• Red Orchestra 2: Heroes of Stalingrad V5 - Rising Storm
    3,164 replies, posted
[QUOTE=SergerantJoe;48350432]The more models the better! Although implementing the Lunge Mine will be difficult. I was thinking of making it like a grenade with an instant fuse, but then it would still go off even if you didn't hit anything. Hm.[/QUOTE] could you make it work like a bayonet? that'd probably require some extra coding, though.
It'll certainly use the bayonet animations, but I don't know how to check if it makes contact with anything. I'll poke around and ask other people for advice.
Alright, first pre-alpha of the Pacific Armor mod is done! [t]http://images.akamai.steamusercontent.com/ugc/700659992929507004/942034ECA419A45E96CC32B9C42AB1C1D4224630/[/t][t]http://images.akamai.steamusercontent.com/ugc/700659992929507267/CFCC1782C5BF3BDD4B0B1B44071B2F029757D356/[/t] I'm going to make an official release with fancy pictures and stuff and a Moddb page, but you guys can have it a little early since I still don't know how it'll work for people besides me. [url]http://www.mediafire.com/download/fupj504n936ps2h/PacificArmor_8-4-15.zip[/url] To install, copy the Published and Localization folders into "../Documents/My Games/RedOrchestra2/ROGame/", then when you launch the game type this into the console: [CODE]open RSPATE_Peleliu?MinPlayers=24?MaxPlayers=64?game=PacificArmor.RSPAGameInfoTerritories[/CODE] You can change 24 to the number of bots you want.
Will definitely check it out tomorrow!
Did a video on it. It'll be up and linked soon.
What software do you use to do modelling? I miiiiiiIIIIIGHT be able to help depending on it
[QUOTE=Zillamaster55;48372095]What software do you use to do modelling? I miiiiiiIIIIIGHT be able to help depending on it[/QUOTE] Which of us are you asking?
[QUOTE=TheNerdPest14;48372427]Which of us are you asking?[/QUOTE] Either of you, what modellin' software do you guys use for RO2 stuff
[QUOTE=Trebgarta;48354167]Would you be able to pit Russians against Japanese in a mod? If so, T70 vs that tank please. Maybe Amur or Mongolia, could be a nice change from the base game.[/QUOTE] I think even a T-70 wouldn't have trouble against a Ha-Go because BT-5s, BT-7, and T-26 which were armed with the same 45mm guns made mincemeat of them and other Japanese tanks in Khalkhin Gol and a T-70 had better armor than the BTs and T-26. I think a T-26 would be a better match for a Ha-Go because it has a better chance of penetrating it, but no models of those exist in RO2 and I don't think any exist in RO1 either.
[QUOTE=Zillamaster55;48372462]Either of you, what modellin' software do you guys use for RO2 stuff[/QUOTE] Blender and 3DS Max / Maya work, but Autodesk software is preferred (a lot of stuff breaks in Blender, such as skeletal meshes, and you can't define smoothing groups that will work in-engine)
I use Wings 3D myself for symmetric geometry.
[QUOTE=NitronikALT;48373085]Blender and 3DS Max / Maya work, but Autodesk software is preferred (a lot of stuff breaks in Blender, such as skeletal meshes, and you can't define smoothing groups that will work in-engine)[/QUOTE] Not necessarily. The Blender importer just breaks bones on import, everything else is just fine.
[QUOTE=SergerantJoe;48374550]Not necessarily. The Blender importer just breaks bones on import, [B]everything else is just fine[/B].[/QUOTE] I respectfully disagree. Not when I worked on HoTW at least. And exporting is just hell
I dunno man, everything works perfectly fine for me. To export you just need to have the right settings. [IMG]http://puu.sh/jpv5z/227ee8b98a.png[/IMG] A common mistake is to leave lamps and cameras and junk in the file, that'll mess things up.
Messed around with the Ha-Go for a bit, pretty cool stuff. Only major problem was it was kinda hard to maneuver because that map obviously wasn't designed with tanks in mind. Really made me want a Khalkhin Gol tank battle map.
[QUOTE=CertainDOOM;48377104]Really made me want a Khalkhin Gol tank battle map.[/QUOTE] I actually did stick the Japanese on Arad, worked pretty well. But the Ha-Go can only be used against infantry. Remember how I was worried that no armor profile = 1 hit kill? Well apparently no armor profile = invincible. As it is right now the Ha-Go can only be damaged by AT grenades and satchels, nothing else. For Khalkhin Gol I'm thinking of two maps: Gumrak Station and Demyansk.
[QUOTE=SergerantJoe;48374898]I dunno man, everything works perfectly fine for me. To export you just need to have the right settings. [IMG]http://puu.sh/jpv5z/227ee8b98a.png[/IMG] A common mistake is to leave lamps and cameras and junk in the file, that'll mess things up.[/QUOTE] I'm not THAT inexperienced. Those are my exact same settings, too... weird Where'd you get the PSA/PSK plugin? I have one, but I think it might be outdated
For PSK I use ActorX for Max. EDIT: [URL="http://www.moddb.com/mods/pacific-armor"]And it's up![/URL]
Would it be possible to get the Lunge Mine to work like AT grenades but with a stab? Idk if that was mentioned before its just one of those early morning ideas
If nobody has anything to talk about I'll just keep posting mods. [IMG]http://puu.sh/jtFka/7c3e186693.png[/IMG] It seems photoshopped but that's just a side effect of the ToggleDebugCamera console command.
