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WW4 Extended - Unofficial expansion for WW4 2.5

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fhyAej3.jpg
Unofficial expansion for WW4 v2.5 (by Sanctuary)


 

Features

  • Lots of new units and vehicles that expand the original WW4 selection for all sides
  • Several support call options (CAS, transport, fire missions)
  • Custom menu to issue squad orders and call for support
  • Infantry units can be equipped with rucksacks, and AI units are able to use them
  • Visual and sound effects (tracers, bullet cracks)
  • All extra features are toggleable
  • Fixes to some vanilla WW4 bugs

Requirements

  • WW4 v2.5 (already bundled in the installer version)

Download

 
Installer


WW4 Extended v1.1 Complete Installer
This installer contains the main expansion plus the Cold War and Arctic extensions. Vanilla WW4 is also included in the installer.

0cCLXOV.png - https://www.mediafire.com/download/f6x39b45drv0mkh/WW4_Extended_v1.1_Setup.exe

moddb_80x15_v2.gif Mirror: http://www.moddb.com/mods/ww4-extended/downloads/ww4-extended-v11-complete-installer

OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_full_v11.exe


WW4 Extended v1.1.1 Patch Installer
Installer that patches WW4 Extended to version 1.1.1. It includes the previously released scripts hotfix. Apply this patch after the main installer.

0cCLXOV.png - https://www.mediafire.com/download/jry2rnbcsr0uc3x/WW4_Extended_Patch_v1.1.1_Setup.exe

moddb_80x15_v2.gif Mirror: http://www.moddb.com/mods/ww4-extended/downloads/ww4-extended-v111-patch-installer

OFPR mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/WW4EXT_Patch_v1.1.1.exe

Hotfix

https://copy.com/vhAGUc9cqkurWiC4

 

Zip files


Main EXT v1.1
Infantry, objects, scripts and music.

0cCLXOV.png - https://www.mediafire.com/download/yxc227kn2bf86rd/WW4_EXT_v11.zip

Main EXT v1.1.1 Patch

0cCLXOV.png - https://www.mediafire.com/download/r654y307y6ssdyp/WW4_EXT_v111_patch.zip


Vehicles EXT v1.1
Just vehicles. Requires Main EXT.

0cCLXOV.png - https://www.mediafire.com/download/5nx4nkc7t4oydh6/WW4_EXT_VEH_v11.zip

Vehicles EXT v1.1.1 Patch

0cCLXOV.png - http://www.mediafire.com/download/4dum8u1qhg8jmge/WW4_EXT_VEH_v111_patch.zip


OFP v1.96 compatibility patch
Rename the file from ww4ext_inf_cfg.pbo.OFP to ww4ext_inf_cfg.pbo and place it in the addons folder inside WW4_EXT.

0cCLXOV.png - https://www.mediafire.com/download/86d97zspupnjk9c/WW4_Extended_OFP_patch_v111.zip

 

 

Manual Installation

Shortcut method

  • Delete any previous installation of this expansion (by deleting the WW4_EXT and related folders)
  • Decompress the zip file and place the WW4_EXT folder inside your ARMA Cold War Assault one.
  • Create a shortcut of the ColdWarAssault.exe file.
  • Right click on the new shortcut and click on Properties.
  • In the Properties window add the following line in the Target text field, just after the path to ColdWarAssault.exe : -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH;
  • Launch the game by using the new shortcut.

Steam method
If you don't want to use shortcuts and use the Steam version:

  • Delete any previous installation of this expansion (by deleting the WW4_EXT and related folders)
  • Decompress the zip file and place the WW4_EXT folder inside your ARMA Cold War Assault one .
  • In your games list right click on Arma: Cold War Assault and select Properties.
  • In the Properties window click on the SET LAUNCH OPTIONS... button.
  • Write this in the text field: -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH;
  • Click OK. Click Close. Click Play.

If you want to skip the OFP intro you can add -nosplash before the -mod line, like this:
-nosplash -mod=@ww4mod25;WW4_EXT;WW4_EXT_VEH;

I've written more detailed instructions here.
 
Configs for non-bundled vehicles
For them to work properly you'll have to download both the custom config and the addons proper.

All these vehicles listed here are entirely optional.

Check the readme of the configs for detailed instructions and a list of the required pbos for each listed addon.

Mi-2

Extra Addons for EXT
These are already included in the installer version.

