raizan all me and celestial have to do is change the role variation for the commandos too look like that.
raizan all me and celestial have to do is change the role variation for the commandos too look like that.
Yea i totally agree that a brits need some big gunsBut how about "super" pershing then? That tank saw action at war, and it just got longer and better gun? And 1 more thing, allies airborne company boming run, its totally unusefull, so could u make it like real bombing run. I mean could you add some real boomers like that Wellington what is in game allready?. Btw. i downloaded your mod yesterday and im in love whit it
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#53
Thanks for the replies! For the Super Pershing, I like the idea, but as Raizan said, we focus on the most importent in the first release.
As I said, 3 Hellcat's will pwn a Jagdtiger, So I think that the US have some good hard hitting stuff.
Raizan, I had an idea fro the tortoise. The tank wasn't fast, so it's better to use it as a defensive gun. Like that it can dig-in liek all British tanks, but the tortoise can do it always, and will be coverd by sandbags and stuff all around the sides. On the other hand, it sucks, because they already have the 17pdr dug-in. But the tortoise is better with 90mm cannon. Then for the last, or the tortoise will be used like a support assault gun.
For the Commandos: I want to make Airborne commandos (with helmet's) and the normal gliderborne commandos but skinned with green berrets. (that's more realistic.)
Last edited by Celution; 30th Aug 08 at 1:42 AM.
I've been thinking recently how to make the tortoise buildable. We could move the churchill from the engineers doctrine to tier 3 truck armour truck (i forgot its name...:cyber. We could then move the AVRE and the croc down a slot, leaving the last slot on the engineers tree available for the tortoise. That would however mean the armour truck could build a cromwell, firefly, cromwell command tank, valentine, crusader and the churchill....
@ celestial: 'dig in' as a standard ability eh? That fits the tank well, like you said. I'll see how well i can model sandbags![]()
Last edited by raizan; 30th Aug 08 at 5:56 AM.
wazzup wizard?
#55
Good, that sounds good to me! I was planning to change all tech trees, so what I can do, a ability, that unlocks ALL churchills at once. and put something new between, adn at last the Tortoise.![]()
Could we get some screenshots for those models, or how unfinished they are? And if you need beta testers at next relase im volunteer![]()
#57
We could use bug testers but what you need to do:
- Look if ALL the names are correct. (so also if you scroll over them)
- If everything is buildable.
- If there're no dubble weapons.
- If everything works.
- If the skins work.
- etc.
For the models, they'll come this week.
That sounds ok. Info me when ur next relase is comin.
There are roads which must not be followed, armies which must not be attacked, towns which must not be besieged positions which must not be contested.
#59
Ok, But I think the next release won't be a big one. We're planning to make a big release with 1 new model or something, But forgot if Raizan already knows how to use the OE.
I think he does, also did you add me on your MSN it makes life easier, and i made up mind, ill be doing coding.
#61
Didn't log in at my game msn for a week, so i'll take a look. It will make it alot easier to discuss for new stuff we wanna add.
I have a good idea how to use the OE, as of now i'm focusing on the tortoise aswell as the jagdtiger. For a first release, we should try and include ar least these two...tortoise images are still on track for the next few days, probably unskinned however.![]()
once you finish them make sure you send the model to Bunkeruba for skinning, or however that works, then me and celestial will take it from there.
Im glad too see good use of my icons celestial. Keep it up![]()
May the lord have mercy on my allies, but more importantly my enemies. -Just Made It Up, Think I heard it somewhere before.
#65
Thanks RGB, I really love the icons. I hope the models are good, and really realisicly detailed. Can't wait to see them.
#66
Hey Celestial, i got a suggestions on the Tortise/Churchill issue. Instead of moving the Churchill to the British Armour truck and moving everything down a notch, perhaps you could replace the Churchill Croc with the Tortise and simply add the the Wasp flamethrower as an upgrade to the regular Churchill?
This sounds great, but it would mean that technically the croc would be available a lot earlier in the game, ie, after 3 upgrade points rather than 7Hey Celestial, i got a suggestions on the Tortise/Churchill issue. Instead of moving the Churchill to the British Armour truck and moving everything down a notch, perhaps you could replace the Churchill Croc with the Tortise and simply add the the Wasp flamethrower as an upgrade to the regular Churchill?
Also, i've been thinking about the valentine. It was in service at 1940, but i don't think it had that much service in the later years of the war, and the normandy campaign. How about we include the Archer instead? It was made from the valentine chasis after all. We could even include the comat tank instead.
#68
I think that is an awesome idea there LD! I know it's possible because I've done it before with the sherman croc.Originaly posted by LD
Hey Celestial, i got a suggestions on the Tortise/Churchill issue. Instead of moving the Churchill to the British Armour truck and moving everything down a notch, perhaps you could replace the Churchill Croc with the Tortise and simply add the the Wasp flamethrower as an upgrade to the regular Churchill?
