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Mr. Shadow

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  1. Like
    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.
     

     
    (cold weather original by Tounushi)
    _______________________________________________
     
    (to be continued)
     
    ~Blunter~
  2. Like
    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.
     
     
     
    Thank you, I am glad you liked it.
     

    Well, since there is some interest in these models and uniforms, here are some more:
     

     
    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.
     

     
    ___________________________________________
    (to be continued)
     
    ~Blunter~
  3. Like
    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:
     

     
    Officer and Soldier. The soldier (on the right) is equipped with the fabled "Sea Devil".
    ______________________________________
     
    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.
    ______________________________________
    (to be continued)
     
    ~Blunter~
  4. Like
    All right, I think I am done with UK saboteurs. Here is what we've got so far:
     

     
    Desert, Urban, Denison Smock, Arctic, Default.
    I switched the berets to red and made a tan one as you requested
     
    I am finishing up Sentinel Female Desert Uniforms and will post as soon as I am done.
    ___________________________________
    (to be continued)
     
    ~Blunter~
  5. Like
    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:
     

     
    and here is a soldier:
     

     
    ___________________________________________
     
    (to be continued)
     
    ~Blunter~
  6. Like
    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:
     

     
    ____________________________________________________
     
    and a soldier:
     

     
    ______________________________________________
    (to be continued)
     
    ~Blunter~
  7. Like
    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:
     

     
    (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...
    ____________________________________________________
    (to be continued)
     
    ~Blunter~
  8. Like
    Now, there was a prison leader model in Sentinels. I attempted to convert it into something useful (border patrol uniform is a working title).
     

     
    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:
     

     
    __________________________________________
     
    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.
    __________________________________________
    (to be continued)
  9. Like
    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:
     

     
    The game already had an "Elite Soldier" who had somewhat similar pattern. I think Tounushi's texture Lt. provided looks much better though.
    ___________________________________________
     
    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:
     

     
    I didn't add any decorations (except the sleeves) or insignia. I think he is pretty festive looking already without anything else.
    ______________________________________________
    (to be continued)
     
    ~Blunter~
  10. Like
    Ok, the Disciplinary Branch outfits continue:
     

     
    TH troopers are primarily men. Not too bright... Works every time!
    ____________________________________________________
     

     
    I had to make separate and rather intricate Bump and Gloss textures for these babies.
    _______________________________________________________
    (to be continued)
     
    ~Blunter~
  11. Like
    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
     
    @ TR - I hardly ever use the console. So I'd be the wrong guy to ask about its finer points...
    _______________________________________________________
     
    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!
     

     
    _______________________________________________
     

     
    _____________________________________________________
    (to be continued)
     
    ~Blunter~
  12. Like
    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?):
     

     
    and S.O. Tesla Team:
     

     
    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.
    ____________________________________________________
     
    @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.)
    @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? Hmm...
     
    Hey, I am going to give those DW Senior Officers a try and then will start putting it all together.
    ____________________________________________________
     
    Question: When saying Allied - who do we mean (in the context of this initial assault?)
    ____________________________________________________
     
    (to be continued)
     
    ~Blunter~
  13. Like
    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?
  14. Like
    All right, folks. Iron Maiden is ready (well mostly). Have a look:
     

     
    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.
    ________________________________________
     
    @Lt. You said something about a new plot summary or an update? Could you share it here, please?
    ________________________________________
     
    @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)
    ________________________________________
    (to be continued)
     
    ~Blunter~
  15. Like
    @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:
     

     
    But in case you had an idea to modify his outfit somehow I'll consider it. I like it the way it is though.
    _____________________________________________________________
     
    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:
     

     
    (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.
    ________________________________________________________
     
    @ 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:
     

     
    Oh, and this:
    was hillarious. I couldn't stop laughing. I don't know if you intended it that way, but thank you nonetheless. _______________________________________________________
     
    @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.
     

     
    _____________________________________________________
     

     
    _____________________________________________________
     

     
    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).
     
    ____________________________________________________
    (to be continued)
     
    ~Blunter~
  16. Like
    All right, "All Uniforms" v 2.0 is ready for testing! (see my signature)
     
    If you disabled the signatures - here is the link to the download (~19 MB compressed):
     
    All Uniforms v 2.0
     
    (MediaFire, rar).
     
    ____________________________________________________
     
    Note: I tested it only in the Editor. If you find any problems, glitches or inconsistencies, please report them here and I'll try to address them as soon as I am able to. Thank you.
    ____________________________________________________
     
    About the mod:
     
    It comes with a ReadMe file that contains a short description of what's been done so far. Here is the text:
     
    __________________________________________________________
     
    So, here we are - 186 uniforms later. Not bad, huh?
     
