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Bin Laden Compound


OSO

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I followed the mission on 01 May 11 by USN Seals into Pakistan with great interest. It sparked my creative juices to make a map and mission based on this event. I have some very early alpha images of the map. I only started to work on it yesterday and spent most of the day today fiddling with textures so I could do a proper export. Experienced a 2 hour hiccup with the darkmaps not being generated correctly but I managed to figure it out eventually. It has been a long time since I've worked in 3ds max or on a GR project for that matter so it is going to be a slow process.

Here is a render of the walls surrounding the compound:

render01.jpg

Most of the detail will be centered on this area. The compound is surrounded by mostly farmland and the most recent overhead view that I have is from google earth:

OBL_Overhead.jpg

The above image depicts a 600 square meter area in the immediate vicinity. Due to the limitations of the game the command map will only display 400 square meters and the playing area will be considerably smaller.

Looking through the main gate:

Screenshot1.jpg

Facing SW outside the compound:

Screenshot2.jpg

These are very early shots in the map development and the textures/mesh is subject to modification. I don't have an ETA on this project but am hoping to have the map complete by the end of summer. I'd like to develop skins for both friendlies and enemies. If there is anyone out there that would like to lend a hand with things either post here or send me a PM.

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Random script here I see. Would be nice to explore all the possible insertions, difference in guards, and the man himself in a random room.

Ditto on nice to see you modding.

I agree that there are a lot of interesting scenarios to develop here. What if Pakistan got involved? Due to the proximity of the military base this could have been a much, much more challenging. What if there were more defenders at the compound? Things had the potential to get real ugly fast...

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Here is a progress report.

Tinker is going to assist in mission scripting and anything else the two of us can think of, Hammer is going to model a few vehicles, & Wombat50 is going to assist in character skinning and map textures.

I reskinned a couple of specialists, Scott Ibrahim & Lindy Cohen. I used some skins from WitchDr. and modified them with bits and pieces from the stuff BjB had uploaded.

Scott:

scott_ibrahim_des.jpg

Lindy:

lindy_cohen_des.jpg

The courtyard LZ area is mostly finished now:

render03.jpg

Close Up:

render02.jpg

Scott & Lindy in game:

screenshot4.jpg

Approximate view of the same close up in game:

screenshot3.jpg

An old truck from Frosbite - not sure if it will make it into the final mod.

screenshot0.jpg

That's it for now. Got a 3 day weekend coming up next weekend; hopefully I will make a lot of progress.

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Wow. Isn't it just unbelievable how we are getting spoiled with amazing new mods for good old Ghost Recon again and again even after all these years? Quite frankly I don't know how to keep up with all the new releases popping up recently! How am I supposed to find the time to play all these gems? Never mind, just keep'em coming! Thank you, thank you, thank you!

:notworthy:

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Big weekend here. I got a lot done and here are some screenshots

First on the list are 2 re-textures of 2 more specialists. These are a combination of WitchDokta's tropentarn skins, an arid desert patch for the German flag, and some hand painted grass stains. Nigel is wearing a combination of WitchDokta's skins, an arid desert Union Jack patch, and some of the newer Hyde Development Pencott camo pants.

Dieter Munz:

dieter_munz_des.jpg

Nigel Tunney:

nigel_tunney_des.jpg

This wraps up re-skinning specialists. I plan to replace Jodit with one of Wombat's Pakistani characters.

Mapping progress:

Most of the work was done today. This is what the map looked like last night:

render04.jpg

Close up of a door with a window. (Tested in game and it is fully functional!!!):

render05.jpg

Today:

Building on the southern area of the compound:

render06.jpg

Distant shot:

This one is quite a common angle to see from news sources:

render07.jpg

A more recent close up shot:

render08.jpg

Bird's eye view facing NW:

All of the interior mesh is laid out on the smaller buildings. Most of it still needs texturing Frame work for the main building in the compound has been defined:

render09.jpg

I'll be busy with my daughter's graduation next Friday and Saturday so don't expect an update until the weekend ending in 12 June 2011.

Enjoy!

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  • 2 weeks later...

Here's the weekend update...

Got a lot done this week due to having some vacation time. Progress will slow down after this week. All of the buildings in the compound have been roughed in-they still need a lot of detail work to flesh them out.

Here are some max renders:

Render10.jpg

Render11.jpg

Render12.jpg

Render13.jpg

And finally some in game shots:

screenshot05.jpg

screenshot06.jpg

screenshot07.jpg

Hope you enjoy!

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  • 3 weeks later...

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