@ Raizan: We also could forget the valentine, and add the Sherman M4A4 into the game. It's the same chassis where the firefly is on but with a 75mm gun. I'd love to see a sherman with that chassis.
What about to add Achilles tank destroyer to brits? That should be easy add cuz it uses M10 hull what is in game already and that Sherman firefly gun. http://en.wikipedia.org/wiki/17pdr_SP_Achilles Could be cheaper and faster than firelfy but same time weaker than firefly.
#70
1. thanks for ideas!
2. I already said a couple of times, we focus now on the most importent vehciles.After theat we look on new stuff kk?
Yea i know that ur focus those most important vehciles now, but im just givin ideas to you. And i dont mean you guys should make evry model what i say inmedeatly![]()
-Sorry my bad english, im from finland![]()
I'll post some screens off the tortoise in about half an hour, im just putting some more detail into it. Before i show it i'd like to clear something up...keep in mind this is a model built to run in a game engine, the essence engine. It has to process thousands of objects and have them all animated, running at a smooth-frame on computers. therefore, models are not going to be ultra-high detail...Infact, circles, in the essence engine are actually octagon's.
This should look a whole lot better once a skinner add's in detail. Thats the trick to making octagons look like circles infact. I'm pretty sure with the OE i have to make my own custom animations, i can't use relics....Which is why the tracks look abit strange, im going to have to edit them when i get round to animate it.
EDIT:
WIP Screenshot![]()
Spoiler
I'll add some more detail, and hopefully we can get a much better skin on it. next time i show it should look quite abit better.![]()
Last edited by raizan; 2nd Sep 08 at 6:28 AM.
#73
Some things to say: Overall model looks good, but: They're still most cubes and colinders... (look at the tracks and the wheels.)
Also the gun looks like a straw of grass.(remember, it was a 90mm cannon....) There's to less detail so far.... Keep working, I know it's WIP
. One more thing: Make crew hatches, nails and things that are attached to the tank itself. just more sticking things on the main model. Also could you post some screens from above, and the back?
Lots of "complaining", or will these things added? But you really need to change the gun.
But, It looks awesome!
Last edited by Celution; 2nd Sep 08 at 6:38 AM.
Very nice work there.
Like you said, it's best not to do too much detail (nails etc.) leave that to the texture.
For a poly count, i think the highest count for a CoH: EF tank is 4600 (to be shown in next update), originally (with all detail) it was 125,000. So try not to go too high, it really depends on the model though, i mean, i doubt you would have 20 Tortoises driving around at a time, meaning you can probably have higher poly than a tank like the Sherman or M10.
Keep the work up.
very nice model you used 3ds max to construct it?
Very impressive, guys. I like it.
yea the poly count for those 2 are pretty low, so alpha channels take care of geometrical shapes i.e the wheels on tanks(edit a skin and sometimes you get square wheels)probably have higher poly than a tank like the Sherman or M10
#78
Ohh, didn't know that, but the gun is still a straw of grass, and yu should make hatches and more....![]()
Could soemone help me to install, and use this mod correctly? I really would like to give it a try. Thank you.
#80
Well put the "Improved" folder and the "Improved.module" file, in your main CoH folder (C:/ProgramFiles/THQ/CompanyofHeroes)
and the RelicCOH.english.ucs file in the C:/ProgramFiles/THQ/CompanyofHeroes\engine\local\english folder
(replacing it won't affect playing online). Then put the Back to Basics.lnk file also in the main CoH folder, and dubble click on it to play the mod.
Thanks for the positive feedback
@georider: yeah 3dsmax. I'm pretty sure thats the only modelling program the OE works with.
I'll add some more detail to the tortoise, the tracks still need work, and some more detail like hatches can be added, as well as the gun support, finishing the gun itself and adding some stowage to the tank etc. Once we get a skin on this i'm confident it will look the business. Trouble is..i Pm'd our skinner and never got a reply...
Anyhow, for a first release of these vehicles we should include the tortoise/Jagdtiger. Potentially ready a few weeks, If the OE is actually useable....
#83
I really hope the your OE will work, because otherwise we're stuck.
Wow, you have a good mod team. I believe this mod will be a major success! Keep up the good work. And P.S. nice model. Could use a little more detail :no offense: . But all in all this is shaping up to be one of the better mods out there! Good luck![]()
When I click on the Basics.ink file it gives me an error (location not found). Something i'm missing? I put everything where you told me to.
#86
Well, you could make a new link (just copy the RelicCOH.exe to your desktop and add -dev -modname Improved to it (I hope you know what I mean)
@RGB Thanks man, yeah I'm proud too, to have a guy in the team that can do modelling. But the skinner guy Bunkerbua, he doesn't do a thing for the last couple weeks, and he didn't say anything too, so I think....
Also, you should know, that this mod was ment to be a mod that jsut added and chnaged some stuff, but I never would have thought it could be like this.![]()
well celestial when ppl show interest in it like me and raizen and can, as for bunkerbua, i dont know...
