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Wombat50's "Migryder Festival Mod"


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The jungle riflemen look great, Wombat. I like your usage of MultiCam, and it's neat that you didn't go for MultiCam-only fatigues, though T-shirts or ODG long-sleeve shirts seem more fitting than dark gray long-sleeve shirts, given the tropical humidity.

Also, MultiCam Tropic might be more fitting for tropical levels. MC Arid for desert levels, too. Here's a link to the MultiCam website. The different patterns have galleries and samples and such. 

Since the MultiCam family of patterns is intended for use with regular (transitional) MultiCam gear (helmets and other headwear, plate carriers, regular vests), so a single MultiCam plate carrier could be used in normal, tropical and arid levels, and headgear could also use the same pallet regardless of environment.

Pic related, a sample of the Tropic variant of the pattern.

MultiCam Tropic.jpg

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I didn't know there were so many variations of multi-cam. I went to the site you linked and they had a pdf with some very good samples but they were too small with out being noticeably repetitive when using on the model. Checked on the web in general and didn't have any better luck. The tropic would be a great pattern for Island Thunder. It would make more sense to have T-shirts in the tropics but the Cuban Rifleman model is not setup that way.

I found something close:
Tropic.thumb.jpg.afe03a3cd921945b3f92dce

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Great work, man! The thing about the MultiCam variants is that they're really just different colorways of the same pattern, not new patterns altogether that are part of the same family. The only thing that needed to be changed was the color, and you got that down. It'd work the same way whether you converted it to MC Arid, Alpine or Black.

Also, T-shirts aren't a huge problem. Lots of companies are making those super lightweight breathable shirts now. Lightweight windbreakers and wet weather gear too, so you don't have a heatstroke when it stops raining.

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Nice. Though I'm not sure if vests and gear exist in the same pattern as specialized MultiCam variants, I only know of uniforms and maybe headgear. 

Also, what mod adds those railed G3s?

Edited by TJbrena
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I have Frostbite activated and it has that G3.

I have noted your comment that vests and gear may not exist in specialized MultiCam variants.
That is simple enough to edit.

At the moment I'm just messing around and have no plans to release a skins update for Migryder Festival mod.
If I get on a roll I'll consider it. The friends I play co-op with could care less about skins. They appreciate different maps and good missions.
ScreenShot0.thumb.jpg.a59d48e2d9b139ee86

 

Edited by wombat50
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Have you considered just releasing these skins as their own pack independent of MigFest, or maybe even as just a resource? I'm okay with dropping in and replacing .rsb files, I've been doing it for a while. Started doing it in Heroes Unleashed, because the M81 Woodland vests and gear on some Ghosts clashed with their UCP uniforms, so I just copied and renamed the ones with black or UCP gear, then used them to replace the offending textures. And since these skins are based on the vanilla models, they could be used to (relatively) easily substitute skins for vanilla and most mods on the player's side.

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That is a possibility as a resource or its own mod. I have some new weapon/explosion sounds, Russian Voice and effects updates on hand I'd like to add too.
Once I get it finished and compiled maybe Rocky can add it to the Migryder Festival download page as a patch/update.
I would have no problem with anyone ripping stuff out of it.



 

Edited by wombat50
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I just remembered something relevant to these skins. Black shows up in night vision like an inverse spotlight IRL. That's part of the reason a lot of modern camo patterns don't use black. Ghosts regularly go up against enemies who can be reasonably expected to have NVGs, such as military and paramilitary forces.

The other - equally important - reason black isn't in camo patterns as much nowadays is that black hardly ever shows up in natural climates. Dark colors, sure, but not black or near-black. Urban environments are a little more favorable, but while their colors vary widely, medium tones are still better for solid colors. Black or pseudo-black uniforms are mostly an intimidation thing, not really intended as effective camouflage.

It'd be best for single-color shirts to be olive drab or flat dark earth, which would have a far lesser impact on their camouflage, daytime and night-time alike. They'd still be more visually distinct from an aesthetic point of view than if they had perfectly matched transitional MultiCam on all their apparel.

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  • 2 weeks later...

I was lucky lighting the ig_Downtown map. It never had the lighting tool applied to it which makes it a good deal easier.
Lighting a un-lighted map is a cake walk. Trying to re-light a map that has darkmaps already is very frustrating to say the least.
One thing new to me was that all the map textures have to be in the map folder. The downtown map uses allot of GR textures and a few custom ones.
Only the custom ones were in the map folder. I had to open the ig_downtown.map file with a hex editor to figure out the names of stock GR textures being used. I copied them over to the DT map folder. My first attempt I did not do this and the end result was allot of white buildings. After properly lighting it I was able to remove the copied GR textures from the DT map folder.
 

Edited by wombat50
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Experiment in re-lighting

I made backups before starting.
I took the darkmaps from the Utah map that had been lit already. In photoshop I filled them with white and saved as rsb's.
I was experimenting to see when opening the Utah.map file in the lighting tool if it would make it any easier to light it the way that suited me.
It made it much easier at least in this experiment. I made sure all the textures named in the .map file were in the map folder.
I checked this with a hex editor. Oddly many were named with a .bmp extension. I did not like that so edited the .map file to read all .rsb extensions for the textures. I saved the map and it wrote new darkmaps although it is necessary to use a new name for the map file. I saved the lighting solution as a .dmp also.
This alllows edits to what has been done already. Much like a .psd in Photoshop.

 

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