  • WW4 Extended: Cold War: Infantry and vehicle units from the 80’s Cold War era for all sides (already bundled in the installer version)
  • WW4 Extended: Arctic: Infantry and vehicle units for arctic and winter islands from the 80’s Cold War era for all sides (already bundled in the installer version)

Editor Categories
You can find the units and vehicles in:


West
WW4 EXT/USMC/Rifle
WW4 EXT/USMC/Recon
WW4 EXT/USMC/FORECON
WW4 EXT/US Army/Rifle
WW4 EXT/US Army/Recon
WW4 EXT/US Army/SOF/Rangers
WW4 EXT/US Army/SOF
WW4 EXT/National Army
WW4 EXT/Mercenaries
WW4 EXT/Insurgency
WW4 EXT/Guerrilla
WW4 EXT/Spawner
WW4 EXT/Invisible Targets

With Vehicles enabled:
WW4 EXT/USMC/Vehicles
WW4 EXT/US Army/Vehicles
WW4 EXT/US/SOF/Vehicles
WW4 EXT/USAF
WW4 EXT/Vehicles West

East
WW4 EXT/Russian Army/Rifle
WW4 EXT/VDV/Rifle
WW4 EXT/Spetsnaz
WW4 EXT/National Army
WW4 EXT/Mercenaries
WW4 EXT/Insurgency
WW4 EXT/Guerrilla
WW4 EXT/Spawner
WW4 EXT/Invisible Targets

With Vehicles enabled:
WW4 EXT/Russian Army/Vehicles
WW4 EXT/VDV/Vehicles
WW4 EXT/Vehicles East

Resistance
WW4 EXT/National Army
WW4 EXT/Mercenaries
WW4 EXT/Insurgency
WW4 EXT/Guerrilla
WW4 EXT/Spawner
WW4 EXT/Invisible Targets

With Vehicles enabled:
WW4 EXT/Vehicles Res

Civilian
WW4 EXT/Civilians
WW4 EXT/Spawner

With Vehicles enabled:
WW4 EXT/Vehicles Civ
WW4 EXT/Armored Vehicles

Logics
WW4 EXT Logics/FX
WW4 EXT Logics/Unit Scripts
WW4 EXT Logics/Support
WW4 EXT Logics/Other

Empty
WW4 EXT/FX
WW4 EXT/Objects
WW4 EXT/Objects (W)
WW4 EXT/Objects (D)
WW4 EXT/Invisible Targets



You can also find premade groups with those units in the GROUPS (F2) window.


Vehicle and Unit Classes

There's now some txt files with class names inside WW4_EXT\_docs\Class names.

Here you can check spreadsheets with the unit names and classes of the vehicles and units used in WW4 EXT:
(Outdated) https://drive.google.com/folderview?id=0By2CaodBQ84GT3RYVW5fWEIzT1k&usp=sharing&tid=0By2CaodBQ84GN1RDM0ctazhyNlk#list


Screenshots
v1.0 album:
http://imgur.com/a/NXoiC

Assorted images from previous versions:

 

 

Extra Features Manual
The Extra Features Manual can be found here. This document is also bundled in the zip and installer files.

 

 

MLODs and textures for v1.1
 
I've finally gone ahead and sorted and updated almost everything used in v1.1. The only things you won't find are the models that aren't explicitely public domain or that I'm able to share for one reason or another (middle east units, zils, BTRs, BMDs...) and the vehicle texture masters. With that said, if there's still something that shouldn't be there please let me know and I'll reupload the zip files with those models removed.

Note that the texture masters are in GIMP format (.xcf).

 

Use them at will, as long is in an Arma game (there's the ported Arma vehicles there, and those have that restriction). No credit is required, although it'd be appreciated.

 

 

Changelog
You can see the full changelog here.

 

v.1.1.1

Logics and scripts
NEW: Optional logic "Delete dead bodies". Deletes dead infantry units after a default time of 5 minutes. Time can be changed through the WW4EXT_dbtime global variable. Vehicles can also be deleted by setting the WW4EXT_deleteVeh variable to true
FIX: Changed the way MAP rucksacks checks for mag types so it works after loading a saved game
FIX: Fixed not being able to unpack rucksacks after you unpack anything but a magazine (bandages, food, etc)
FIX: Viper wasn't able to properly deploy countermeasures

Infantry
FIX: Added missing entry for multicam crew and pilot to cfgModels. Updated binarized models

Vehicles
FIX: Corrected position of Stryker MEV driver

Other
FIX: Further fixing and revising of the included missions

 

 

