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Jack Wachter

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Everything posted by Jack Wachter

  1. So in my last few posts, I've been teasing a new mod project I've been working on. It's a CENTCOM/Heroes Unleashed addon that is a spiritual successor to Violence of Action. Since I used a lot of assets from HU and the mod size started increasing significantly, I decided to go back and make something that is requires HU since I see a lot of people have it. The overall file size should be a lot smaller (the dev version is at 452 MB as of this post). Overall, you can expect a lot of features from VoA to return and be updated. I still have a lot I want to do with it before I release something, but please let me know what you'd like to see.
  2. Jack Wachter

    Ghost Recon: Heroes Unleashed

    These were made for the latest version of HU, v1.0.1
  3. Current Version: 1.0.14b VoA Addons: 1.0 CENTCOM (GR.net downloads version) CENTCOM Fully Patched (for convenience) Original post below
  4. Jack Wachter

    CENTCOM: Violence of Action

    Download size is part of why I've moved away from this mod and decided to use Heroes Unleashed as a requirement for my current project since VoA took so much stuff from HU.
  5. Jack Wachter

    CENTCOM: Violence of Action

    I don't have it anymore, so I can't upload it again, sorry. What about it do you like more?
  6. Oh wow it isn't available anymore. Overall idea is that you'd have to model things yourself and then use an old version of 3ds max (3ds max 5) if you can even get it and get it working in order to get what you want in there. With that said, there's more than enough weapons to cover the role the Elcan Specter fulfills, so not much of a loss outside of aesthetics imho.
  7. Redesigned the JSOC guys again. Now they are using Gen 2 Crye combat pants.
  8. Pretty sure that Natsanwa made that among other weapons (a lot of his work is in Blood Oil and other mods). As for moving the scope, pretty sure you won't be able to do that. If you want to know more about the process, the below link should be a good start.
  9. I don't think any of those optics are available. Most of what's available is more in the realm of early 2000s.
  10. Learning how to skin, yay. Here's some pictures of one of my later creations. The color setup is pretty ugly, but I got a working vest with straps (there is an issue with overlap on the back of the vest, already fixed it). Working on setting up a base file that will let me change color/camo quickly for various parts. The shirt is setup where the camo is only on the top and sleeves (like a combat shirt except it's Ghost Recon, so now ugly). What I currently have adjustable in terms of color/camo to some degree: Clothing (except torso area) Torso Area Vest and Belt Boots Gloves Boonie Hat Boonie Hat Headband Still need to work on pouches. With pouches setup for each class, I should be able to use one file for rifleman, demo, support, and maybe the non-ghillie suit marksman. Plan is for these skins to make they're way into Cloak-and-Dagger at some point. Will most likely also release the skins and the base file for whatever anyone here wants to do with it. Edit: Have some newer ones to look at.
  11. Jack Wachter

    Wachter's Attempts at Skinning

    I don't think I'm going to go the combat shirt route, at least not with these models. I have to work with the shapes of the models and how the textures are laid out. With that said, I do have some stuff with Multicam, AOR 1, AOR 2, AOR Universal, DPM woodland and desert, Flecktarn, and Tropentarn in the works.
  12. Jack Wachter

    Wachter's Attempts at Skinning

    My Violence of Action mod has some of this in there, though I think these exact ones aren't available.
  13. Could've searched through the forums and see if it's already been asked. Also, not going to happen with the way the engine is coded. In other progress, I'm experimenting with some weapon retexturing to make things feel a bit more authentic. I don't plan on doing this with every weapon, just trying to make it so that NOT everything is black.
  14. Jack Wachter

    Testing the waters (story idea)

    Oh that sounds cool. Could maybe use some of the OGR mods for inspiration or just use them in some fashion (Blood Oil and Frostbite come to mind).
  15. Jack Wachter

    Testing the waters (story idea)

    As far as connecting old games to new games, would that mean you plan on having the story continue on past the origin part?
  16. Jack Wachter

    Testing the waters (story idea)