    Anyway, my initial testing results were satisfactory. A few things I managed to catch before the release:
     
    - I discovered I didn't assign any body armor to D.W. Senior Officer's Coats - fixed that
    - Iron Maiden was showing human neck. I stripped her of her race assignment and she went back to being a nice little gray cyborg woman that she is - fixed
    - Klaus was still a female - fixed
    - Fritz and Rocco had Allied weapons and a bunch of strange items in their inventories - fixed
    - A couple of uniforms had bad body armor matches - fixed
     
    Other things I encountered:
     

     
    and another one:
     

     
    Other than that all is good, untill it isn't, of course.
    I think I know how to fix the wig problem. I'll just assign their hair to one of the Meshes slots instead of Hair (where the helmets go) - for NPCs that shouldn't be a problem unless we want to hire them.
    _______________________________________________________________________
     
    Tested all the uniforms for body armor compatibility:
     

     
    and if the binoculars were operational:
     

     
    So far so good, right?
     
    Try the new version out and let me know what you think. Feedback is always welcome (whether praise or constructive criticism).
    _______________________________________________________________________
     
    Thanks guys for participating.
     
    Let me catch my breath and we'll make a few heavily scripted randoms for S^3 (zombies, bandits, rescues).
     
    TR, Ecthel and Lt. - I'll get back to you in a bit. I read every post (good stuff, keep developing it).
    _______________________________________________________________________
    (to be continued)
     
    ~Blunter~
  17. Like
    https://i22.photobucket.com/albums/b348/SpaceVoyager/Smiley/drooling.gif
     
    Was I perhaps drunk and placed a special skinning order?
  18. Like
    This zombie idea sounds interesting, TR. Do you have a plan (a drawing or a photo) of the house you have in mind? I can create my own, of course, in case you don't have it.
     
    Tougher = more hitpoints, I guess (for later waves and boss characters)
     
    No idea how to prevent them from picking up weapons, except for not putting them anywhere but on the upper levels of the building where the human player team is.
     
    Setting "No AI fear" to "true" - will make them attack disregarding their own safety (no hiding or side stepping). They might crouch though. Well, that I think I could cure with the "Lock Pose" command (setting it to Run).
     
    Now, the inevitable demise is something I might have a problem with. I wasn't happy with it in MW3 "survivial" mode either. What kind of survival is that if you get killed anyway despite all your efforts?
     
    I understand you want intensity - we can do that. But inevitablility - I am not sure about that... What if we offer evacuation every 5 or 10 turns by unblocking the "Leave" button for several rounds? And the reason to stay would be - experience, of course, and some rare items the boss enemies would drop. The further you are into the turn count the better the rewards.
     
    What do you think?
     
    All right. It seems feasible on paper. Let me finish and release the v 2.0 and then we'll see what we can do. If you (or anybody else interested in it) have any other ideas, suggestions and remarks - shoot. I am interested.
    _____________________________________________________________________
     
    Back to "All Uniforms".
     
    TH uniforms are ready:
     

     
    I am still trying to figure out whether my idea of adding armor rating to the uniforms actually does anything ( yes, I tend to doubt things at the most inopportune times ). Perhaps, more testing will show.
    Anyhow, these two winter uniforms feature new winter backpacks with TH hammer on it and a few winter clips and boxes.
    One of Tounushi's textures was used for this.
    ___________________________________________________________________
     
    Now, it's the U.K. saboteurs turn. Their ammo layouts are geared towards Allied ammo first, everything else later. The following screenshot demonstrates it rather well, I think.
     

     
    There are six uniforms here:
     

     
    They utilize Elite U.K. backpacks. The NPC soldiers will be equipped with Brens, Stens and Thompsons 28 (as Lt. pointed out a while back in this thread).
    _______________________________________________________________________
     
    When looking through various original graphics I uncovered a nice gloss testure for MG soldier and decided to try and make something out of it. That's how the "Mercenaries" were born. I recall Lt. talked about D.W. working as mercenaries (or using merc services) - so I figured they could be useful.
     

     
    NPCs will have a few more options appearance wise. This is how the PCs will look like: Caps, Berets, Sunglasses. A hooded female version is included too.
     

     
    _______________________________________________________________________
     
    That's it for now.
    I'll run a few last tests and will release v 2.0 shortly.
    _______________________________________________________________________
    (to be continued)
     
    ~Blunter~
  19. Like
    Soviet Uniforms are finished and entered in the database as well.
     

     
    (the original was Tounushi's texture, provided by Lt.)
     
    Four uniforms here. (no hooded version)
    I added Elite Backpacks to their uniforms. Female models are always trickier because of their narrow waists.
    Since most of the uniform items have to be a certain distance from the body - most are a little further away from where they are supposed to be. I used only those that fit.
    _____________________________________________________________________
     

     
    As the image indicates there are more insignia available. Let me know if you think there needs to be more.
    _____________________________________________________________________
     

     
    (The original Dusty texture is DieZel's work. I changed it, of course, to fit my needs. And the Commissar look is based on Tugodoomer's concepts, provided by Lt.)
     
