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Jack Wachter

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Everything posted by Jack Wachter

  1. Current Version: 1.0.12b CENTCOM (GR.net downloads version) CENTCOM Fully Patched (for convenience) Original post below
  2. Jack Wachter

    CENTCOM: Violence of Action

    I'm putting together a few different addons to go with the main mod: Arctic Winds (winter stuff is being locked to this, also has a few sound and texture things from Frostbite to make winter work was intended) No Night Vision (using night vision will result in a blacked out screen, also makes all NVGs on the models invisible) Real Camo Skins (main Ghosts use real camo patterns from 2010 and earlier, namely Multicam, Tiger Stripe, Desert Tiger Stripe, also thinking about A-TACS Arid Urban, M81 Woodland, and DCU) @Panth283, the real camo skins addon will probably be what you want. The gear there is probably the most modern of the high quality models (Peltor-type headset, plate carrier with belt, MICH 2000 helmet), though nothing I have is more modern around 2006-2007 (I don't have any FAST helmets, and the closest I have are high cut skate helmets that don't use full headsets). I can also see about making what you want a personal skin. Send me a PM with which guy(s) you're referring to exactly and we can go from there. Also, playing with weather some. Jungle Beach map which is normally day now with dense fog and a fierce thunderstorm. Going to look at different weather effects for more variety and also allow you to play some missions with different weather settings (imagine Iron Dragon with some rain and light fog limiting your view distance, for example). With that said, I don't plan on doing any day to night conversions or vice versa.
  3. Jack Wachter

    CENTCOM: Violence of Action

    So now that I've got the new character models in there, I'm thinking about going through and removing the "Ghost" CENTCOM reskins in order to save space since I find them mostly obsolete at this point. This would bring the mod size down by around 200+ MB and cut down on load times since the game wouldn't need to read those kit restriction files upon launch. I'm retain the files so that I have the option of using some of them in a more limited capacity later on. Before anyone asks, the Task Force 245 guys are safe. They are staying in. The list of skins being removed: Ghost Ball Caps w/AK Chest Rigs Ghost VBSS (normal and winter) Ghost Fleece Jackets (normal and winter) Ghost Direct Action Winter Please let me know what you think, especially if any of those groups are ones you particularly like. The personalized skin option is still available btw.
  4. 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.
  5. Jack Wachter

    Wachter's Attempts at Skinning

    Updated camo
  6. Not having AI squadmates doesn't bother me much (granted I'm not sure if I'm even going to get this game around launch time). As for Ground Branch, they are working on an engine update and other content stuff. They're still moving along, but small team with limited time means that things will progress relatively slowly.
  7. Jack Wachter

    CENTCOM: Violence of Action

    Version 1.0.13b is released. Check OP for download link. Main things are new skins and simplified MP setup.
  8. Jack Wachter

    CENTCOM: Violence of Action

    I don't know about doing a whole faction of them, but I've done some personal skins for JustinRed87 (who is former Marine) that are based on that. Below are some screenshots, though I may have made some modifications since I took them.
  9. Jack Wachter

    CENTCOM: Violence of Action

    Current design of the main operators, let me know what you think and if I should make any changes. Ball caps worn under the helmets and PVS-14s mounted on the helmet.
  10. Jack Wachter

    CENTCOM: Violence of Action

    Those skins haven't been added yet. The next update will include new SP skins and a winter optimization addon that will change the SP guys to winter versions and do a few other things
  11. Jack Wachter

