[WIP] Syrian Community mod - need help

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Mineral
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[WIP] Syrian Community mod - need help

Post by Mineral »

designplan: https://docs.google.com/spreadsheet/pub ... utput=html

STILL LOOKING FOR 3D ARTISTS!


Why do you want to do this?

We want to develop more OPFOR assets and weapons to balance out against all the new BLUFOR community factions.Hopfully this OPFOR can substantially alter the gameplay dynamic.

Secondly, the Syrian conflict is very actual and it is bound to go on for a long time at its current state. There has been other Arabic uprisings but the magnitude of the Syrian conflict makes us believe it's the biggest one with also the heaviest fighting. herefore making it the most interesting to portray with no intention to glorify its violence or favour one of the sides.

What is new?
The plans consist in creating a new faction, the Syrian Army (with its own set of skins, vehicles and weapons), making it the first conventional Arabic army with its own identity. We will also bring some additional weapons and vehicles to the MEC INS force to simulate the Syrian Free Army. We want to bring fresh stuff to the Insurgency by adding new weapons, technicals and above all new possible tactics that will broaden the gameplay horizons in INS and AAS gamemodes. For example, we want BLUFOR (Syrian Army) to be able to use CAS support without unbalancing the game, therefore giving the MEC INS more AA power then the Current weapon set allows.

What does it hold?
The design plan is ready and have gathered enough references to start on the execution. We also have a small team of people who will help us on finishing this project. If you want to know who they are (and for any other kind of information) please take a look at "Team" tab at the official website - link below.

Please do not look at this as just a skin pack for the MEC and INS forces as some of you might think. It is much more. Some stuff to watch for:

creating new vehicles (BMP-1, T-55, new technicals and trucks(AA,...)) creating new weapons (ZPU-1, AK-103, AKM, AUG) creating new maps (based on syrian cities, different look by adding new textures and statics). creating a small fictional conflict between Syria and Israel in the Golan Heights (a 4k map, full blown combined warfare) We are hoping that one day the completion of this project will be included in an official PR release.

What are you still looking for?
Right now, and for whoever is interested, we are looking for people to assist us on this project. Modellers, Texture artists, UV unwrapping experts, coders, animators and mappers are needed. If you don't have any experience that's fine, you can easily pick up on mapping and simple modeling (statics) by just learning it on the spot. So don't be scared to apply without experience. We are also looking for a translator to work with us (as we are making textures, as well as considering other plans).

You can apply for a job here on the website(contact page) or anywhere where you can find MineralWouter?(xfire: gamerspowers) or Arc_Shielder?.

Every help is needed. The more people apply, the faster we will bring the Syrian conflict, its new OPFOR content and additional dynamism to your screen.

Greetings, Mineral & his little team!
Last edited by Mineral on 2014-01-03 12:17, edited 11 times in total.
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SShadowFox
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Re: [WIP] Syrian Community mod - need help

Post by SShadowFox »

Awesome, I'm up for mapping if you want, although I have another map going on I can hold 2 or more.

Cheers, SShad.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

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Wakain
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Re: [WIP] Syrian Community mod - need help

Post by Wakain »

Really love this, ever since Libya I was hoping for a redefined look on the insurgents and I've always wanted a realistic portrayal of specific Arab nations.

My modding skills, and time, are limited. However, if you need anything translated/written in Arabic I can help you out.

Looking forward to the design plan, also of whom does your dev team consist?

Good luck!
AfterDune
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Re: [WIP] Syrian Community mod - need help

Post by AfterDune »

Well it sure is interesting. Your story sounds promising, so keep us posted about your progress :) .
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

will do AD, I might help for some assistance once in a while tho, but we'll use indiviudual modding threads then like we are supposed to.
And some stuff is also already created by the USI mod I believe (T-55, ZSU). Might be worth having a chat with them I suppose? Do they still have active people to contact?
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AfterDune
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Re: [WIP] Syrian Community mod - need help

Post by AfterDune »

Only [R-DEV]Guedoe, he's quite active usually.
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Arc_Shielder
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Re: [WIP] Syrian Community mod - need help

Post by Arc_Shielder »

Wakain wrote:Really love this, ever since Libya I was hoping for a redefined look on the insurgents and I've always wanted a realistic portrayal of specific Arab nations.

My modding skills, and time, are limited. However, if you need anything translated/written in Arabic I can help you out.