#88
yeah, he said he was, but we never heard anything of him anymore, what do you think?
i think we should discuss this via pm or messenger.
A lot of the detail comes with a skin. I PM'd bunkerbua to ask him if it was possible for him to skin the tortoise but i didn't get a reply. (i'll take this opportunity to say if you want to skin for us, don't be shy)
Anyways, to be honest i don't think i'll be able to put these models in the game before the re-release of the OE with documentation. At the moment, relic models can't be modded, and the anims can't be used (IIRC). A few of our models would probably end up looking a lot better if could use them, if they do actually let us with the OE. As of now, i'll keep working on the actual models but i can't see this being released without a working OE![]()
#91
&*^#($@#(@$#&(@
Anyway, that's sad to hear.And Bunkerbua is not in the team anymore kk? if you want to know why, I'll PM it.
yea our team members are dropping like flies......
#93
Yeah, it ain't good, but I think it's better the way it is now.
Because having team members who don't say/do a thing, are worse then having NO team members.
#94
Got some updates that will be included in v1.05.
American:
- The CPU will now use the follow ability.
- New unit: Logistic Engineers
--- Can build several defences
--- Have new unit icons (thanks to KMOD production team, yes I have permission)
--- Can throw grenade, sticky bomb and can cut wires
--- 3 riflemen and 2 engineers and 1 sergeant
- New unit: Medic
--- Can heal infantry from a close distance
--- Unarmed
--- Can follow (and the CPU will use it)
- Some small bug fixes
Commonwealth:
- New unit: Scottish Infantry
--- Have auto upgrade advanced repair from the sappers.
--- Have the Kilt skin
--- Only available when you choose the Royal Scottish engineer tree.
- Some small bug fixes
Wehrmacht:
- CPU will use the follow ability
- New unit: Medic, can do the same as allied one.
- Some small bug fixes
- Can build the 20mm Flakvierling 38.
--- Need the upgrade for the 88mm Flak 36.
Panzer Elite:
- New Vehicle: Panzer IV
--- Can do rapid fire, like the stubby
--- Need the Panzer-Support Kommand upgrade to build
--- Costs (next to the upgrade) 420 mp and 80 fuel (because when in rapid fire it's amazing stong).
--- Has Panzer Grey skin
- Brute Force Center renamed: BrutalKraft Zentrum (probably wrong translated, but it sounds cool)
--- has 3 new upgrades:
------ 1. Unlocks the MG and Mortar team to be buildable from the forward HQ and Mortar Bunker.
------ 2. Equips the Shocktroopers with MP44's
------ 3. For a price, you get 200 ammunition.
- Shocktroopers standard armed with Kar98, except for the leader.
- will have a new skin
- Their satchel charge can now be resupplied by the ammo HT and the HQ buildings (and mortar bunker and BrutalKraft Zentrum)
- Sector Artillery will be allowed OR in enemy terretory OR the AI can't in yours.
- PG's can't build Road blocks anymore, only the Logistic Pioneers can.
- Some Bug fixes
Probably the Jagdpanther will get the AMAZING skin from TsKross! And some other units will get other skins aswell.
Also there will be some more new stuff, but this is what is done so far.
Also, some skins from the Historical skin mod will be applied in the Back to Basics mod, with many thanks to Luciferum.
![]()
Last edited by Celution; 17th Sep 08 at 8:49 AM.
#95
Interesting update, i see a few nice things in there. So what model does the "Brute Force Command" use for it's building?
#96
It uses the Whermacht Quarters model, because teh unit icons does it too. Also when you build it, the gunner is added and ready to fight. He has a skin from a panzer Grenadier.
Hello guys,
I found your mod and it's...awesome.
I like the new units and skins but I've also a problem:
some units or buildings like the brute force center have not the correct name, what I mean is that there stands "$18173428 No Range" (or other numbers) and under this name the same at the description.
I'm from Germany and the sound is still german, maybe it's the problem but I can't change the language.
In the engine/locale folder are now two folders, the new english and the old german.
So, I hope that someone can help me, I really wanna enjoy the whole mod.
And if I play online, are there the normal units without the new?
P.s.: In the Readme file stands that this is version 1.0 but I've downloaded v1.4
#98
Yeah, I didn't change the readme.txt yet will do in next release.
For your problem: I have an english version from CoH and OF, I don't know what you should change, but I think, just put the .ucs file into your german folder and replace it with your original. (copy yours to somewhere else safe on your computer) the new .ucs doesn't affect your online gameplay.
Thanks, the names are correct with the english file.
celestial, in the next version can you fix the UCS file? as your supposed to create one, not edit the RelicCoH one... also, the UCS file you have doesnt give the info you need (all the units that the UCS file should have stuff for, have $18XXXX no key errorseven when the UCS file is in the correct location
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