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jinzor

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Everything posted by jinzor

  1. Since I couldn't find a proper image of a FELIN system soldier with his back turned towards the camera, I just reimagined the other side. Two versions; one with a backpack (I'll probably just retexture an existing one to look like it), one without. Need this for reference when I model it. http://i182.photobucket.com/albums/x176/JinRenegade/ArmAIII-EUVestConceptArt_zps704b777c.png Anyway, back on topic. So, how would the round patch fit onto the rectangular shaped patch on the right shoulder (where the AAF flag is currently placed)? Should it be rectangular like this below? I'm just thinking that a circular patch may not look very good on that shape. If it were a badge on the left shoulder only, then it'd be fine.
  2. Alright, so I've been working on the thing on and off for about 2 weeks now, didn't do it 24/7 because I had some work to do for yesterday during the holidays. One of the things I've been doing is just retexturing the AAF main clothes for the first European infantry unit (there will be an original model for the vest and helmet. The first vest I'll be doing for the first European unit will be in the same style as the jacket that the FELIN system uses, and the helmet will be original (my own concept, taking some liberties, like the CSAT helmet. I don't want another ECH-looking helmet, the soldiers have to have their own feel)). I've almost finished the retexture, but I was wondering what the flag patches should look like. Right Left This is supposed to be a fictional supranational organisation under the control of the European Union, 2035. So, should it be like this? Just one flag/patch (EU flag)? http://www.eda.europa.eu/images/default-album/eufor-tchad.jpg?sfvrsn=0.4062055228278041 Or like this? An EU flag/patch with another nation's flag next to it? I'm not sure I want to do this, because then I'd have to have lots of variations of soldiers; some from the UK, some from France, some from Germany, etc. http://www.dw.de/image/0,,1415831_4,00.jpg
  3. Thanks Günter, and may I also thank you and your team for all their work on IF so far. I was skeptical when you were saying that you lot were going to fix IF. I wished you to prove my doubts wrong, and you have. Good job. ---------- Post added at 18:14 ---------- Previous post was at 18:12 ---------- The Steam Winter 2013 sale is still going. I'd wait for an opportunity to get it when the price is further reduced. If there is no price reduction before the 3rd January (when the sale ends), I'd only buy it then.
  4. I think this is the same problem I'm getting.
  5. I've tried to follow that guide, but I've been encountering many errors after trying to follow them and I've tried all three of the mirrors for the community patch and followed conversion steps as well (I have the Steam version of IF). I'm not the only one requesting for a more in depth guide, which literally goes through every small step to eliminate any mistake/minimise errors. I'm not sure what I'm doing wrong.
  6. Gonna wait a month or two, it seems like a major hassle to install with no step by step guide (also, I can't waste more time since I've got lots of university stuff to deal with, lol).
  7. Sorry for assuming that it was just a mod for A3, but due to the scarcity of any solid information relating to the project and the way the video portrayed it, it seemed that way. Good, I won't be holding my breath.
  8. There are two things I hope for this mod: 1. The two campaigns are also re-made (minus all of the major, mission-breaking bugs, of course. Maybe a few changes as well (e.g. instead of story-cutscenes being rendered in game, they are edited into a video and played when appropriate instead)). 2. IF44 is required to play the mod in A3.
  9. Yes I meant that to be real, but I was referring specifically to the Cold War (At its peak in 1953, the U.S. had approximately 450,000 troops in Europe operating across 1,200 sites. Today, only 64,000 U.S. troops remain permanently based in Europe, and the number of sites has been reduced by 85 percent from the Cold War high (what I said before was very, very brief and not very clear, so I understand why you pointed that out)). Nower days Europe doesn't need as much protection since the Soviet Union is no longer a threat and European nations are starting to secure themselves rather than rely on US support. In my scenario, there is hardly any US presence in Europe, leaving Europe to have to focus more on their security. This therefore creates a supranational European military not related to NATO (NATO is a shadow of its former self in ArmA III's story, hinting that it will be disbanded), under the authority of a more federal European Union (not 100% federal, but in comparison to the state of the EU today, it is more so). Cold War - US Protection http://en.wikipedia.org/wiki/Truman_Doctrine - US preventing Greece/Turkey from falling into the Soviet sphere of influence http://en.wikipedia.org/wiki/Marshall_plan - Economically rebuilding Western European countries after World War II http://en.wikipedia.org/wiki/United_States_Army_Europe European Union Military Concept http://www.debatingeurope.eu/2012/10/30/should-we-have-a-european-army/#.UpyyVI1hpjI http://en.wikipedia.org/wiki/Synchronised_Armed_Forces_Europe http://en.wikipedia.org/wiki/United_States_of_Europe
  10. Nevermind then, I didn't check to see if the camos were the same, I just took RabidStoat's word for it.
  11. Oh damn, I'm sorry. I didn't realise they were released already, I thought I read that they were getting ready to release them when I was skimming through that SPOTREP explaining it. I'll get to work on it on the 13th December then. That is a massive, great coincidence which I didn't think of. Makes total sense to use it since the British use it.
  12. jinzor