    Hey, Lt.
    Do I need to keep Doug's face with gray moustache for the Commissar NPC? I can create a separate Complex head specifically for this NPC (Commissar). Doug's will remain intact.
    Reminder: Doug is one of the UK hirelings.
    _____________________________________________________________________
     

     
    I still find the TTsMKK patern facinating. I don't know why. It was fun working with it.
    (no Hooded Version)
    (reworked Tounushi's texture, provided by Lt.)
    _____________________________________________________________________
     

     
    (the swamp texture is based on DieZel's work, borrowed from Hammer and Sickle)
    This time there is a hooded female version as well.
    _____________________________________________________________________
     

     
    ...and finally the winter versions of Rifle soldier (the model that was and is a real pain to work with).
     
    TH, Brits and X-tras are left
    _____________________________________________________________________
    _____________________________________________________________________
     
     
    Thank you for offering to test, TR. I recall our PM communications and think we could make a nice "zombie wave defense" encounter for v 2.1 Well, it doesn't have to be zombies necessarily (TH, Germans, Allies, etc.)
     
    Your idea of a half destroyed, multi story building, with multiple points of entry, and various creatively placed (scattered) supplies - is something that stuck with me. I don't have superior scripting skills either - what I actually need help with is planning and brain-storming to make the encounter fun. I'll script it and put it together myself.
     
    Would you be willing to participate and provide feedback? Anyone else interested in it is welcome to jump in too. And if you are, here are the questions I have:
     
    --------------------------------
     
    1. What size of the map?
     
    Most Random encounters are 32, 48 grid cells along X and Y (width/length).
    Example: this Bandit Camp sub-template from my blog is 40x48:
     

     
     
    There is not very much room here especially for a decent size building. I found 48x64 to be great for small skirmishes as in this Soviet Checkpoint, for instance:
     
     

     
    But for a destroyed building and a bit of a space around it we'd probably need to go with 64x72 or even larger.
    One thing is important though - not to go over a certain size. I know the original (S^2) featured some huge templates (up to 128, I believe), but my concern is the potential performance hit we might experience on really large templates. Another problem I forsee is the AI pathfinding issues because unlike usual missions or randoms where the enemies are sitting ducks - in this case they will be in large numbers and will be supposed to go after the player. Just something to consider.
     
    Now, 72x80 is manageable and large enough to house all the things you mentioned. This Bernau Hotel is that size:
     

     
    So, what are your thoughts?
     
    ----------------------------------------------------
    2. What kind of building? Please, describe it or post a picture of it. (btw, this one is important!)
    Points of entry, stories, chests, potential sniper nest spots, dangerous areas, etc.
    ---------------------------------------------------
    3. What is the general plan for the encounter?
    3.1 We get there throught a Chapter Map (I can make a Random with 100% probability of showing up - i.e. always available).
    3.2 Is there an allied unit that needs our help? Why do we go into the building? Do we have to protect something or somebody? Or want to get something inside? ...
    ___________________________________________________________________________________
    ___________________________________________________________________________________
     
     
    Thanks, Lt.
    Great idea!
     
    If I remember correctly you asked if I could throw a couple of encounters in as well. So maybe we could plan it together if you have time.
     
    I examined all the images you posted and found them very inspirational. We'll get back to working on the v 2.5 right after the v 2.0 is released.
     
    Now, looking at the Soviet officer uniforms I made using the reworked original texture I think I'll need to scrap them and use one of the images you provided as reference. Hmm...
    _______________________________________________________________________________
    (to be continued)
     
    ~Blunter~
  20. Like
    I am glad I got that right, TR.
     
    You know, I could use help testing. I am thinking of adding a couple of chests to the base with all the new uniforms in them to make it easier. We'll see. (I'll remove them in the next version)
     
    I could also add a zombie encounter or two. That is something I could really use help with. Scripting, Nazi zombie looks, the structure layout... Actually the overall plan of what is going to happen on that map... How do we start, how do we introduce zombies, do they carry anything in their inventories. What weapon choices will we offer... The size of the map...
     
    Think about it
    _____________________________________________________________
     
    I am finished entering the Italians in the database.
     
    Well, back to the uniforms.
     
    A military dressed in civilian clothes always looks suspicious. So, I am thinking about using them as secret agents, spies, bodyguard escorts, or intelligence officers trying to be discreet, etc.
     
    Four uniforms here.
     

     
    _______________________________________________________________________
     
    And now the Professor and his entourage.
     

     
    When I was putting these outfits together I decided to make a matching logo for his faction. Featuring six uniforms.
    _______________________________________________________________________
     
    And the sentinel uniforms (six):
     

     
    I will be entering these in the database and moving to the Soviet uniforms.
    _______________________________________________________________________
    (to be continued)
     
    ~Blunter~

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