Every time I read your plans and the screenshot with the loaded Grens in it, it makes me smile. I am so happy we finaly can do stuff to CoH models. I sent you a PM eliw00d.
#201
Every time I read your plans and the screenshot with the loaded Grens in it, it makes me smile. I am so happy we finaly can do stuff to CoH models. I sent you a PM eliw00d.
Well, don't make me out to be a pioneer! It's been possible for a while now, tankdestroyer and darkblade are the real pioneers. They just don't have time for these smaller edits, as they have their own mods and stuff to work on.![]()
Although there were racks behind the seating benches to stow the squad's rifles and space under the seats to store two MG's and ammo, it was really cramped in there with 8 guys in full fighting kit. Considering that for the most part half-tracks became mobile homes of sorts, a lot of times the crew / squad hung extra gear and personal items on the sides of their vehicles. One can find a good number of photos depicting Sd.Kfz. 250's and 251's festooned with field packs, water and fuel cans, ration packs, extra ammunition for the MG's, and grenade cases to make room for other personal items, a practice that officers actively discouraged.Squads only consisted of 8 men, plus 2 for the half-track crew, so I don't think even they wanted to cram that many guys inside.
Thats so awesomeMaybe you can add slots on tanks to? Like in the 1st Brit mission, where the soldiers are on cromwell?
Also can the soldiers shoot? It would be nice if there could be like 2 version of it, 1 which can shoot and 2nd which cannot. And if you can, maybe try to change the mg42 into a mg34 Loran made??![]()
Last edited by Aidas2; 24th Mar 10 at 8:50 AM.
Well, if they were not to shoot, I would prefer them to be sitting down. However, due to some misinformation, I believe this to not be possible. They will be able to shoot, just as with the Sd.Kfz. 250/1.
I plan on doing the StuG next, as Sturmhaubitze has been wanting it for years.
I would like to make the MG34, but I'm not sure how...
So you will make troops sit on tanks? Also maybe try to fix up the M3 halftrack 30 cal? About changing guns, maybe try askin Td? He made the 50cal jeep.Also
Make lots of marker to have soldiers in the jeepWill be the ultimate fighting machine
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Last edited by Aidas2; 24th Mar 10 at 9:01 AM.
Well, I will make the StuG variants have Begleitgrenadiere, but not tanks (for our mod).Originally Posted by Aidas2
Fix the M1919A4 accessory? Honestly, I would rather replace the M2HB with an M1919A4 (which I am currently trying to figure out). I have talked to tankdestroyer in the past about new crew members, but it's still rather new to me. Hopefully I can figure it out soon.
One project I would like to try is to fix the King Tiger's coaxial MG, as it does not have any markers for FX. I hope it's as easy as adding passengers, but somehow I doubt it. I might even try to add a commander in the proper position for the King Tiger, that would be nice. I already have a personal mod for the KT that closes both hatches.
As for the Jeep with M2HB, unless I've misunderstood something, I believe that Relic actually made that, and tankdestroyer made it work. I could be wrong, though.
For your ninja edit: I plan on adding passengers to the Jeep, as some of our Jeeps need to carry 6 men.
But for that, I would rather have them be sitting down, without weapons. I just came up with an idea, actually...
Last edited by eliw00d; 24th Mar 10 at 9:03 AM.
also I have a jeep model with the hood on the back, just unskinned :/ Can be used as a Commander or just transport.
Last edited by Aidas2; 24th Mar 10 at 9:05 AM.
regarding capacity - i would go with 6, like the kangaroo. for neatness, and the fact you really don't need 8 guys firing out. we've suspended our disbelief long enough for brencarriers and inf HT's hiding their men in some mysterious undercarrage, i think we can extend that to this =P
Also @Eli, do I need only the OE to be able to do this? This OE? http://www.moddb.com/mods/company-of...-object-editor If yes then please say yes, cuz I really wanna have tanks with troops on top![]()
@Khorney
I'll look into some options. I have an idea for having them stay seated, but I'm running it by some people to see if it's viable. I can space out the 7 slots I have now to accomodate the tight spacing, I had them kind of locked in parallel lines, but I could stagger them for better results. If only we could make them actually SIT DOWN.
@Aidas
It has nothing to do with OE. I made the markers in 3DS Max 8 and then exported them. There was some minor MUAX editing and that was that. It seriously took me 5 minutes, but you'll need a copy of 3DS Max 8 and a working exporter.
Dang, I never got the exporter running properly :/ I think Il try again then.
What was the cause of it not working? I had problems, too, but was able to work them out with Darkblade's help. Maybe you have the same issue as me, which was a very humbling one and I felt pretty dumb afterwards.Originally Posted by Aidas2
Also, does anyone familiar with 3DS Max 8 know how to make the move tool become spherical? Right now, mine is just a cross shape, and I can't do anything like rotate or move only in X Y or Z. It's really frustrating. I've watched a few of Darkblade's tutorials and he has it enabled, but mine doesn't. It would make moving these combat slots around a hell of a lot easier, and allow me to rotate them and stuff...
Last edited by eliw00d; 24th Mar 10 at 9:22 AM.
Actually I have the exporter working If I remember correctly just my max randomly crashes every couple minutes :/ and that prevents me from doing anything...