    new stuff for aaf - nice bis love it ^^

    Maybe, the Greeks currently have the Leopard 2A6 Hel (Hellenic). Maybe in the 2020's they'd order some Revolutions? Who knows, but it's more believable than a tiny, almost insignificant island. You raise a good point there, but it'd be great if BI could explain it directly to the player through some briefing log/random AI conversation rather than leave us guessing.
  13. Ah, thanks for the info and spotting that error. As you're probably aware, I'm not an expert on weapons, I'm just interested in looking to create cool-looking models/textures etc and getting them to work in a game engine in order to satisfy my desire to make a game, that I immensely enjoy, better/bigger and to enhance my 3D skills. This semester of university is almost over, just need 2 more weeks and then I a have free time. However, I am also thinking of holding off from starting anything until the new BI Tools are released (is it next month?). I've also decided, after a bit of thinking, to have the European Union belong to the green faction. You may think "what the hell, but most countries within the current EU are a part of NATO (e.g. France, United Kingdom, Germany, etc), have had a long history of friendship and the EU are on friendly terms with NATO/America! Right?! ... Righ-", let's just say that the times within the Armaverse are changing. I'm not saying that the EU are at war with NATO/America or anything, that'd be ludicrous, but they're not as friendly as they used to be. How bitter do you think the Europeans would feel towards the USA after all of this economic failure which could be perceived to be the USA's fault? Or the fact that the USA are pulling out of Europe to focus on the Pacific (China) with CSAT on the EU's doorstep, meddling in Europe's interests in the Mediterranean, and NATO (which is now crumbling, dying) not doing anything about it? I can imagine a sort of mistrust being developed between the two, you can even see it today with the US spying allegations on EU offices/embassies/leader's phones. This could develop a cool little scenario which could pit NATO remnants/the USA against the EU in a scenario someone may make, or an accidental skirmish between the two. It can also leave them neutral/friendly to BLUFOR during a scenario as well if somebody wants them working together, like old times. There's more freedom in what you can do with the EU if they're on the green faction. http://europa.eu/rapid/press-release_IP-13-1166_en.htm Also, recently, the AAF faction have been given three vehicles which were what I had planned to include into the European Union faction, especially the Leopard Revolution MBT (images below). Most, if not all, equipment used by the AAF are European as well. Maybe the AAF are/were backed by EU nations, and provided with all of this equipment before they started hostilities against NATO in the ArmA III campaign? Or maybe they were backed by the EU all along, and CSAT came in while both NATO/AAF were weak (this is going a stretch too far, BI have their own story up their sleeve, but before the second/third episodes are released we can suggest whatever we want)? Maybe the EU faction would use roughly the same type of equipment as the AAF? https://community.bistudio.com/wikidata/images/8/8f/Arma3_CfgVehicles_I_MBT_03_cannon_F.jpg https://community.bistudio.com/wikidata/images/5/57/Arma3_CfgVehicles_I_APC_tracked_03_cannon_F.jpg https://community.bistudio.com/wikidata/images/c/c4/Arma3_CfgVehicles_I_Heli_light_03_F.jpg Of course, I wouldn't want the EU to use all of the AAF's equipment, that'd be boring. Instead, I propose to use some of it: • APCs (one British/one Czech) • Tank (German) • Helicopters (British) • Ammunition Types (e.g. G36, 5.58mm. Glock 21, .45 ACP) • Combat Fatigues (NOT the vest/helmet/backpack (except for maybe the Pilot/Crewman), just the clothes underneath. This will save me time. I want the vest/backpack/helmet to be totally unique for the infantry, fitting the FELIN-systems style) • MP7 (German) • Drones So that leaves the jet, sniper rifles, cars, transports/supports, and lots of weapons which are unique to the EU and not used by the AAF (preferably higher tech than AAF's, to show that the EU are more advanced than their AAF counterparts). As for the camouflage, I wanted to use a pattern which distinguishes itself from the plain NATO/digital AAF/hexagonal CSAT, so I have decided to use the splinter pattern, like the current Swedish M90 camouflage. The pattern also derives from an earlier German camo pattern, named the "Splittertarnmuster", stopped in 1944. It fits well with the vehicles/weapons/blue European flag/digital AAF/hexagonal CSAT/futuristic atmosphere as well, I believe. Examples below. http://kpnv.files.wordpress.com/2011/08/swedish-m90-pattern.png?w=460&h=517 http://img167.imageshack.us/img167/8168/swedishhkp15resize2ko.jpg http://hushkit.files.wordpress.com/2012/06/m90-uniform.jpg http://domhyde.files.wordpress.com/2009/04/sweden03.jpg http://theaviationist.com/wp-content/uploads/2012/02/6.jpg
  14. jinzor

