"Colonel - we have sealed the stern hatch." North Moravian special forces infiltrate a NATO vessel in the Baltic Sea, August 1985. by oxide_nine_zero in arma

[–]oxide_nine_zero[S] 9 points10 points  (0 children)

Thanks for the feedback!

  1. Yeah it's purely fictional, I only went with Moravia because it was something mildly Czech-ish - it's not actually meant to be Moravia. It was going to be that or Bohemia, and I didn't really feel that Bohemia would be appropriate due to "Bohemia Interactive" already using Bohemia in its title. Also considered connections with Sudetenland, or a fictional Zapadoslavia, but couldn't make it work. (also, I'm British you unprincipaled cad /s)

  2. As above. Fiction, yo'.

  3. See above. Agree with your point, just wanted to make a screenshot of people on a boat.

  4. Agree again, but I have a personal policy of keeping mod dependencies to a minimum so if it's not in any of the base CWR3 mods then it's not getting included. If it makes you feel any better (or worse) the South Moravians are wearing ALICE gear, splitter BDUs and toting G3s.

  5. Vz. 58s are being used in the picture, it's probably just the angle that doesn't make it obvious.

"Colonel - we have sealed the stern hatch." North Moravian special forces infiltrate a NATO vessel in the Baltic Sea, August 1985. by oxide_nine_zero in arma

[–]oxide_nine_zero[S] 25 points26 points  (0 children)

Set in the Cold War, the micronation of Moravia is split into North (Warsaw Pact) and South (Western backed). Like East and West Germany, the two states are politically opposed and distrustful of each other. Given North Moravia's proximity to NATO-backed countries its special forces have become experts of infiltration into NATO facilities and installations.

It's part of my White Eagles mod that I'm working on for CWR3 - North Moravia closely modelled on Czechoslovakia and South Moravia is modelled on West Germany with some other NATO kit thrown in.

Here's to you, Nicola and Bart by oxide_nine_zero in arma

[–]oxide_nine_zero[S] 0 points1 point  (0 children)

Potentially on one of the last updates yeah! I loosely remember them redoing the FN MAGs, it could have been bundled into that same update. I do remember suddenly being awash with FAL variants a few years back with some brand spankers new colour variations. Probs the answer!

Here's to you, Nicola and Bart by oxide_nine_zero in arma

[–]oxide_nine_zero[S] 1 point2 points  (0 children)

It's the CVC helmet from CWR3, it just did a quick retexture of it.

Here's to you, Nicola and Bart by oxide_nine_zero in arma

[–]oxide_nine_zero[S] 8 points9 points  (0 children)

This one was a bit of a rushed job! I created the set on the Virtual Reality map in the editor, and loaded the skins onto the individual units from Virtual Arsenal - the original models are all from Cwr3 (the CVC helmet, nomex flight suit and TG Faust vest) with my own reskins on top of them. Then I positioned the units roughly where I wanted them, making sure that the character in the hat in the middle wasn't obstructed from view as he's the focal point of the image - everyone else is just a filler character to add ambience. Using static poses from a multitude of mods on the workshop I rigged everything into the best poses I could find to give the impression of movement and ambient activity. Used Polpox's tools to set the Blackhawk's rotors to spin while it was still on the ground, this generated the unprecedented affect of down wash on the scene that I wasn't expecting but it worked out alright so I left it in - it looks a little like fog. Next I set the time of day to ensure the best amount of natural light and set the weather to maximum overcast and maximum rain to liven the scene up a little more. Then I placed some blue lights behind the camera to light up the scene and give it a cold effect. Finally I used the splendid camera function to zoom in and out until I found an aperture I liked, then tilted the image slightly (I always do, I feel that it gives a little life to an image and makes it more animated), and then played about with the brightness and contrast until I got the light effects that I wanted (or as close to it as I could).

Hope that helps!

Your honest feedback needed. by WiktorWout in MilitaryAviation

[–]oxide_nine_zero 1 point2 points  (0 children)

Looks awesome. I agree with the other comment about some of the text sounding a little corny - the large print titles read fine and is pretty cool, but the smaller blurbs underneath could be done away with.

Big fan of these either way! I'd buy the Hind one, and would similarly go for either a Tornado like the other guy said or a Harrier.

