unit preview: Spetznaz

Don't change him, Balou! Yeah, that's a threat! :D

Snoopy - I feel your pain! I too fancy myself as a sort of artist, but I don't even have a 3D program. They look like a big investment for something I may not even be good at. But, I do have Paintshop Pro, a great paint program, which has an animation program. Unfortunately, you have to edit frame by frame. I think that's how Kryten(of Alexander the Great Mod fame) does it. It would take a lot of patience and time. We're talking about a number of frames that gets astronomical. I think I might try and make a fighter. We don't need one, but they look to be the easiest.
 
Snoopy:
I use 3dmax to create those unit. As far as I know lightwave is a very decent 3d modelling package too.
You need three vertices to create a polygon. It depends on the program how you connect them, for example in max I need to select the vertices counter clockwise to create a polygon that points to the "outside" (clockwise for a polygon that points to the "inside"). I don´t know how lightwave handles this or if there is a totally different feature.
Maybe it´s easier when you use a basic object (e.g. cylinder) and extrude the polygons (I do this sometimes for the legs or arms). I´m sure you can find a lot of tutorials that explain this method step by step.
If the mesh gets too cunfusing start hiding some polygons or vertices that you won´t touch for a while (there must be an option for this somewhere). Also make good use of all four (or more) viewpoints to select the right vertices/polygons.
To animate the models I use a special plugin that features a human skeleton (so called biped). After I create the biped I need to scale the different body parts (of the biped) to fit my model and apply a modifier so the model reacts properly to the movements of the bones (from then on I only animate the bones).
Lightwave must have a similar approach. You´ll most likely find somewhere a "bone object" with which you need to form a human skeleton. It´s best if you follow a tutorial here because it´s not so easy to figure out on your own.
Setting up the model for animation is a very tedious process but it must be done properly otherwise the animation part itself will be no fun at all. If you have more questions send me a private message.

Crist2000:
The soldiers in the pictures I used for reference only had some grey/white/blue camo. (green camo would not be of much help in a snowy environment)
We made the camo a bit brighter though to show that it´s a special unit for snowy terrain.

The graphics are all done so no way I go back and change things ;)
 
Originally posted by Crist2000
Great animation, but russia "spetznaz" unit looks differently. I propose to give him a green camo and "cheery" or "blue" color barret.

They indeed look different... When operating in forest. Here, we have made a Snow / Toundra unit. We thought it was quite Russian :o).

And here is a pic of real Spetznaz in action
 
I wouldn't worry about it. How many people are going to use it solely for the Russkies?
 
I might try and mess around with the color scheme to make him a little more all-terrain.
 
I added a preview of the fidget animation to the first post (plus the large pedia icon). All flc files are now finished.
What we need now are the sounds and a description of the unit. Is anyone interested?
The description does not need to be too detailed, just the usual decription plus a bit of background. You can probably find a lot of information about spetznaz soldiers on the internet. Me and Steph are both not native english speakers otherwise we would do it ourselves.

We need sounds for the attack, death, fidget, fortify and victory animation. I will try myself at the fidget and fortify sounds. Maybe someone is interested in doing the other three? I have a short .rm video file with a little presentation of the AN-94 that has some gunshots in it but I can´t convert it to a wave file.
You don´t need to add russian speach if you don´t want to, it would just be a nice addition.
 
oh, its oh so hard to wait, i think i'm going, oh yep thats it i'm dying. drowning... on.... own... drool, arhghhghhhgghh.

This has been an advertisment by the group for spetznaz release.
 
Uh oh, the "GFSR" (Group for Spetznaz Release) is gaining steam. I hear they've hired some of the ad people who did the no-smoking commercials. Expect some nasty stuff!
 
Sorry. I will wait until I have all files (sounds+description) together before I post the unit.
If you want to start a new game with a spetznaz soldier included, put the unit in the game with stats and everything and use some placeholder graphics which you can later replace by the spetznaz animations.

The spetznaz unit did not take too long to make (thanks to Steph for helping me out on the cut&paste side of things). I posted the first preview on october 23th, that´s less than a month (so far).
 
I'm fully in support of you taking your time. You go the trouble of making the unit, the least we can do is go to the trouble of waiting patiently for it.
 
Here's a description.


#PRTO_Spetsnaz
^
^
^The [Spetsnaz] is a Modern Age elite airborne light infantry unit unique to the Russian civilization.

#DESC_PRTO_Spetsnaz
^
^
Spetsnaz (Spetsialnoye nazranie = troops of special purpose) were raised as the troops of the Glavnoe razvedyvatel'noe upravlenie (GRU - main intelligence directorate of the General Staff) and in the 1980s numbered some 30,000. These were deployed: one Spetsnaz company per Army; one Spetsnaz regiment in each of the three "theaters of operations"; one Spetsnaz brigade in each of the four Soviet Fleets; and an independent Spetsnaz brigade in most military districts of the USSR. There were also special Spetsnaz intelligence units, one to each Front and Fleet: total 20.
^
A Spetsnaz company was 135 strong, normally operating in 15 independent teams, although they could also combine for specific missions. A Spetsnaz brigade was 1,000-1,300 strong and consisted of a headquarters, three or four parachute battalions, a communications company, and supporting troops. It also included an anti-VIP company, composed of some 70-80 regular troops
(not conscripts) whose mission was to seek out, identify and kill enemy political and military leaders. A naval Spetsnaz brigade had a headquarters, two to three battalions of combat swimmers, a parachute battalion, supporting units, and an anti-VIP company. It also had a group of midget submarines designed to deliver combat swimmers to distant targets.
^
The existence of Spetsnaz was a closely guarded secret within the Warsaw Pact and individual troops were not allowed to admit membership, to the extent that army Spetsnaz wore standard airborne uniforms and insignia, while naval Spetsnaz wore naval infantry uniforms and insignia. Today, although the Cold War is long since ended, Spetsnaz units are still part of the Russian order-of-battle, although their missions have changed.
^
Thanks to www.specialoperations.com and John Keller for the information.


I can probably get some sounds this weekend. I'm gonna put a DVD player in my bedroom (where my computer is) and then I can try and record some russian vox off of a couple of movies.



And here's the descrip in text format for cut and paste purposes.
 
Originally posted by dannyevilcat
Dog gets a prize for spelling Spetsnaz correctly :p ;)

Ahem...yes, I agree. :rolleyes: Congratulations! ;)
Thanks for the praise though, dannyevilcat.

And thanks to dog (or John keller) for the description. I´ll mention you and John Keller in the readme as the authors of the description. (written by J. Keller and edited by you?)

So only the sounds are left now. To be honest I didn´t even start making them because I´m still hoping that someone helps me out. Anyway, I´ll give the fidget and fortify sound a try soon, then I´ll look around on the internet for some suitable attack sounds.
 
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