    new stuff for aaf - nice bis love it ^^

    Yeah, what? AAF shouldn't be getting this much stuff. They're a tiny arse island for crying out loud. How much can they really afford on security? If this was Greece or a country equivilent to Greece/some ally of the AAF which aren't a part of NATO (European Union?), fine. The greens can have all of this near-future stuff, but currently it's not. These latest assets should be used for another faction (again, European Union? I'm planning on making the faction, but I'm currently holding off until the latest BI Tools are released, and because I'm currently busy with university (but not for long)). Any further new stuff for the AAF faction should, in my opinion, be more dated in comparison to NATO's/CSAT's equipment/vehicles (e.g. ported ArmA II stuff with tuning/retexturing, no stealth/near-future tech).
  15. jinzor

    UAVs: Feedback and wishes

    The only gripe I have with the UAV is that it is just super fragile; I can hardly ever land it without it blowing up on contact with the ground, even when it's moving slowly and touching the surface gently to land.
  16. I've asked this before, but with no reply (check my post on page 21); what exactly is the point of the "Patrol" missions during the Maxwell missions of the campaign when you can't access any of the vaguely important areas of the map?
  17. Can somebody tell me what the Patrol missions are there for? Incase anybody doesn't know what I'm asking about, you can actually leave Camp Maxwell and go explore the island, but you can't go to specific areas (like the airfield) otherwise you'll be mortar'd and killed almost instantly. Are they there just to provide an illusion of free choice when you're at Camp Maxwell, or what? If that's the case, this mission should have been expanded a bit more, maybe add a few randomly generated sub-missions within it, such as "steal this item (maybe a Ghillie suit, or a special weapon?)", at some remote area being guarded (or, if you don't want to clearly label it out for the player, spawn one close to the player and have the player spot it, then have the character say something relating to it (e.g. "Jesus, it's an enemy patrol(!) Should I go back or take em(!?)"), sort of like the armory but with more sense.
  18. What?! I didn't say that at all. You're talking about Applejaxc's comment on page #9. No, I won't be doing that. I am trying to create a fictional faction, sort of like CSAT currently in ArmA III but European, not the Eurocorps with lots of separate camouflages, badges, equipment, vehicles, weapons and gear (that would take far too long). If Bohemia Interactive are allowed to create a fictional, unbelievable faction like CSAT (a large alliance between China, India and Iran fighting for a common goal and a single currency), then so can I. This is 22 years into the future, not like 2 or 3 years, who knows what will happen by then.
  19. I agree that ArmA II put the player into a leader role too fast and that shorter scenarios with a long campaign is good, but I do wish that they had kept the sections which forced the player to think about potential consequences of their actions (e.g. should we attack head-on, or attack silently? Should we retreat, or should we hold our ground? Should we do this mission or that mission (can't do both at the same time and have to sacrifice one. This could be choosing the lesser of two evils, or picking the worst course of action etc)? These had an affect on the story (endings/missions you're allowed to play) or on small things that could help you/make things harder for you in later missions. That's a charm I miss from ArmA II's campaigns. Right now, it doesn't have that at all, it's now just another linear campaign with less replayability. You can't fail, and if you do fail, then you have to try again and not fail. At least you could fail in the previous campaigns (except BAF/Czech). This campaign, so far, doesn't make you feel after a mission "crap, what could I have done to make the result of the mission better?" (unless you really care about those meaningless casualties; soldiers KIA'd in the campaign don't have an affect on you except for how harder it'll be to complete your current mission (less friendlies = fewer targets for the enemy (more chance of them targeting you) + more time for friendly AI to kill enemies)) because you can't make the end result better since it is linear (unlike some of the showcase missions, where you can actually fall back and fail, yet officially complete the mission).
  20. Just finished the episode, here's some of my feedback (not just bugs, but the small things as well). 1. 2. 3. 4. 5.