    CENTCOM: Violence of Action

    Thinking of redesigning the Ghosts again. Working on new patterns to use (the ones up above are meh compared to what I have now). Also looking at using some of the other Blood Oil models. Recent tests, still got some adjustments to do. The main issue with the current model is that I made some things invisible on main body texture: left leg magazine pouches and the ball cap worn under the helmet. This results in no blood showing up on the main body as well as some other weird things happening (relatively minor though). I find it kind of jarring when they get shot but see no blood like they're completely fine. This sucks since I really like the fact they wear a full headset and are fully kitted out with flashbangs and such. So there's a few ideas I'm thinking about in my mind: Put in the left leg magazine pouch and ball cap back in. As for the night vision attachment, there's a few options: remove it entirely, put in the same NVGs except put up (doesn't make sense with the ball cap), or put in PVS-14s (see below pics for a reference of what that would look like). This will keep the blood effects and give Ghosts in full direct action loadouts, though everyone with ball caps under the helmets may be weird. Use a mix of the ball cap and boonie hat models from Blood Oil. These use a single ear headset instead of the Peltor-looking ones. Ball cap would be for rifleman and demolitions since they have flashbangs and more assault-type stuff on them while the boonie hat would be support and sniper since they lack flashbangs on the model. Can't use balaclavas on these guys due to the way the right ear is setup. Look at the regular balaclava model from Blood Oil. It has a couple flashbangs on the front and covers the full face. Can make it the only one or mix it with ball cap and boonie guys. Leave them as-is other than updating the patterns. So, what do you guys think? What kind of look do you want for the main Ghosts in VoA? More pics for reference: Current model with no invisibility on the main body + PVS-14 attachment Old test with boonie hat guy Ball cap references Balaclava references
  12. Jack Wachter

    CENTCOM: Violence of Action

    Current main Ghost designs with custom tiger stripe camo
  13. Jack Wachter

    Wachter's Attempts at Skinning

    Started messing with recolors of tiger stripe with some gradients, colors based on the different variations of Multicam (normal, arid, tropic, and alpine). Ghost Recon Tiger Stripe (Transitional) Ghost Recon Tiger Stripe (Arid) Ghost Recon Tiger Stripe (Tropical) Ghost Recon Tiger Stripe (Arctic)
  14. So playing around with my Violence of Action mod, it has absolutely horrendous load times (4+ minutes) and I think I finally have an idea of what's happening. From what I can tell, the game goes through certain files and checks the syntax of them and will not launch the game if there is a syntax error in these. I know it does this with the MP kit restrictions (RIP me with what probably amounts to a few million lines that need to be checked, I'm not joking) and believe it also checks the various files in the equips folder. Anyone know if this is accurate and what exactly happens when the game is starting up? Looking for ways to keep load times down.
  15. Ike.log was helpful in pointing me to the exact kit restriction so I could figure out the syntax error, so that's what got me thinking about what the game does during the launch phase. This whole situation is more proof showing how this game wasn't designed to have tons of content. Getting off topic a bit, but sounds are definitely major and one of the things I've been working on with VoA. I've been told that sound matters more than anything else for combat vets.
  16. The small text files definitely are slower to extract, probably due to the fact they are separate files. Granted, I believe that's more of an unpacking issue than an issue with launching the game. Reducing the number of kit restrictions in VoA brings the times down drastically. Maybe I should redo MP and NOT go insane with the kits like I ended up doing. From what I can tell, seems that it checks certain files for syntax errors, with kit restrictions being one of them. What issues have you seen on the Ike.log file when the game won't let you start it?
  17. Jack Wachter

    CENTCOM: Violence of Action

    If I can ever figure out how to get OBS to NOT freeze on a frame during recording, then I may just do that @Lightspeed. They are pretty cool missions, especially the hostage rescue in the city where you start on the balcony. So probably going to drastically cut down on how I handle the MP kit restrictions. Seems that I went way overboard and ended up making the launch time for the game way longer than it needs to be since afaik, the game checks every single line in the kit restriction files for any syntax errors before either launching the game or ending the launch if a syntax error is found. I'm looking for more details about this and started a thread to discuss this here. I'm looking at drastically cutting down the number of MP kit restrictions by limiting AI backup options to 2 per unit (loud and suppressed) with novelty options thrown in as I feel like it (exact setups will vary depending on the faction). With a stronger SP setup coming in the next update, the loss in MP can be somewhat made up in SP. Cutting down the number will also make certain operations like adding in new personal skins to MP much less time consuming. If you have any feedback on how you use the MP kit restrictions, please let me know so that I can figure out the best way to go about this. As for new skins, I'm still working on how I want the main "Ghosts" to look. I've got the jungle and winter guys now setup with pre-2004 Multicam (at least my best representation of it) vests since it's more green. I am also looking at making the ball cap and left leg magazine pouches visible again since it seems I managed to disable blood effects on the main body by doing so. Not sure if it's something to worry about or not though.
  18. Jack Wachter