v.1.1

Logics and scripts
NEW: (untested in MP) Optional logic to enable dust effects (infantry steps, weapon fire, bullet hit, AT launcher fire, etc)
NEW: Game logics that automatically replace infantry ammo with HD variants (both normal and ruck ammo), found in Unit Scripts logic group. It's my old script to replace HD WW4 mags, updated to ext and with added ruck mag support. The script can also be accessed directly to only assign HD to a given unit or group (found in \ww4ext_scripts\hdammoww4ext.sqs)
NEW: (untested in MP) Game Logic "Enable fixed speed limit for vehicles" (in Unit Scripts logics), which limits the speed of vehicles to a fixed maximum when their group speed is set to "LIMITED" (it uses a new script: limitedspeed.sqs, the idea is to enhance the chances vehicles -particularly helos- have to engage enemies while on patrol)
NEW: (untested in MP) Auto-smoke script that emulates a smoke grenade throw without locking the unit in the "the stars are so beautiful today" mode. This script replaces the old smoke throwing one.
NEW: (untested in MP) Auto-flares script that emulates a unit shooting a flare without locking the unit in the "the stars are so beautiful today" mode. This script replaces the old flare shooting one.
NEW: Ability to easily change the faces used by a group through the new changefaces.sqs script
FIX: Fixed dropping two ruck mags instead of one when unit starts assigned to a vehicle
FIX: Fixed some harmless (but annoying) errors related to the init scripts of units that either die or are deleted after spawn
FIX: Face count for tropical faces in ww4ext_faces scripts should be correct now
FIX: Fixed "Self heal" action menu spam when respawning in MP
CHANGE: Updated face scripts to support: army white, specop white, army black and camo black
CHANGE: Smoke grenade scripts now don't replace BIS smk gr with a WW4 one (so the BIS one is used all the way)
CHANGE: bulletcracks.sqs is now deprecated. There's a new shoteffects.sqs script that deals both with bullet cracks and dust effects
CHANGE: Chance to throw a smoke grenade on hit reduced from 80 to 60%
CHANGE: Significantly reduced chance of going for a little sprint and then lie down when shot at while crawling
CHANGE: Significantly reduced chance for harmless (but annoying) error when unit tries to throw smoke towards a unit that is either dead or deleted
CHANGE: You'll be warned of how many calls for support missions are left when they are not unlimited (for CAS, fire and transport support)


Infantry
NEW: Desert russian crew, pilot, pilot helo and off duty
NEW: Russian flora off duty
NEW: Russian Counter Terrorism units in multicam
NEW: VDV in desert version
FIX: Fixed class name for squad leaders in VDV mechanized groups
FIX: Multicam crew and pilot were using the UCP model
FIX: US SR SF RTO had wrong magazines assigned
FIX: Replaced VOG grenades with 9x39 mags for CT Russian TL (rifle doesn't have GL)
FIX: Recon TL assistant had wrong magazines assigned (SD instead of normal ones)
FIX: ASSISTTL_556B_GL_MAGS loadout renamed to ASSISTTL_556_GL_MAGS in 556loadout.hpp
FIX: Changed prefix for guerrilla grenadier (flares) from WW4EXT_GUER to WW4EXT_GUE. Added legacy classes to not break existing missions
CHANGE: All infantry units have been revised to reduce section count to the minimum possible. This should give some performance boost
CHANGE: New models for russian motorized rifle desert and flora, as well as pilots and crew flora and digiflora
CHANGE: New models and textures for russian VDV flora (rifle and crew) and crew digiflora
CHANGE: Replaced a couple 9x39 mags with a couple smoke grenades for CT Russian Assistant TL
CHANGE: Revised body armor values. Helmets are now less protective than before (now the most advanced ones can only protect up to two 7.62 shots)
CHANGE: Russian CT medic now uses the new Bizon
CHANGE: Loadout definitions increased to incorporate several 556BA assignments
CHANGE: Moved slots and unit icon definitions to definitions.hpp in inf cfg pbo
CHANGE: Removed camo face from recon multicam units
CHANGE: New model for russian CT units
CHANGE: Digital flora texture toned down and tweaked in general


Vehicles
NEW: M2 Static (stand up) for all sides
FIX: Stryker MEV able to heal now
FIX: Fixed stryker and harrier compatibility issues with dedicated servers
FIX: WW4EXT_5TA (ammo truck) renamed to WW4EXT_5TAm, so it doesn't get overwritten by the arctic one
FIX: Shilka now uses the "tank" UI display instead of the "ship" one
FIX: Added missing zamerny point to the BTR-80s
FIX: Cargo positions for Zils should be correct now (previously they were too elevated)
FIX: Added missing proxies in cargo view and fire geo for units riding BMP2s on top. Several fixes to the geometry of the BMP2 in cargo view
FIX: Several fixes to Toyota models, including alpha sorting and a couple missing proxies
CHANGE: Several changes and fixes to Toyotas, including increasing passenger capacity for transport version to 10 (it was 7), with a total crew of 11, and for dshk version to 3 (it was 1), with a total crew of 5
CHANGE: Disabled being able to turn out for the shilka driver (same as in vanilla shilka)
CHANGE: Revised and cleaned model for BRDM-2
CHANGE: T-90 Shtora system now only deflects missiles that require a laser, cable or are launched by aircraft
CHANGE: Woodland US Army vehicles mostly manned by multicam units now
CHANGE: Moved zamerny points to the turret ring area for the T-72, T-90 and M1 series tanks. This should help the aiming of AI units attacking them
CHANGE: Mechanized stryker and bradley groups: strykers GL replaced with MG versions, added woodland (actually multicam) version of dismounted squad, fixed UCP marksman class name
CHANGE: Moved undercover skodas to the civilian vehicles group
CHANGE: Russian desert vehicles now manned by desert units