  21. I'm still working on my university stuff for 5th November (then I am half free, half not free. I can spend half of my time doing the mod then), but I will answer this one right now; I won't make lots of camouflage variations for specific EU countries' soldiers or vehicles for this European Union Army mod for realism. My vision for the mod isn't really to be entirely realistic, it's to create another power-bloc in ArmA III's fictional universe (like CSAT) by creating a fictional, near-future, European force, which is an evolution of European Union organisations such as the Eurocorps, but not the same. I'm thinking about naming them simply "European Union Military (EUROM)", separated into different branches with their own, new, unique symbols (fictional (e.g. a European Air Force roundel does not exist, but it will be present on EURAF aircraft in the mod etc); "European Union Air Force (EURAF)", "European Union Army (EURA)" and "European Union Navy (EURN)" (the letter "R" is put into the acronyms to hint at that new "EURO" tradition the European Union are trying to inject into the culture of Europe (you see a lot of "euro" stuff labelled everywhere if it's related to the European Union (e.g. Euro (currency), Eurocorps, Eurostar, etc). It's mainly just to make it easier to say quickly for voice actors (if I get around to making a mission/campaign) rather than say each and every individual letter (e.g. "yur-ohm", "yur-raff", "yur-ah", "yearn")). One thing I will say with certainty is that the badge used to represent the country of a soldier will be exactly how Zervostyrd described above: "3: The easiest way to go about it is simply by having each and all soldiers having an European star roundel on the shoulder, nobody can really cry then..." Basically, I imagine that the European Union, by 2035, in ArmA III's universe, still has not federated yet as it is a long, vigorous process. However, it is closer to achieving that goal than it is in comparison to today, hence the faction presented in this mod which signifies its union is stronger in that it actually has a proper, strong military. A military that directly answers to it, with standard issue gear/weapons, with commonly used vehicles, with its own camouflages, with its own chain of command separate to the countries that make up the EU etc (all of this stuff has to be near-futuristic as well; the current versions of our weapons/vehicles won't be around forever, this is the year 2035 we're talking about here. There are going to be advancements in technology and things are going to get replaced. One example of this is the way the EU infantry in my mod will be equipped; like the NATO and CSAT soldiers, which use a lot of electronics on their gear, the EU infantry's look will be based on the French FELIN project's gear (minus the FAMAS and maybe camouflage)). This has mainly been influenced by recent events in the East and increasing popular opinion in the USA to leave Europe to focus on the Pacific theatre (as said on ArmA III's description of world affairs at the time). However, this force, in comparison to the individual EU countries' forces, is smaller (I don't mean small as in the current Eurocorps, this is a proper military) than some of the biggest EU countries' militaries (e.g. Germany; each country in the EU still has its own military for their own uses, but are hinted at slowly, over time, merging. The first step is the founding of the European Union Military and its branches). This is because, within the fictional timeline, the organisation(s) has/have been set up recently (not long after the recent war near Turkey in ArmA III's story, so it's very young, and it's eager to prove itself to be, while small, a force to be reckoned with). Since the ArmA III campaign hasn't been released yet, I don't know how the EU faction could fit in a scenario set on Altis/Stratis which could potentially be seen as canon to the Armaverse, so I'm going to wait with the backstory/campaign stuff and just focus on the units, weapons, voices etc first. But, those are basically the ideas I've got rolling around in my head for it. Even though I don't want to make a 100% realistic attempt at doing this (otherwise it'd be boring and might as well go and make a mod set in the present day), I do want to do it with some degree of believability, hence why I asked for as much information surrounding the issue as possible and asking those questions on the first post.
  22. +1 I know it is possible with external software, but this should really be a part of the game.
  23. Guys, thanks for all the info/ideas/suggestions, I haven't forgotten about the mod and will be working on it after the next 2 weeks. Right now I've been working on a university project that requires my complete focus. Once that's done, I'll get started on the mod.
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