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Brainbug

German KSK units retextured

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Texture modification of BIS' KSK units

Version 2.2

They are not so bright and white anymore, better fit into the desert environment now and are also a bit closer to the real thing. I also made a woodland (i.e. 5-color flecktarn variant) version. You can find all models under Germany->Men in the editor, beside the default KSK units.

Also adds backpacks in desert (3-color) and woodland (5-color) flecktarn camo, class names are DE_Backpack_Specops_EP1_des and DE_Backpack_Specops_EP1_wdl, respectively.

If you want to replace the original units with my reskins, you have to choose either the desert or woodland variant, so use ONLY ONE of the "ksk_mod_*_repl" files:

ksk_mod.pbo - main file, always needed

ksk_mod_des_repl.pbo - to replace the default units with the desert skins

ksk_mod_wdl_repl.pbo - to replace the default units with the woodland skins

The replacement configs only change the textures, no other properties.

Changelog

1.0 (07/08/2010)

- initial release

2.0 (07/10/2010)

- added 5-color woodland camo version

- removed healing ability and reduced backpack to default 14 slot size.

- fixed path bug in replacement config

- file structure changed

- renamed some objects

2.1 (07/11/2010)

- files signed

2.2 (07/21/2010)

- backpacks selectable in editor (i.e you can place them on the map)

- icons for backpacks in gear screen

- backpack name shortened so you can see the slot occupation, which was cut off in previous version

- loadout slightly changed, now everyone has an M9SD instead of the Glock17

- medic's backpack texture improved

Download:

EDIT: had to remove it from my FTP, but check the mirrors in the thread below. Thanks to arma2base.de and armaholic.com for hosting!

aw95ewg8.jpg atvujoeu.jpg bfqra5cy.jpg w993an57.jpg vpf6cpbi.jpg

(screenshots all taken from version 2.0)

additional note: fits well to my other retex mod: http://forums.bistudio.com/showthread.php?p=1693216

Edited by Brainbug

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Can you upload maybe closer up pictures and on a different website. Everytime I click those it goes to some other website called Sushi Games or something after 3 seconds. I can't really view the pictures.

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Probably some weird ad layer from the image hoster. I've directly liked to the images now, hope it's ok now.

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These look much better imo, thank you for releasing :)

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Using the "ksk_mod_repl.pbo" on our dedicated server caused CTD on some clients. Mod was loaded on server and clients.

Edited by MadMike[Brig2010]

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Tested again with all mods turned off using only OA and the "ksk_mod_repl.pbo": CTD. Wold be great if you could find out what´s going wrong, because i really like the look of the new coloured uniform.

Edited by MadMike[Brig2010]

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Superb work!! I was expecting some reskins already! ;) Thanks!

Maybe you can give them normal Flecktarn color scheme camo as well?

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Hmm, don't know why the CTDs occur. I admit that I haven't tested them too much, maybe I've overlooked something, I can only say that it works for me (which doesn't help you). If someone has an idea, give me a hint. Did you find any error in the server log or the client's arma2.rpt?

Oh, does only the ksk_mod_repl.pbo cause trouble, and the ksk_mod.pbo works? If so, then it can only be a config problem, all other files are identically, so that would help me to corner the issue.

Doing a 5-color flecktarn variant (i.e. the dark green one) should be possible for the backpacks, however for the uniforms it would mean much more work, so I won't promise anything.

EDIT: OK, I'm going to rework this thing. I think I found the reason why the replacement pbo crashed, some file paths were messed up. Also I realized that the camo pattern is too big in some places. And I'm also trying to do a green (5-color) version, here's a WIP pic:

ob7he375.jpg

So not only stay tuned, but also don't incorporate the addon into any mission or scripts yet, I have to rename some objects.

Edited by Brainbug

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Texture modification of BIS' KSK units

...with a bit more carrying space...

...being pro special forces, they all have healing ability...

Texturing is ok naturally (looks good too btw), but I strongly (but kindly) suggest removal of the other features. KSK units already have the biggest pack in the game with a whopping 14 slots. A special forces medic is a specialist medic who have advanced to special forces. A special forces machinegunner would be a specialist machinegunner who have advanced to special forces. They may all get advanced first aid training (above that of a typical infantryman) and get lots of cross training to handle weapons they didn't handle before. Making everyone a "healer" is a really bad choice wrt balance. Mission makers should have no problems making such abilities scripted if they want to (_unit addAction ["Magic Heal","Heal.sqf")], or use the builtin first aid support system instead.