Weapons
NEW: EXT version of Bizon (WW4EXT_Bizon)
NEW: SD mag definitions for the 556BA(EU)
FIX: (fix for vanilla OFP bug) Added missing laser target for laser designators manned by resistance units
FIX: Revised and corrected recoil assignment for most mags
FIX: Revised weapon dexterity values (some were wrong, such as the SMG GL having better dexterity than the normal version)
FIX: Removed reduced zeroing for SD versions of some weapons (that was a leftover from a previous version where SD weapons had lower zero)
CHANGE: Revised some bullet damage values
CHANGE: Revised recoil values for all infantry mags. Created new versions of recoils for HD mags, some of them based on the old recoils for non HD (such as those of 7.62 mags). Non HD mag recoils will now always autocenter the weapon, even if the recoil is heavy
CHANGE: Homogenized damage values of east RPGs. RPG-75 is now equivalent to RPG-18. RPG-22 is now equivalent to M136 (now RPG-22 can one-shot a stryker). RPG-26 is a bit superior to RPG-22. RPG-7(PG-7VL) is a bit superior to RPG-26
CHANGE: Javelin is now "fire & forget". Removed manual control from the javelin, so the missile hits the locked target no matter where the player moves the javelin launcher sight after firing
CHANGE: Damage for top down javelin missile buffed to be able to kill any current armored vehicle
CHANGE: Removed BIS tracers from all vehicle weapons, so now BIS tracers and EXT tracers can be enabled without any problems (and you can now see the dot of laser designators if you enable the OFP tracers)
CHANGE: Tripods now have lower dispersion (previously they were using HMG_AA, which has a ridiculous amount of dispersion so aircraft isn't destroyed in one burst, now they have HMG_INF, as they should have from the start)
CHANGE: Added ruck mags to MAP_rucksack for new 556BASD and HD variant mags. Updated ruck related scripts to support the new 556BASD ruck mags
CHANGE: M136 AT4 buffed to be able to kill a russian BMP-3 (as that vehicle's armor was buffed to withstand 50 cal)
CHANGE: A bit less dispersion for suppressed rifles


Other
NEW: EXT versions of most (all?) OFP enterable buildings, plus some other vanilla buildings and objects
NEW: Default BIS glasses and sunglasses now replaced with GI glasses and modern sunglasses, respectively. Vanilla glasses and sunglasses now available as BISglasses and BISsunglasses. GI glasses texture cleaned, added glass
NEW: Ruined version of the woodland (grey) stone wall
NEW: Desert version of rampart, stone wall and all the bunkers
NEW: More ammo boxes: flares & smoke, explosives, rifle HD and rucksack ammo and items
NEW: New multiplayer mission (coop for up to two players): CCE2 with WW4 Extended units, using CCE2 v7.1.1beta
FIX: Disabled canocclude tags from geometry LOD of bunkers (to avoid objects not rendering when looking over them or from the inside out). Fixed geometry for medium bunker
FIX: Most objects should now sit correctly on terrain (no more floating sandbags on uneven terrain, etc)
FIX: Removed geometry from geo LOD for howitzer camo nets to allow AI units to move below them without problems
FIX: Doors of guard house can now be opened and closed
FIX: Removed line "sounds[] = {};" in cfgsounds in ww4ext_helper config, which was causing the sounds defined in this config to not be loaded into the engine in some cases
FIX: Fixed, revised and updated all EXT missions
CHANGE: Bullet crack sounds lowered, so they are just a tiny bit higher than a normal shot (so they now don't always override other sounds)
CHANGE: Tweaked invisible targets and related scripts (all of them are Target type now, previously the infantry ones where derivatives of soldierwb; changed the cost values to make sure AI units will engage them more consistently; increased size of fire geometry by A LOT, so it's even more visible to the AI; all targets are now actually objects and not infantry, so there's now no limit to the amount that can be spawned, and all the complicated stuff I had to do in their spawning script -on hit suppression- is not needed anymore)
CHANGE: Moved most objects from the "WW4 EXT/Objects (W)" category to the "WW4 EXT/Objects" one (they can be used regardless of the terrain type after all)CHANGE: Updated material definitions with the textures of the new objects



Credits
Credits can now be found here. This document is also bundled in the zip and installer files.

--
EDIT: Updated to v1.1.1

Edited by kenoxite
patch v1.0.3.1; mirrors
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Sounds good. I was actually planning to do something very similiar but it seems like you beat me to it. WW4 could definitely use some new vehicles, so I'm looking forward to the next version(s).

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Thanks. If you created some stuff and think it would be worth including it in all this feel free to PM me. I'll be glad to merge whatever work you've done.

And, BTW, good news. There'll be a supercobra for CAS. I just got the permission, so that's one less vehicle to worry about.

