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Re: Inferno (WIP)
Posted: Sun Mar 10, 2013 5:30 pm
by guille1434
Bebro: Very glad you saw my contribution as useful for your work. Besides, I'm a heavy user AND a collector of your excellent icons! So, I felt it was nice to give back something useful to you. By the way, I love those skins for SE soviet units. May be sometime you can release the files for those skins in order to add them to my Camo Sprayshop collection
Please, do not hesitate to contact me if you need some unit, and I will try to help.
Thanks again for all the work shared to us here!
Re: Inferno (WIP)
Posted: Sun Mar 10, 2013 5:46 pm
by bebro
Thanks a bunch
Though the Soviet tanks from the last pic are not made by DCS.
I wanted to do it first, but the problem was that I wanted those yellow/brown stripes with the original green coming through in between. This was'nt possible with DCS, it doesn't seem to support partly transparent patterns, so those stripes were just put manually "over" the tank icon using a mask and the "overlay" blend-in method.
Re: Inferno (WIP)
Posted: Sun Mar 10, 2013 6:16 pm
by guille1434
I see... Very complex technique and out of reach of my graphic manipulation (limited) knowledge... Sounds very work intensive, also...
With your permission and using the image you posted above, I think I can give a shot making a skin file for the DCS with those patterns. I will try to make them and then make some tests with the DCS software.
Re: Inferno (WIP)
Posted: Fri Mar 15, 2013 3:44 pm
by guille1434
Bebro: Was workin with DCS skins, and I think got good looking camo schemes for your new mod... If you think they can help you, I can send you the masks and skin files for the DCS...
By the way, the icon is a "new" unit, the SMK heavy tank, tested against Finland forces in the Winter War.
Tell me what you think.
Re: Inferno (WIP)
Posted: Sat Mar 16, 2013 9:26 am
by bebro
Very good result
It would really be nice to get those mask and skins. While I skinned many vehicles already manually you never know when you need more of them

Re: Inferno (WIP)
Posted: Sat Mar 16, 2013 4:08 pm
by guille1434
Ok! I sent you a Private Message.
And I add here some "original" work from me... The MBV-KT armored railroad car, skinned with your very special camo schemes for Soviet forces.
I attach the two icons and the image I used as a model for making them... I hope you like them.
Cheers!
Re: Inferno (WIP)
Posted: Sat Mar 16, 2013 7:03 pm
by bebro
Looking very good

Re: Inferno (WIP)
Posted: Sat Mar 16, 2013 7:13 pm
by guille1434
This, and any other stuff posted by me, is for use at will by anyone who plays/mod/or do whatever related to Pz Corps...
Be all my guests!
By the way, that someone who is capable of making top-notch quality graphics , finds my work "very good" makes me feel like a "Pro"...
Thanks for your encouragement!
Re: Inferno (WIP)
Posted: Sat Mar 16, 2013 7:40 pm
by guille1434
Yet some more uses for the "new" camo schemes of this mod...
A very special and important Soviet Command post, deep inside the steppe...

Re: Inferno (WIP)
Posted: Sun Mar 17, 2013 9:36 am
by bebro
Nice! I have already put in some of your units, as well as McGuba's and Dragos' for minors. All will get their credits of course
Time for a little progress report and more info:
I'm working on scenarios for '42 now. After the Rzhev-Vyazma following the Battle of Moscow you move south again. Those Germans wouldn't attack anywhere in the south in 42...or would they? So striking out of the Izyum bridgehead in Kharkov '42 would be easy...or maybe not
Then it's three battles in the Stalingrad region - first delaying the German drive on the city, later encircling the 6th army in Uranus and keeping them sealed off in Winterstorm.
In general, scenarios are bigger then in vanilla, often with ca. 70-100 units per side, some will get even bigger. That means they are not so fast paced, but personally I wanted bigger scns given the scale of battles in the east. It means that there are many aux units too. At the moment, the player's core starts at 18. In the first few scns he will also receive some free and unique units.
Some preview screens:

Re: Inferno (WIP)
Posted: Sun Mar 17, 2013 2:05 pm
by guille1434
I'm glad you find some of my work useful for your purposes. And thanks for the update on your work! This mod looks excellent!
Re: Inferno (WIP)
Posted: Sun Mar 17, 2013 9:50 pm
by McGuba
Very nice, indeed. This is how a polished, quality mod should look like: everything in its right place. A crystal clean concept and a flawless execution. Starting with your previous campaigns, you set a standard that should be followed by all serious modders.
Seeing that screenshot the winter camo works just fine with the Russian armour. Actually I am thinking about implementing it as well, as I have realised that those otherwise nice colourful DCS camos for the Germans just does not work right with the winter tiles.
In case you need some of those Romanian unit icons I just made in "dragos style" for the Stalingrad battles just send me an e-mail adress via PM and I can send them.
Re: Inferno (WIP)
Posted: Sun Mar 17, 2013 10:14 pm
by nikivdd
Seems then that i don't fit into the "serious" modder concept because i possess no graphical skill whatsoever.
Re: Inferno (WIP)
Posted: Sun Mar 17, 2013 11:45 pm
by McGuba
Seems then that i don't fit into the "serious" modder concept because i possess no graphical skill whatsoever.
Oh, come on, you must be joking, I meant the obviously large amount of time put into all this. There is no doubt that you do the same as you added loads of new and camouflaged units to your campaigns not to mention the maps, scenarios, scripting and the rest.

Re: Inferno (WIP)
Posted: Mon Mar 18, 2013 8:01 am
by nikivdd
McGuba wrote:Seems then that i don't fit into the "serious" modder concept because i possess no graphical skill whatsoever.
Oh, come on, you must be joking, I meant the obviously large amount of time put into all this. There is no doubt that you do the same as you added loads of new and camouflaged units to your campaigns not to mention the maps, scenarios, scripting and the rest.

Certainly, i was only pulling your leg. But seriously, if it wasn't for Rezaf's miracle program, i would not be able to reskin anything and i would be "stuck" to the vanilla units permanently. I was also fortunate to receive some extraordinary masterpieces from Bebro, like the Il-2, or the efile would not have felt complete. Bebro is an example to all of us how to make a campaign that feels 100% finished and i can only but admire this. To return back on topic, the latest preview screens are the confirmation of what i wrote, it all looks quite impressive.
Re: Inferno (WIP)
Posted: Mon Mar 18, 2013 9:37 am
by McGuba
+1 to this
Dwight's Camo Sprayshop by rezaf was/is a great help to me as well. Without it could not have made many custom icons. I would really like to shake his hand and say thank you personally. Bebro's icons are undisputidly among the best, if not THE best, even surpassing the ones made by professionals for the stock game in many ways. I guess people like these would have a place in the gaming industry. And maybe someone like you as well, who makes tons of innovative scenarios and campaigns.
Re: Inferno (WIP)
Posted: Mon Mar 18, 2013 10:00 am
by luetze
Really looking forward to this one! I like the "clean" look very much too. The same applies to the mods of Nikivdd. Very enjoyable in terms of strategic as well as visual aspects.
Many thanks to all involved. Keep up the good work!
Re: Inferno (WIP)
Posted: Tue Mar 19, 2013 4:34 pm
by guille1434
Scripting the AI as Nikivdd does, is no small feat, indeed... I think he deserves to be included in the "serious" modders as well

Re: Inferno (WIP)
Posted: Thu Mar 21, 2013 1:08 pm
by bebro
Of course, everyone who contributes nice mods does, whether it's gfx, maps, cams or other stuff
Thanks for the comments everyone. I'm working on the '42 scns these days...
Re: Inferno (WIP)
Posted: Sat Mar 23, 2013 5:27 pm
by bebro
Things are moving forward
While Chuikov's guys are slugging it out with the 6th army in close contact, you're amassing your core forces at the flanks to finally strike back:
