get done Posted Image

@ TR - I hardly ever use the console. So I'd be the wrong guy to ask about its finer points...
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Warning Adult Content!
(sort of)

I noticed the amount of attention the female uniforms received - naturally I decided to make another set.
Most of them are self explanatory. Enjoy!

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(to be continued)

~Blunter~


#123128 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 23 March 2013 - 06:53 AM

All right. Americans are ready. I am not sure if I want to include them though. There are a few problems with their outfits. Eight textures per uniform, four meshes per head, NPC only, some discoloration on the ears and the chin (the way lighting works in the game) just to name a few. But, what the heck, I'll show them anyway.
Here is the Ghost Team ( remember that character from MW2?):

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and S.O. Tesla Team:

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I didn't specify any ammo packs, grenades, backpacks , holsters, etc. in their uniforms yet. Bare bones pretty much. (The head was a pain to put together, I am glad that's over)

So, are we going to keep them or not? If we are I might convert one of the regular backpacks into some sort of liquid tank (if they are to use energy/ plasma weapons). Simply a cosmetic change, of course.
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@Ecthel
Now, I have to say I enjoyed reading your first encounter draft. Very nice! Immunity to the virus is an interesting idea. I am not even sure which one of the proposed variants  I'd choose if I had to. They are both really good. (Well, maybe the second one) Thank you.
(if you have any additional thoughts, please, do share.) Posted Image
@Lt.
Thanks for addressing my concerns. I wasn't really asking about the Professor (he's been fleshed out very well), I was just questioning the idea that anyone (DW, TH, Soviets, Americans) would even consider the Soviet - German cooperation remotely viable. But, perhaps they just want the virus and pretend to believe him... Now, when everyone is lying to everyone else - that is something intriguing, isn't it? Posted Image Hmm...

Hey, I am going to give those DW Senior Officers a try and then will start putting it all together.
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Question: When saying Allied - who do we mean (in the context of this initial assault?)
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(to be continued)

~Blunter~


#123108 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted Ecthel013 on 22 March 2013 - 12:48 PM

First Encounter
Personally, I feel that the very first encounter should focus on introducing the main character and the reason they must be involved in the main plot, regardless of their personality and/or other motivations.

My idea is that it takes place during the final months of WW2, with the main character taking part in an assault on a secret base in Germany, either commanding a squad of their own or as part of someone else's squad. The initial part of the assault could either be a cutscene or playable (I favor the former, to ease the player into gameplay), but either way, it goes reasonably well until the Allies reach a heavily fortified area containing an early version of the "Lucifer" virus, as well as the scientists working on it. The base is actually under the control of Thor's Hammer. Could use a modified version of the first half of the "German Laboratory" mission from S2 for the vault.

Variants:
1) As the Allies assault the vault, the Thor's Hammer officer in charge decides to executes the scientists so the Allies can't capture them alive. The main character's squad sneaks in through an alternate entrance and manages to save the only surviving scientist, the missing scientist from Lt.Havoc's plot outline, as well as retrieve the virus sample they were working on. The scientist cooperates, since he's definitely having second thoughts about working for Thor's Hammer now.
As they're leaving, however, they're attacked by a mysterious "metal man" (Panzerklein) called back from the main Allied assault. They manage to take it out, but all the squad members, except for the main character, are killed/incapacitated, leaving them as the only one who can escort the scientist back out through the alternate entrance, as Thor's Hammer is still holding off the main assault.
Just before they manage to escape, they're separated (by an explosion/enemy assault/etc.) and are forced to take different exit routes. The scientist tells the main character where he's planning on going before they split up. The main character manages to escape, but can't find the scientist anywhere. The main character either does not mention where or only to a handful of people that haven't been subverted by Die Wolfe/Thor's Hammer.
1.1) Number of encountered guards should be low on both insertion and extraction, since they're distracted by the main Allied assault.
1.2) Die Wolfe/The Professor want the main character alive so they can find out where the scientist was planning on going. Thor's Hammer wants the same thing, then to kill the main character afterwards for helping the scientist escape. Sentinels also want to know the same thing, and can use the likelihood of the previous 2 happening to keep the main character working for them.

