Jump to content
Ghost Recon.net Forums
Jack Wachter

CENTCOM: Violence of Action

Recommended Posts

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.

image.thumb.png.90a219be7b2348be90f24586174c7f51.png

Spoiler

20190428183351_1.jpg20190428183358_1.jpg20190428183403_1.jpg20190428183408_1.jpg

 

  • Like 3

Share this post


Link to post
Share on other sites
Posted (edited)

So cool reading this thread and seeing that my missions were being played a decade after I made them. Loved those missions!

Great work you're doing Jack and great to see players still enjoying the magic of GR. I think back to CentCom and working with Jay on the few extra missions I did and I remember how amazing the mod was. And looking really good now Jack.

Would love it if someone could do a playthrough of the missions I made using this mod.

Edited by Lightspeed
  • Like 2

Share this post


Link to post
Share on other sites

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.

Spoiler

20190507221204_1.jpg20190507221216_1.jpg20190507121209_1.jpg20190507121216_1.jpg20190506131254_1.jpg20190506131302_1.jpg20190506131352_1.jpg20190506131357_1.jpg

 

  • Like 1

Share this post


Link to post
Share on other sites

Jack,

Been lurking your thread for a while now.  Real life is kicking the tar out of me right with enormous demands...

I'm sorry to hear of the technical issues that you're having to contend with.  I hope that an easy/speedy solution is available.

These uniforms look great.  The last batch are PERFECT.  The overall use of the tiger stripe patterning is nice.  It's amazing how effective that camo patterning is in real life. 

I loudly applaud the usage of the color-matching baclavas.  It makes a LOT of sense to have the Ghosts use these.

Keep up the GREAT work, and THANK  YOU for it.

Back to Real Life I a-go-go (*sniff-sniff*)...

Share this post


Link to post
Share on other sites

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.

Spoiler

unknown.pngunknown.pngunknown.pngunknown.png

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:

  1. 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.
  2. 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.
  3. 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.
  4. 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

Spoiler

unknown.pngunknown.pngunknown.png

Old test with boonie hat guy

Spoiler

unknown.pngunknown.pngunknown.pngunknown.png

Ball cap references

Spoiler

unknown.pngunknown.pngunknown.pngunknown.png

Balaclava references

Spoiler

unknown.pngunknown.pngunknown.pngunknown.png

 

  • Like 1

Share this post


Link to post
Share on other sites
Posted (edited)

I have a question. How do I change skins for my team in single player like the ones you have in the pictures? 

Edited by JulietHotel13
  • Like 1

Share this post


Link to post
Share on other sites

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

  • Like 1

Share this post


Link to post
Share on other sites

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.

Spoiler

unknown.pngunknown.pngunknown.pngunknown.png

 

  • Like 2
  • Tier 1 Post 1

Share this post


Link to post
Share on other sites

That looks freaking amazing.

Share this post


Link to post
Share on other sites

Ah gotcha~ Thanks for the reply really enjoying the mod. Have you ever considered doing like a Marine Raider/MARSOC model? lol have to ask as a former Marine haha 

Share this post


Link to post
Share on other sites
Posted (edited)

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.

Spoiler

unknown.pngunknown.pngunknown.png20190430221900_1.jpgunknown.pngunknown.pngunknown.png

 

Edited by Jack Wachter

Share this post


Link to post
Share on other sites

Version 1.0.13b is released. Check OP for download link.

Main things are new skins and simplified MP setup.

  • Like 3

Share this post


Link to post
Share on other sites

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.

  • Like 2

Share this post


Link to post
Share on other sites

Nice, would be possible keep the Multicam skin and gear and add modern special forces helmets? same as Us navy seals and other special forces use in the present

 

Share this post


Link to post
Share on other sites

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.

Spoiler

20190616123734_1.jpg20190616123745_1.jpg20190616123754_1.jpg20190616123804_1.jpg20190616123813_1.jpg20190616123834_1.jpg20190616123848_1.jpg20190616123901_1.jpg20190616123923_1.jpg20190616123958_1.jpg

 

  • Like 2

Share this post


Link to post
Share on other sites

Version 1.0.14b released. Check OP for link. Also included an addons package as a separate download.

  • Like 2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×