I'll wait a week or so until the next update, which will have NZXSHADOWS' AH-1W implemented (at least at a basic level). This is the changelog for the next update so far:

- Spotters are now leaders of the default groups, so they are the ones directing the targetting

- Spotters equipped now with ACOG rifles, instead of GL

- Changed type of rocket and missile ammo to handgun ammo, to free more space from normal ammo slots and give those units more rifle mags

- Added M136 AT4 launcher. It uses the Carl Gustav model so far, as there's none in WW4

- Upped dexterity for AT and ATH weapon types

- Reduced inventory slots for MGunners

- AutoRiflemen carry one extra drum instead of a hand grenade

- Assitant AR carry more mags and less grenades

- Replaced a rifleman with rifleman AT light in default 12 man squad

- Some snipe rifles (M40,M82) can now be zeroed in game

That last zeroing (and now the supercobra) will probably be the highlights of the update. You'll be able to zero both the M40 and the M82, by increments of 100 and up to their effective range. The script and config tweaks have been done already, but I have yet to decide how to implement it. Right now I'm testing it by using addaction (">Zero up"), but will probably end up creating a small dialog where you can click directly the desired zeroing and probably add support for FWATCH, so you can define a key to change the zeroing. Unfortunately the sights won't help to find the range (no mildots in vanilla WW4 sights), so the zeroing will have to be based on guesstimations (or abuse of the team reticle).

I'm also currently playing around with US army units with multicam. It's quite likely that I'll add at least some units for the next release, and ACU ones with updated weapons and rucksacks. Whatever I add them or not I'm not currently planning to add vehicles for them, though.

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Thanks.

I've tweaked WW4's multicam pattern, so it's now closer to the real deal (and crisper).

Original WW4's multicam (left one):

ww4extshot1a.jpg

New tweaked multicam:

coldwarassault201305131.jpgcoldwarassault201305131.jpg

I'll add a link to the edited pattern once the next update is published. I could post it now, but I might still edit it further.

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Nice idea! Just like Rellikki I had plans for similar expansion, but due to lack of free time I had to scrap it (well, I remember that I did some small release, it should still be somewhere here). So I'm eagerly looking to what You'll make!

BTW: new Multicam looks great on pics!

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hi,

Very good new! Keep it up!

I'm making a ww4 campaign on kodiak 1.1 and I wanted to include some of the addons you listed above but i finally decided to give up the idea since I wanted to keep the download size as small as possible. I definitively looking forward for this release.

cya.

Nikiller.

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Great work, kenoxite!

What do you think about uniting WW4 EXTENTED and IronSight mods toghether? It is technically easy and would not cause any conflicts :bounce3:

I am currently working on ww4mod25+IronSight united mod, so I thought this would be a good idea...

What are your thoughts? :butbut:

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Thanks, guys.

I'm making a ww4 campaign on kodiak 1.1 and I wanted to include some of the addons you listed above but i finally decided to give up the idea since I wanted to keep the download size as small as possible. I definitively looking forward for this release.

Hey, that's nice. Are you using USMC or US army units?

If you need something in particular just tell me and I can prioritize it.

And about the addons, just cross your fingers. Chances are that the supercobra is the only vehicle that will make it. Ever.

TBH, either the permission rules change (maybe a new "your stuff goes GPL after X years" rule) or I'll only be able to provide the custom configs. So, if you plan to use this have in mind that users might still need to download the addons separately.

With that said, now that at least there's some USMC CAS I hope to also get at least one of the transport choppers. And one of the pick up trucks with MGs. The resistance/insurgence really needs a custom vehicle of that kind, to stop giving them BRDMs and civilian cars.

--

BTW, I'm looking for the WW4 pilots with masks and visors set as custom selections, so I can create several pilot classes with some of those selections hidden. I've posted in the "looking for an addon" thread but the fact is that I already made the selections myself. Unfortunately, the Oxygen I'm using (from the BIS tools pack via the wiki) saves in p3dm format, which OFP/CWA doesn't understand, meaning it's useless. I'll try to look for the older version of Oxygen later and redo that again if no one has the tweaked stuff by Addonis. But last time I tried to install it it kept moaning about all kind of stuff, and I think I didn't even manage to make it work (something about the serial number, or glide).

--

EDIT:

Great work, kenoxite!

What do you think about uniting WW4 EXTENTED and IronSight mods toghether? It is technically easy and would not cause any conflicts :bounce3:

I am currently working on ww4mod25+IronSight united mod, so I thought this would be a good idea...

What are your thoughts? :butbut:

Sure. That sounds actually great.

PM me to get this started.

Edited by kenoxite
added reply to Icarus

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I've tweaked WW4's multicam pattern, so it's now closer to the real deal (and crisper).

Personally I prefer the original Multicam textures; the new one looks too bright to me. Multicam should go well in both desert and woodland and from your picture it looks like the UCP/ACUPAT blends in better than Multicam, which is kinda weird if you're aware of the latter's reputation among professional soldiers. I'd suggest decreasing the contrast and brightness a little.

BTW, I'm looking for the WW4 pilots with masks and visors set as custom selections, so I can create several pilot classes with some of those selections hidden. I've posted in the "looking for an addon" thread but the fact is that I already made the selections myself. Unfortunately, the Oxygen I'm using (from the BIS tools pack via the wiki) saves in p3dm format, which OFP/CWA doesn't understand, meaning it's useless. I'll try to look for the older version of Oxygen later and redo that again if no one has the tweaked stuff by Addonis. But last time I tried to install it it kept moaning about all kind of stuff, and I think I didn't even manage to make it work (something about the serial number, or glide).

If you're using the newer Oxygen for Arma, there's a function to export to the old OFP friendly format under File -> Export -> P3D Old version. If you can't get it to work, I could probably help you out with the model.

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Nice idea :). If you need anything from my OFP Nogovan Mod drop me a PM :)

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Thanks again for the support, guys.

Personally I prefer the original Multicam textures; the new one looks too bright to me. Multicam should go well in both desert and woodland and from your picture it looks like the UCP/ACUPAT blends in better than Multicam, which is kinda weird if you're aware of the latter's reputation among professional soldiers. I'd suggest decreasing the contrast and brightness a little.

This multicam pattern is actually quite hard to recreate, as all the reference photos I used seem like different patterns each. My guess is that most of them have been already altered via environment and use (lots of dusty ones), while others have either been color corrected (by the camera itself or later via postprocessing) or affected by non-neutral lighting.

Here's some of the photos I used as reference. I chose to pick the ones that looked closer to the real colors:

http://www.combatreform.org/multicamTRUwithinsignia.jpg

https://lh3.ggpht.com/_CPIPKh8ne9A/S8ZApJXZYiI/AAAAAAAAAC4/5wICUq9fa7I/s1600/multi-cam.jpg

But, as I said, there's also others where colors shift:

http://blogs.militarytimes.com/gearscout/wp-content/blogs.dir/5/files/usaf-multicam/031010_rcmtnwolf132-jpg.jpg

https://mcpacman.files.wordpress.com/2007/04/p1000386_yzdd5nflj5om.jpg

https://lh3.ggpht.com/-Vk1mluYxnaU/TZIshVzUdeI/AAAAAAAAARQ/R7IYiRlSfd4/s1600/iowa-multicam-national-guard.jpg (ACU vs multicam)

http://www.gbfmilitaria.com/wp-content/uploads/2012/09/multicam-MR-shirt.jpg

http://www.thefirearmblog.com/blog/wp-content/uploads/2010/02/size_0_armymil_64153_2010_02_12_060213-tfb.jpg

http://fc06.deviantart.net/fs22/f/2007/320/b/6/US_Army_in_Multicam_by_Brodaty_Canis.jpg

Also, the sshots I posted before were modified for aesthetic purposes. Sharp and zoom blur. Here's an album with those sshots unaltered and other ones where you can both see the camo effect in several distances and some close ups of the pattern:

http://imageshack.us/g/1/10148007/

IMO the current multicam version works well in game. I also considered making more "dusty", but I was afraid that it would lessen its effectiveness in european-like terrains (forests, grass fields, etc), which defeats the purpose of this multicam thing.

If you're using the newer Oxygen for Arma, there's a function to export to the old OFP friendly format under File -> Export -> P3D Old version. If you can't get it to work, I could probably help you out with the model.

Thanks a lot for the offering. Fortunately, vektorboson has already offered to make the conversions himself.

And about the export function, I'm afraid that's not present in my Oxygen version (v2). From what I read when dealing with this problem it seems that it's an option only present in the early versions of Ox for Arma 1.

Nice idea . If you need anything from my OFP Nogovan Mod drop me a PM

Thanks. If I can't get the UH-1N then I'll definitely welcome your UH-1H. The only reason for the wait is that Preparation H's one are already textured, which would make their integration way easier.

The old DESERT STORM Mod have a CH-46 Helicopter unfinished.

Thanks for the heads up. Fortunately, the sea knight problem might be already solved. There's also the problem with permissions, so I'm not sure if I'd be able to use that even if there's no CH-46 coming after all.

If you're looking for vehicles to use in your project, these could be useful:

CV-22 Osprey by Sole, free to use without explicit permission as stated here by the author himself.

There's also a lot of useful stuff in the OPGWC mod — including LAV-25s; also free to use.

I already tested the osprey, but I'm still hesitant about it. While I don't mind unfinished vehicles (the Supercobra interior lacks some texturing, for instance) this vehicle seems a bit too much in the rough state. There's some visible cracks in the sides, and the texturing should be redone.

The OPGWC mod, on the other hand, is a gold mine. It's amazing all the amazing stuff that has been created for OFP over the years. Too bad this one didn't finally make it.

The LAVs will surely make it in WW4 EXT. Also the 5t trucks and the A10 (for US Army, if/when I get to focus on them). The HMMWVs are also interesting. Particularly the cargo and TOW ones. But those surely need some retexturing. The rest, I still have to consider the alternatives.