    CENTCOM: Violence of Action

    If only I put that diligence towards things like getting the CENTCOM maps converted to HU game modes with the zoning and then sorting out all of the kit images so that it's not just a bunch of blank boxes. As for SP, I have working the standard characters working. Have not started work on specialists. Some details on how I'm arranging the classes. Rifleman: general purpose, widest range of secondary options. Has lighter rockets and grenade launchers for increased versatility. Support: machine guns galore. Has all of the different machine guns available except for the CBJ since that thing is odd. Sniper: variety of long range rifles. Demolitions: has rockets, breaching equipment (not available with rifleman), grenade launchers, and explosives.
  19. Jack Wachter

    CENTCOM: Violence of Action

    Started process of setting up SP kits. Standard characters will not have nearly the arsenal that exists in MP, but this is due to large kit folders having a noticeable load time. Rifleman kits are sitting at about 450 kits right now, will experiment with load times and see if I need to scale it back some (SR-47 will be the first to go in that case). The standard group of specialists will be used to add in weapons not included in the standard kits. Looking at making addons for different groups so you can play them in SP.
  20. Jack Wachter

    CENTCOM: Violence of Action

    PROPOSED SINGLEPLAYER SETUP Standard Characters MICH 2000, tactical headset, Maritime CIRAS, PCU jacket, and basic cargo pants 3 variants per environments Face variants 4 full beard 4 partial facial hair (all have at least a mustache) Helmet variants BDU camouflage cover: M81 woodland and DCU MARPAT camouflage cover: woodland and desert Paint: green and desert Snakeskin: green and desert Solid color: black, dark sandstone, olive drab Will be available in MP (pics are from local MP test) Kits: a streamlined version of what they will have in MP to keep load times down Specialists Will include a standard set, but any faction changes for SP will likely be done by just changing the specialists
  21. Jack Wachter

    CENTCOM: Violence of Action

    Not at this time. I will put in something more comprehensive later, may just do a mix of units.
  22. Jack Wachter

    CENTCOM: Violence of Action

    Change the kit restriction to what interests you. There's a few listed as "Not for VoA" but once you get past those, you'll be where you need to be. Another thing is that multiple kit restrictions per faction exist. The only difference is the AI backup settings, see the relevant text document for more information. This is to account for the fact that you can't adjust the AI backup in MP. Some missions require you to bring multiple things (like AT and demo) and aren't accessible by yourself, but the current SP setup should provide enough weapons to play with for now. "Multiplayer Kit Restriction Guide.txt" is the file to check out. It provides the list of factions, the AI backup options, and details for the PvP setups. Also shows them in the order that they appear. The AI backup are also labeled as "AI Backup," so find those 3 characters when choosing your kit to check what exactly they are bringing.
  23. Jack Wachter

    CENTCOM: Violence of Action

    Probably going to setup something like this guy for the singleplayer setup at some point. Thoughts?
  24. Jack Wachter

    Wachter's Attempts at Skinning

    Testing continues. Modifications and adjustments of original texture: Ball cap that was under the helmet made invisible Left leg M4 magazine pouches made invisible Black sleeves added under the coat Glove and shoe options added Paraclete RAV switched to an Eagle Maritime CIRAS Front M4 magazine pouches switched to open top pouches Face changed to a simpler balaclava with dual comm wires, grabbed various faces from CENTCOM and 1990s Delta Force (faces look a little weird due to the head model meant for a full face balaclava) Plans Eagle Maritime CIRAS: khaki, olive drab, Multicam Coat and Pants: solid color variants only NVGs: got a couple NVG attachments I want to try and get working. Monocular (probably a PVS-14) and binocular (looks like a PVS-15) Ball Cap: may have some that bring the ball cap back since I do have a reference for ball cap under helmet
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