Looking forward to the design plan, also of whom does your dev team consist?

Good luck!
Syrian Uprising - Team
or
Syrian Uprising - Team

Since the announcement until now, there has been at least 6 more volunteers not included in that list. ;)

To everyone that is interested please register in the website and then go the Important - First Meeting thread and mention what job you're interested in. On the 11th we will have a Teamspeak meeting for organizational details. Sign up while you can!
Last edited by Arc_Shielder on 2012-09-09 14:28, edited 3 times in total.
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rushn
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Re: [WIP] Syrian Community mod - need help

Post by rushn »

none of the links work for me for some reason

mind just writing the team list in here?
Spush
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Re: [WIP] Syrian Community mod - need help

Post by Spush »

Sounds interesting, but we have some of those vehicles and weapons, so I wouldn't worry about the AKM, BMP1, and the technicals that much.
Arc_Shielder
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Re: [WIP] Syrian Community mod - need help

Post by Arc_Shielder »

[R-COM]rushn wrote:none of the links work for me for some reason

mind just writing the team list in here?
Keep trying, it gets a bit whacko and sometimes having the www. or not seems to make the difference.
Last edited by Arc_Shielder on 2012-09-09 14:52, edited 1 time in total.
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Mineral
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Re: [WIP] Syrian Community mod - need help

Post by Mineral »

[R-DEV]Spush wrote:Sounds interesting, but we have some of those vehicles and weapons, so I wouldn't worry about the AKM, BMP1, and the technicals that much.
roger. Already have a guy modelling the AKM , but I'll let him continue as it is good practice :)

What do you mean with the technicals? The normal technical with 50call and SPG? Or did you guys also have a support transport techie in store?

yeah, the website server acts up sometimes. It's always online but for some people the links sometimes don't work. Same for me at the moment.
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Spush
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Re: [WIP] Syrian Community mod - need help

Post by Spush »

I'm talking about the current techies ingame, like the ammo techi, spg, dshk techi. We also have the zastava van that was modeled and textured by altfuture. Feel free to add a zpu on the technicals.
SShadowFox
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Re: [WIP] Syrian Community mod - need help

Post by SShadowFox »

I'm not only up for mapping but I can do some tweaking too.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

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UncleSmek
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Re: [WIP] Syrian Community mod - need help

Post by UncleSmek »

Sounds really interesting Mineral! Looking forward to see the progress! ;)
lucky.BOY
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Re: [WIP] Syrian Community mod - need help

Post by lucky.BOY »

Delfer wrote:I might be interested in trying to figure out how to make statics, but I don't know where to start >_>
https://www.realitymod.com/forum/f189-m ... cture.html
Arc_Shielder
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Re: [WIP] Syrian Community mod - need help

Post by Arc_Shielder »

Delfer, register in the website if you wish. We are aware that beginners won't be able to contribute immediately, but your learning process will go faster when in direct contact with more experient members of the team.
Last edited by Arc_Shielder on 2012-09-09 20:37, edited 1 time in total.
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Rhino
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Re: [WIP] Syrian Community mod - need help

Post by Rhino »

The main thing you really need is a map to build on. Once you have that map then the factions can follow but in order to get any real momentum behind that movement, you will most likely need a map first. Without the map, the faction is pointless so you should focus all your energy into the mapping side.

A good ref for what you should be looking at would be the Benghazi map concept, based on the Libyan uprising: https://www.realitymod.com/forum/f354-c ... ncept.html

Although it never really got much past the concept stage due to the mapper not having the time, its still well worth reading though the entire topic as lots of points where brought up in it you could take.
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rodrigoma
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Re: [WIP] Syrian Community mod - need help

Post by rodrigoma »

Im hoping we will not only have a number of maps but have them un ique by working with modlellers,
With your GPOs, I think the idea of the BluFor getting plenty of JDAMs is tbh a good idea. NATO is giving the rebels full support at the moment and it would surprise me if they have gave them radios to communicate with NATO to ask for bombing runs in areas even. There is even special forces on the ground in Libya directing air strikes, they could be in Benghazi too epically if they knew that there was a planned assault on the city (hard to miss)
We could even look into making a different type of requestable airstrike which was not as a big bomb as the JDAM but could be called in more often or something? Wouldn't be that hard to make tbh.
I found this you said in the that thread quite interesting, never thought about the myself and its a really good idea for balancing, although Afaik there is no NATO air support in syria at the moment
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