But the gold mine in that mod are the objects. There's a ton of them and most of those are excellent. I'll definitely add quite a lot of those.

As a final note, I'd want to clarify how I'm doing all the "new units". I'm in fact not creating new models, but retexturing already present ones in WW4 via TextureSwap tool. I soon noticed that WW4 actually only uses a handful of models for all the sides and unit types. So I proceeded to categorize them, creating duplicates and retexturing using the mentioned tool. No modeling nor anything fancy from my part. That's beyond my current expertise, not to mention that I simply can't do it because CWA and Oxygen (and Bulldozer). The retexturing is done with Gimp, where I've created templates by using existing ones. Lots of copy pasting, cutting and moving selections, playing with color levels to make the overaly layers that I later set to multiply, etc.

So, once I get to implement some of the vehicles is more than likely that I'll end up needing some extra help. Either to fix some stuff in the models or for the texturing. But for the next release (around this weekend) this isn't still needed.

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Great work kenoxite !

The OPGWC mod team was fantastic to have given permission instead of letting their hard work falling in modding oblivion, the ww4 aavp is a very modified version of their original model actually.

The difficulty with making camo textures, at least it was for me, is that what looked nice in my Gimp (or was looking true to some photos i used as references), looked very different once ingame.

I think the acu-like camo i made went through a dozen of color revision before i decided it was good enough once ingame.

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Great work kenoxite !

The OPGWC mod team was fantastic to have given permission instead of letting their hard work falling in modding oblivion, the ww4 aavp is a very modified version of their original model actually.

The difficulty with making camo textures, at least it was for me, is that what looked nice in my Gimp (or was looking true to some photos i used as references), looked very different once ingame.

I think the acu-like camo i made went through a dozen of color revision before i decided it was good enough once ingame.

Thanks, Sanctuary :)

And yes, I'm finding the same problem as you with all this camo thing. Anyway, I'm not married with any of my ideas (not yet :P) so whatever the general consensus is I'll go with it. If people really think the new multicam simply doesn't cut it then I'll tweak it again until we can find at least some middle ground.

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Good looking picture, kenoxite!

I have one question however. Do the pilots actually wore the same camouflage clothing as regular infantry?

I recall watching a video of former US airforce pilot. He claimed that pilots did not use same camouflage as regular infantry because they were not supposed to do same tasks as infantry.

In short the camouflage pattern of original OFP pilots should be a good example.

Edited by Icarus

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Good looking picture, kenoxite!

I have one question however. Do the pilots actually wore the same camouflage clothing as regular infantry?

I recall watching a video of former US airforce pilot. He claimed that pilots did not use same camouflage as regular infantry because they were not supposed to do same tasks as infantry.

In short the camouflage pattern of original OFP should be a good example.

Thanks.

You're right, but I was following there the standard for pilots in WW4. Which makes sense from a technical point of view as both crew and pilots share the same texture. It's easier and faster than creating two separate ones.

Anyway, I was planning to create a NOMEX dark green texture around next week. That would be used for both pilots and FORECON DA woodland version.

But for now the MARPAT will have to do. I want to expend the following two days finishing and tidying up all the stuff that will go in for the next update. Which is quite a lot, and with quite a bunch of nice surprises (including those two from the sshot above).

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WW4 EXT has been updated to version 0.2. Check the first post for further details and the download link.

Some extra notes:

- I've included an US army rifleman in two multicam variants. The first one is the one using the texture you know already from the previous screenshots. The second one is a variant where colors have been desaturated and darkened, and it has been given a more brownish overtone in general. Inside the download file you'll a couple missions where you can see several WW4 EXT units side by side for comparison, both in Everon and Desert Everon 2. I welcome any feedback about the multilcam camo. Tell me which want you like most and I'll use that as the default one. I need to know this before keep working on the US Army units. Here's some sshots from that mission:



ww4ext02multicamsshot3.th.jpg ww4ext02multicamsshot1.th.jpg ww4ext02multicamsshot2.th.jpg

- The new zeroing system has been included. Instructions and further explanation in the first post. Just mention that there's a test mission inside the download file where you can test all this in several ranges. From about 400m up to 1000m.

- A lot of vehicles have been included. There's still some problems with them, but all of them are usable.

- Remember that all this is still a WIP. I've concentrated this week on adding a lot of new stuff, but have done very little about gameplay balancing. That will come at a later stage, once everything has been implemented properly (although I'll keep adjusting it here and there between updates). I guess that we could call this an alpha stage.

- Next week will be devoted to add the rest of missing infantry units for the US Army and insurgency. Also, I'd like to expand MapFact rucksacks - WW4 further, by adding support to missile/rocket launchers ammo and creating new textures for the rucksacks that would blend better with the WW4 EXT units. Ideally, also starting to tinker with modelling to add assault packs. I'll also add some extra textures for use by some units (NOMEX flight suits green and desert), and update those units. And probably further stuff I'm forgetting right now and other that might come up while working on all this.