2) As the Allies penetrate the vault's defenses, either a stray gunshot or a deliberate release causes the virus sample to flood the vault, killing everyone inside except the main character, who is apparently miraculously immune, and some of the guards, who have gas masks on. The main character must escape and report what happened to their superior officers. Could also have the missing scientist mentioned above included in the list of survivors, with the main character having to escort them out as well.
2.1) Number of encountered guards should be low, since most of them are dead from the virus. Could have the occasional zombie rising up as well.
2.2) All factions want the main character dead or alive so they can examine what makes him/her immune. If missing scientist is included, see 1.2 above. Main character might also want to stop the "Lucifer" virus from ever being used again, since they've seen what happens close up.

Huh, now that I'm reading it, I think this idea could use improvement (funny how things seem better when you're thinking them up). Anyone got any suggestions/feedback?


#123069 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 21 March 2013 - 07:47 AM

All right, folks. Iron Maiden is ready (well mostly). Have a look:

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The more changes I made to our German Operative the more she looked like something else. So, I scrapped the sickly looking damosel, added chainmail looking armor, tubes, straps, metal plates, etc. A lot of various textures involved here including a new mask, face, eyes (cyborg like) and neck. I am going to go ahead and finish her up and then start on the American Tesla team (or whatever we decide to call them).

@Ecthel013 Thanks for sharing your ideas. I'll try to use them as guidance when creating DW senior officer uniforms. I am not sure if the scarf can be removed but .. I'll figure it out.
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@Lt. You said something about a new plot summary or an update? Could you share it here, please?
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@TR. I don't know if you checked your PM box but the script I wrote works fine. I tested it in the editor and the game. I am not sure what else to suggest.
The good news is that now I am certain I can script those multiple waves of zombies we were talking about (or enemies in general) Posted Image
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(to be continued)

~Blunter~


#122989 New S^3 Mod "All Uniforms" in development (feedback is welcome)

Posted BlunterII on 18 March 2013 - 07:01 AM

@TR
Zombie encounters will be present in the scenario we are discussing here (I believe Lt. addressed it as well). I think I have an idea how to script several waves and process corpse removal (once there are too many). I prefer to spawn groups of enemies by placing templates  with them at waypoints, since all the necessary work: units' diplomacy settings, pose, rotation, sentry or guard behavior, guard animations and AI fear - is already done there.
We can do it in various ways - defending a building with multiple entrances (i.e. Pavlov's house), initially unreachable areas opening up with waves of zombies coming out of them, etc. We'll see when we get there.

@Lt.
I am glad you liked the kinky outfits. They were fun to make. And thanks for posting new images. Btw, they had an NKVD officer uniform in Sentinels already. Here it is:

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But in case you had an idea to modify his outfit somehow I'll consider it. I like it the way it is though.
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Now the Commissar (I tried to stick to Tugodoomer's drawing as closely as possible including the color). Doug, the UK engineer mercenary, was used to match the face in the picture (I made a new gray moustache material for that). Prison Leader model was used for the body and NKVD officer uniform model - for the folded uniform. Take a look:

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(I couldn't do the cape as there are no models supporting that look, no loudspeakers either.. )
Anyway, what do you think?

I'll see what I can do with the German operative and the Americans. The latter's headgear is possible (maybe) but with several meshes combined - meaning even if I am successful at making those outfits they'll probably be only available to the NPCs (because a redressable uniform can carry only one). Give me a couple of days.
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@ Ecthel013
I haven't played Warhammer. What do you think I need to add to Hanke's look (I did check out the link, but I'm still unsure) to make senior "Die Wolfe" officers. Here he is:

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Oh, and this:

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The Honor Guard must be incredibly disciplined to put up with impractical outfits like those, which are barely succeeding at protecting their honor.
was hillarious. I couldn't stop laughing. I don't know if you intended it that way, but thank you nonetheless. Posted Image
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@Jessefries
I try to add backpacks to any uniform that can support it.
If you have any suggestions - here are all the allied and axis PC character uniforms (mercs have them too) along with all the 29 backpacks. Keep in mind that some of them are used by TH, German or UK saboteurs, or Italian troopers.

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You mentioned you didn't like some of the allied uniforms. Which ones? And what changes would you like me to make? (model to use, picture of desired look, specific texture if any).

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(to be continued)

~Blunter~