I have no objections on players using a retexture addon on our server to make KSK missions look more authentic for them. But I cannot allow that same addon to redefine the mechanics of the game.

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Warning Message: Cannot open object ksk_mod\ger_rifleman.p3d
Warning Message: Cannot open object ksk_mod\backpack_us.p3d

Config error. Namely, you have linked the KSK_Mod_Repl.pbo P3Ds to KSK_Mod.pbo. Therefore, it isn't standalone, and crashes because it can't "find" the P3Ds.

Easy to fix - change all your "ksk_mod\modelX.p3d" to "ksk_mod_repl\modelX.p3d".

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Yes, I already noticed that mess. But putting everything twice in two files made no sense anyway, so I'll put one file together with all needed stuff and then additionally two replacement pbos (which you can choose from, for desert or woodland version) with only a config inside.

And yes, after thinking about it for a while, I agree with concentrating on the skins. At first I thought it would be nice to beef them up a little, but actually it's rather "Nice..." because especially the replacement units would become a kind of cheat, or possibly cause bugs and crashes. So I'll take out the medic stuff and leave the bag on its default size of 14 slots.

I'm right in the process of finishing the woodland version, just need to do the pants yet, so I'll postpone a bugfix until a version 2.0 which is not too far away.

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Texturing is ok naturally (looks good too btw), but I strongly (but kindly) suggest removal of the other features. KSK units already have the biggest pack in the game with a whopping 14 slots. A special forces medic is a specialist medic who have advanced to special forces. A special forces machinegunner would be a specialist machinegunner who have advanced to special forces. They may all get advanced first aid training (above that of a typical infantryman) and get lots of cross training to handle weapons they didn't handle before. Making everyone a "healer" is a really bad choice wrt balance. Mission makers should have no problems making such abilities scripted if they want to (_unit addAction ["Magic Heal","Heal.sqf")], or use the builtin first aid support system instead.

I have no objections on players using a retexture addon on our server to make KSK missions look more authentic for them. But I cannot allow that same addon to redefine the mechanics of the game.

I also agree with this - I'll gladly use your textures, but I'd prefer if the rest was left out (of the replacement).

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...And yes, after thinking about it for a while, I agree with concentrating on the skins. At first I thought it would be nice to beef them up a little, but actually it's rather "Nice..." because especially the replacement units would become a kind of cheat, or possibly cause bugs and crashes. So I'll take out the medic stuff and leave the bag on its default size of 14 slots...

Glad to hear this. Think this is the smart way. :)

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As a final note, when you get a redux version up, a couple of the vest's clips have been overlaid with Flecktarn - the one in the front chest and one low on each side (near the waist).

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yeah, I noticed that, also the camo pattern was too large there. It's already repaired ;)

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I'm done with Version 2.0! Look in the first post for details.

Here're a few more pics that didn't fit in the starting post:

8d3bkxmr.jpg wvsndl45.jpg gr6cuv3f.jpg lignx88b.jpg

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wait 2min, I'm reuploading, I just translated the readme to german (maybe not too bad an idea for german units^^).

Duh, found another typo in the readme. Damn, it's just too hot in Germany today to use my brain properly^^

But I'm done for now. So if you downloaded the file in the last 10-15 min or so, re-download please, if it appears to be broken. file size should be 11,6MB, MD5 hash is 471BB02DF31FCDE48B0046ACD01E09DC

And give me a hint if there is anything that needs to be repaired or improved. As for the shade/color of the camo, that is always a compromise. In reality, it tends to assume the color of the environment a bit, and there are also variations in color caused by different suppliers, different cloth materials and how washed out they are. Also there have been slight changes in the camo pattern over time (the desert variant was more reddish at first, and in the 5-color variant the light green was lightened up recently) And in game, everything looks different anyway. I aimed for a good camo effect in the usual map environments (e.g. the woodland version fits quite ok to the Chernarus foilage).

Edited by Brainbug

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