I hope you guys enjoy this new update. Again, any feedback is welcomed. Particularly regarding the multicam units.

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I like the new multicam variant more, it blends better in woodland in my humble opinion.

EDIT:

I am sorry for criticism, but camouflage is not about looking good is it? The main purpose is blending with environment.

Please take a look at this screenshot taken form far away:

kenoxite.jpg

The second line of soldiers is shown in the lowest detail LOD (5.202). What is the most visible body part? Legs?

This is the problem with all ww4mod soldiers to be honest.

I opened one of your soldier model with ODOL Explorier and found the problem:

kenoxite1.jpg

As you can see from the front camouflage on the pants is stretched and doesn't do a good job at hiding a soldier.

This is one of the reasons why spotting someone in OFP at long distances is easy.

Luckily there is solution!

Open your soldiers with O2 editor open the lowest detail LOD, and change the Gizmo mapping (Surfaces > Gizmo Mapping) of legs.

Here is an example with resistance soldier form ww4mod:

kenoxite2.jpg

Change the Gizmo Mapping to Cylindric (X,distance). If the legs appear to bright you can lower their brightness by reversing the faces (Faces > Reverse).

Result, leg on the right side is fixed:

kenoxite3.jpg

What are your thoughts?

Edited by Icarus

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Thanks for the detailed report and instructions. I'll look into this later.

I will only be able to tweak the models I modified for this expansion, though. The original WW4 models won't be updated, in any case.

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Good work with the update. My feedback so far:

I also like the new, darker variant of the Multicam better, but there's always room for improvement. Right now I think the pattern appears to be a little bit too red in the shade.

A quicker solution to the problem Icarus described would be to select the whole model and changing the lighting settings from vertex properties (Points -> Properties -> Lighting) to 'Always in shadow'. This removes any lighting that could be cast on the models and can also help with camouflaging in the distance.

You're probably already aware of this but the interior of the AH-1 is missing textures. The two exhaust things in the back seem to be untextured too.

It also seems that the Hydra rockets are a little overpowered. I think the vanilla FFARs are already too powerful and these are much worse than that; I could take out two buildings next to each other with just one rocket and over half a squad of infantry. I'm not exactly sure how powerful they are in real life but since the game lacks any real hard cover and the AI can sometimes be a little dumb, I think a good solution would be to compensate by not making the weapons so powerful, just as was one of the reasonings behind the extended armour on WW4 units if I recall right.

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I also like the new, darker variant of the Multicam better, but there's always room for improvement. Right now I think the pattern appears to be a little bit too red in the shade.

Fair enough. Seeing that finding the sweet spot for this multicam thing can take a while I think I'll concentrate on the ACU units first. Once we are all happy with the multicam pattern I'll proceed to create the multicam classes (inheriting those of the ACU ones, so it'll be an easy and fast process).

A quicker solution to the problem Icarus described would be to select the whole model and changing the lighting settings from vertex properties (Points -> Properties -> Lighting) to 'Always in shadow'. This removes any lighting that could be cast on the models and can also help with camouflaging in the distance.

Thanks for the tip. All this right now is quite low in my priorities, I must admit. I'll fix any further new model with the tips you guys have provided, though.

You're probably already aware of this but the interior of the AH-1 is missing textures. The two exhaust things in the back seem to be untextured too.

Yes, almost all the vehicles have something unfinished, the LAV in particular. I posted a list in the first post. This will be done at a later stage, once the bulk of things to implement are either done or slow down. But if any of you guys want to give it a go feel free to grab the model and tweak it (no MLOD provided, tho). It'll be implemented in the next update and the author properly credited, of course.

It also seems that the Hydra rockets are a little overpowered. I think the vanilla FFARs are already too powerful and these are much worse than that; I could take out two buildings next to each other with just one rocket and over half a squad of infantry. I'm not exactly sure how powerful they are in real life but since the game lacks any real hard cover and the AI can sometimes be a little dumb, I think a good solution would be to compensate by not making the weapons so powerful, just as was one of the reasonings behind the extended armour on WW4 units if I recall right.

TBH I haven't modified anything related to weapons for the vehicles. What you see is the default values of the original addons.

I'm waiting to have more vehicles available to start standardizing and balancing their weapons. For instance, there's several already that share the same weapon, but have different values and handling. All this will be taken care of in a future update. I agree though that gameplay should prevail over realism, to an extent, that is.

Just remember that main goal of the presence of the vehicles in this expansion is to provide fire support and transport, mainly controlled by the AI. The core of all this is still infantry, same as vanilla WW4. So some rough edges are to be expected, even in its final release. With that said, I'll try that to smooth those edges as much as possible.

Thanks for the feedback.

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Preview of some of the stuff that will probably make it for v0.3, coming this weekend:



ww4ext03prev3.jpg

ww4ext03prev2.jpg

ww4ext03prev1.jpg

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