    It's an interesting premise. I took a glance at the wikia to see what the established history and seems like the setting is appropriate. As for writing in the Clancy style, I don't feel that's necessary (granted I haven't read Clancy novels). Up to you though. How much creative liberty are you looking at using with this in terms of the established lore? One of the questions I'd ask is what role the Ghosts are supposed to have versus other JSOC units of the time. May be better to find a specific niche for the Ghosts to fill within JSOC so that it feels more like its own thing. Maybe something with less of a direct action focus than Delta and DEVGRU? I'd probably start the story a little bit before the formation of Ghost Recon to give time to play around with what they are supposed to be.
  17. @Sicario168not sure about complete, but I know what I want done before I release something. Maybe a few weeks? Really going to come down to how much time I got in to work on it. @SKIPI don’t really want to give these guys the SCAR series since these models and the SCARs in particular are horrible with the hand placement, plus they won’t add anything new in terms of weapon types. With that said, I could do a one-off character for specific things like that
  18. Updates to JSOC Task Force, now incorporating camouflaged pants
  19. Working on the JSOC kits. Here is what I have for available weapons right now, may adjust some once I see how some of the numbers work out for the various classes. If you have any suggestions, let me know. From what I can tell, the current setup doesn't necessarily cover all of the fan-favorites, but should allow you to cover just about any role you want to.
  20. I'm a madman. Basically a 9-round burst grenade launcher except the grenades are OGR's best attempt at flashbangs. Here's how I did it: Made the HU P226 invisible to use as weapon model Made a separate projectile file for the multiflash. Set explosion visual to normal frag because lag, also gave it an initial velocity of 20 (m/s I believe) to simulate throwing it Gave it a silent firing sound that is actually in the effects file (had some audio glitches before I did this) Will cause issues if you switch guns before you fired all 9 shots. Useful in SP for getting into the room and having more time to observe, but far riskier than the standard flashbangs due to how much more the enemies move. In a COOP setting, shooting it, then rushing in with the team while the rest are fired should result in the assault team having more time to engage hostiles before the last flashbang goes off and the enemies start shooting again (have around 2 seconds with standard flash, 9 bang will provide around 5 seconds).
  21. Sounds good then. I'll probably update the SP Ghosts to have maybe a Ghost/Delta kit selection so there's more to pick from. The JSOC specialists will end up having something completely custom (make use of most of the new weapons that'll be introduced, also try to minimize the weapons used that have major hand placement issues that all the Blood Oil models suffer from).
  22. So who do you guys want to see for SP? I currently have this setup with the upgraded Ghosts (UCP/BDU mix) with the standard Ghost kits and have the specialists the JSOC Task Force guys with combined Delta/SEAL kit selection. Also pics.
  23. Jack Wachter

    Wachter's Attempts at Skinning

    Concept for upgraded Ghosts for HU addon I'm working on (it's not Cloak). Still using some UCP, but just the tops.
  24. Jack Wachter

    Wachter's Attempts at Skinning

    Testing some guys supposed to represent a JSOC Task Force. Camouflaged Maritime CIRAS vests over plain clothes. 3 clothing variations with 3 camo settings for the vests (Multicam, AOR 1 and 2, and AOR Universal) for a total of 9 variants per environment (winter will likely be 8, 2 clothing variations and 4 camo patterns).
  25. Version 1.1: https://drive.google.com/open?id=1sqyl0eAu53cxWgfZOfn-cKR8xgEL83DL ORIGINAL POST Most bullets fired in Ghost Recon are supersonic. Not that they sound like it. Let's fix that by adding in some supersonic bullet crack. Original sounds from here, the guy who makes them says "You are free to use my material as long as you give credit. I don't do it for money, I do it as a hobby." on his About page. Initial test using current development build of Cloak-and-Dagger v1.3, looking at releasing sounds as separate sound pack. Now I just need to play around with the effects.xml file, seems some of the sounds cut off a little too early. Also not sure if I want to edit bullet impact sounds to combine the impact sound with the bullet crack sound. Thoughts?
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