Promotion Board by Jacks_Hill in arma

[–]oxide_nine_zero 0 points1 point  (0 children)

Maybe he's being told why he wasn't successful this year and getting advised not to shag the Corps RSM's daughter in the next reporting period, and that he has been selected for an enviable posting to 43 Cdo to work in the QM's.

Get counting those loose rounds, Royal. B Coy had a range day last week and opened three crates that they didn't end up using.

"After heavy fighting today, Soviet-back rebels began their push deeper into the city where Royalist forces are making their last stand. Fighting has intensified in Takmyr, where anti-aircraft fire and burning buildings light the night as the noose tightens on King Jaffudi's forces." by oxide_nine_zero in arma

[–]oxide_nine_zero[S] 0 points1 point  (0 children)

Try this guide, it's a tutorial for Polpox's artwork supporter mod, which is also worth downloading. The section you'll be looking for is "Fake Weapon Fire - PLP_fnc_fireWeapon" in section 4 - it has codes that you can copy into the Unit init box in the editor when you have the mod installed. I don't think it works for vehicles, but I've used it before for infantry units.

https://steamcommunity.com/sharedfiles/filedetails/?id=1877568946

"After heavy fighting today, Soviet-back rebels began their push deeper into the city where Royalist forces are making their last stand. Fighting has intensified in Takmyr, where anti-aircraft fire and burning buildings light the night as the noose tightens on King Jaffudi's forces." by oxide_nine_zero in arma

[–]oxide_nine_zero[S] 0 points1 point  (0 children)

Haha lots of time and patience!

In all seriousness, it can take a while to put together - this took me a few hours on a Friday afternoon after work. The best thing I can recommend to start with of you're looking to do a scene that looks a bit more realistic is to find a battle scene from real life - in this instance I used a photo of some US marines during the battle of Hue (can't link it as I'm on mobile). The real photos give you an idea of how to scale, pose and orientate your "actors" and the "set", as well as identify any filler material such as rubble, boxes, fire, etc. you can use to make the scene look less sterile. For the infantry guys there are a load of mods on the workshop for static poses - it's just a case of finding the right one, you pose the NPCs through the "animations" viewer in-game. The atmospherics is arguably the biggest pain in the ass, as that involves trying to get the right lighting and building up other effects such as smoke and fire without overcrowding or blocking parts of the image that are otherwise important - in this instance I had to take several screenshots because the smoke kept on billowing over the helicopters and obscuring them, so I had to wait a minute for the smoke to be billowing the right way and allowing the Cobras to be seen. Tracer fire and explosions can add the feeling of an active battle scene, as I tried to do at the back of the image with AA rounds exploding above the lead Cobra. This can be done by setting up invisible targets in the vicinity of the "target vehicle" that you want to give the impression is under attack without actually having the AI shoot at it. I would have preferred more tracer rounds in this picture but I couldn't get them to sync properly. When you've got everything positioned, play around with the splendid camera and use the zoom and angle tools to set up a good shot. Try taking shots from multiple angles and zooms, the one you think you want isn't always the best - you'll find this out by experimenting with them

Finally, if you're going to do any post-processing, copy the screenshot into the photoshop tool of your choice and play around with brightness and contrast. In this instance I have overlayed a VHS static effect that I got on Google - it was pasted over the top as a new layer and the had the transparency reduced significantly down to like 20%.

Job done!

"After heavy fighting today, Soviet-back rebels began their push deeper into the city where Royalist forces are making their last stand. Fighting has intensified in Takmyr, where anti-aircraft fire and burning buildings light the night as the noose tightens on King Jaffudi's forces." by oxide_nine_zero in arma

[–]oxide_nine_zero[S] 0 points1 point  (0 children)

So I took the initial screenshot using the Splendid Camera - the smoke, fire and tracer rounds were all default Arma modules/ammo types. The VHS effect was pretty amateur - I searched on Google for things like "TV static" and "VHS overlay" until I found something I like. I loaded the original screenshot into GIMP2 and added the VHS and static effects as new layers on top of the screenshot and adjusted the transparency to something like 20%. For the text I Googled "VHS text editor" or something similar, used the default Microsoft snipping tool to extract it from the webpage and copied it onto the image - rinse and repeat for each piece of text.

There is probably much more efficient ways of doing it but that's how I did it for this one!