Oh fuck yes, transports. That'd make a Khalkin Gol map much more interesting if you're able to have infantry spawn near nonlethal transport vehicles.
I dunno anything about how vehicle damage or ballistics is handled, but it be configured so that engine / wheels are damaged by small arms but the hull is not so it doesn't just explode randomly?
[QUOTE=SergerantJoe;48406740]If nobody has anything to talk about I'll just keep posting mods. [IMG]http://puu.sh/jtFka/7c3e186693.png[/IMG] It seems photoshopped but that's just a side effect of the ToggleDebugCamera console command.[/QUOTE] You got the trucks I was talking about working. What did it take?
[QUOTE=Squeegy Mackoy;48408718]I dunno anything about how vehicle damage or ballistics is handled, but it be configured so that engine / wheels are damaged by small arms but the hull is not so it doesn't just explode randomly?[/QUOTE] Armor and hitboxes is the most incredibly difficult and convoluted part of vehicles. I haven't even started trying to figure that out. [QUOTE=TheNerdPest14;48408722]You got the trucks I was talking about working. What did it take?[/QUOTE] It's literally just the Universal Carrier but with a different model and seat positions. [QUOTE=Zillamaster55;48408066]That'd make a Khalkin Gol map much more interesting if you're able to have infantry spawn near nonlethal transport vehicles.[/QUOTE] Now that's a good idea. I'll replace the UC with the GAZ, and the Halftrack with the [URL="http://cdn.akamai.steamstatic.com/steam/apps/324830/ss_1ae52554d807be2a8df196632d738287c8c6f55d.jpg?t=1411677275"]Izusu[/URL].
Looking at some of this got me thinking about the Second Sino-Japanese War in video games. The late nineteenth and early twentieth centuries in and around China as a whole really get glanced over as far as video games go. Really, it's a great region and time period to focus on as there is so much to work with such as the varied equipment, factions, geography, and so forth. On the other hand, it really makes for a complex time to represent, so I can understand the lack of interest. Specifically, a Second-Sino Japanese war for Red Orchestra 2 would be bitchin', I could only imagine the fanaticism of a banzai charge being met by the suicide vests of the dare to die corps and dao of the big sword units: [img]https://upload.wikimedia.org/wikipedia/commons/thumb/0/0b/Chinese_infantry_soldier_preparing_a_suicide_vest_of_Model_24_hand_grenades_at_the_Battle_of_Taierzhuang_against_Japanese_Tanks.jpg/556px-Chinese_infantry_soldier_preparing_a_suicide_vest_of_Model_24_hand_grenades_at_the_Battle_of_Taierzhuang_against_Japanese_Tanks.jpg[/img] [img]https://upload.wikimedia.org/wikipedia/commons/thumb/5/58/Chinese_soldiers_from_a_%22Big_Sword_Unit%22_during_the_Japanese_invasion_of_Jehol_Province%2C_China%2C_1933.jpg/1024px-Chinese_soldiers_from_a_%22Big_Sword_Unit%22_during_the_Japanese_invasion_of_Jehol_Province%2C_China%2C_1933.jpg[/img]
Me and another fellow are doing a 1937 Shanghai mod, I'm just waiting for him to finish the models. Although don't get too hyped. As a rule, all ideas don't look as awesome ingame as they were in your head. Like the above GAZ and my Vickers Crossley for example.
[QUOTE=SergerantJoe;48411541]Me and another fellow are doing a 1937 Shanghai mod, I'm just waiting for him to finish the models. Although don't get too hyped. As a rule, all ideas don't look as awesome ingame as they were in your head. Like the above GAZ and my Vickers Crossley for example.[/QUOTE] Very nice, I wish you the best of luck with your mod, it's good to see the time period and location getting some attention. While perhaps not always as awesome ingame, the time period is certainly always interesting to read about.
[QUOTE=SergerantJoe;48410996] Now that's a good idea. I'll replace the UC with the GAZ, and the Halftrack with the [URL="http://cdn.akamai.steamstatic.com/steam/apps/324830/ss_1ae52554d807be2a8df196632d738287c8c6f55d.jpg?t=1411677275"]Izusu[/URL].[/QUOTE] The main reason for that being you could find a way to have large, plain/steppe-like maps without forcing it to be vehicles only, for it could have those wave on wave fights like Khalkin Gol.
Gumrak with infantry anyone? :v:
[QUOTE=SergerantJoe;48411990]Gumrak with infantry anyone? :v:[/QUOTE] Would actually have to adjust weapon sights because of the distance. I'd play it [editline]8th August 2015[/editline] Also whats the point of adjustable sights if the fog cuts you off at 200m? Makes it sort of pointless unless there was a way to get rid of fog
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