Here are the projects I have lined up for myself:
Schwimmwagen
- 2 passengers (needs model to replace the rear compartment)
Sd.Kfz. 250/1
- Front/Rear MGs
Sd.Kfz. 250/7
- Rear MG
Sd.Kfz. 250/10
- Rear MG
Sd.Kfz. 251/1
- [Done] Front/Rear MGs
- [Done] 7 Passengers
- [Done]Canopy toggle
Sd.Kfz. 251/1-II "Stuka zu Fuß"
- [Done] Front/Rear MGs
Sd.Kfz. 251/2 (8cm GrW34)
- Mortar and Crew from the 250/7
Sd.Kfz. 251/10 (3,7cm PaK36)
- Cannon and Crew from the 250/10
Sd.Kfz. 251/16 (Flammpanzerwagen)
- [Done] Front/Rear MGs
StuG IV
- Begleitgrenadiere
- [Done] Permanent MG and Shield
Tiger II
- Proper Commander position
- [Done] Open/Close Commander's hatch
- Coaxial MG FX and sounds
Jeep
- Mortar and Crew option
- 4-5 passengers
M3 Half-track
- M1919A4 option (replaces M2HB)
- 10 passengers
- [Done] Canopy toggle
- Proper turret ring (needs model)
M4A3 "Sherman"
- [Done] Sandbag toggle (instead of tied to M2HB upgrade)
M5A1 "Stuart"
- M1919A4 and gunner
M26 "Pershing"
- M2HB and gunner
Staghound I
- M1919A4 (replaces incorrect M2HB)
There might be more, but I can't remember them offhand. Feel free to make requests, but I will not be able to work on them until this list is done. However, most of this stuff has been voiced by the community in the past, so hopefully I've covered a lot of what people want.
It's going to take me a while because I'm juggling this with my SCAR/PHP duties, so please be patient. On top of that, I am still learning all of the processes. I will make a tutorial for combat slots, based on my own experience and words of advice from others. Hopefully that will answer a lot of the PMs I've been getting concerning them. As long as you have 3DS Max 8 and working import/export files, it will seriously only take you 5 minutes to do.![]()
Last edited by eliw00d; 25th Mar 10 at 5:46 PM.
I think the sandbags toggle works without mg works without modifiyng the model, I dunno really, but maybe editing the actions of the upgrade u can choose what to add?
Last edited by Aidas2; 25th Mar 10 at 8:44 AM.
I already have this working. It's not a problem unless you try to toggle the gunner, where it becomes more apparent. The sandbags were tied to the M2HB upgrade, so I changed the condition to something else.Originally Posted by Aidas2
A few of the things on the list have been done already with OE, I just felt like putting it up so people can see what is coming.![]()
So, you figured out on how to change guns? Like 50 cal to 30cal? Were there any Shermans with 30 cals instead of 50? WOuld be nice to see something like that![]()
No, only M2HBs. I haven't quite figured it out yet, but I've had a lot of guidance on this recently and in the past, so I will be rummaging through tons of new and old PMs and try to figure it out.Originally Posted by Aidas2
![]()
Maybe you could indicate which ones are completed and which are still WIP?
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#223
Very nice project concept eliw00d! Are you planning on the famous Sd.Kfz. 251/22 "Pakwagen"?
Anyway, very nice and keep on the excellent work!
*Edit*Clean your PM in- and outbox.
Last edited by Celution; 26th Mar 10 at 2:50 AM.
I'll be writing a tutorial soon on adding combat slots, but the gist of it is:
Import the model you want to add combat slots to in 3DS Max 7 or 8.
Select all meshes for that vehicle and use "Attach" to create a single group out of them.
Assign "Relic_No_Export" to the group, so that it won't be exported.
Create "Points" and give them the "Relic_Marker_Info" attribute, and assign them "combat slots" and "infantry only". Position these points/markers at the location you want them to be.
Export the model, and retrieve the RGM, MUA, MUAX, and SUA files.
Add new marker entries for each of the ones you created to the MUAX of the vehicle you are editing (not the MUAX of your exported model), such as Marker035 if the default markers go up to Marker034. Then, open the MUAX for your exported model and copy/paste the data inside each of the entries into the new entries you created in the other MUAX.
And that's it! That was just a gist, so a more detailed tutorial will be written up when I have time. But it really is that easy, as I said it only took me around 5 minutes. The only downside is that you need a copy of 3DS Max...
Thanks to hartkeks and darkblade for their help.![]()
can't wait for this!! nice work @eli,keep it up![]()
R.I.P.(Requiescat in pacem) loran korn & MrScruff
Normandy 44:European Theater Team Member (s0uNds t3sTeR,fOrUmS Ass!stAnt,c0d¡ng c0nsUltaNt)
Currently working on camouflage and reconnaissance systems. Unlike vCoH, Fortess Europe will have more than 2 camouflage types (the old types were tp_global and tp_mine). This means that there's no universal detection radius, and units can be detected at different distances from enemies.
For example, a soldier might be able to spot a hiding enemy soldier at 12m away. That same soldier could also spot a PaK38 anti-tank gun hiding about 30m away. And could spot a FlaK36 anti-aircraft gun about 48m away. That soldier would have no trouble spotting a tank that is trying to hide.
Meanwhile a tank would need to run over an enemy soldier hiding in a bush before it's detected, but could spot that PaK38 anti-tank gun about 16m away. That tank might have some trouble spotting another hiding enemy tank, until it got within 48m.
The result is that smaller targets, when camouflaged, need to be closer before you can detect them. Larger targets can be detected at further distances, or can't be camouflaged at all.
Units that are trained for reconnaissance will have an easier time of detecting camouflaged enemies. They will also have the 'extended sight' abiltiy that is added to Panzergrenadiers in Opposing Fronts when you take the right-side Tank Destroyer doctrine. Except instead of only revealing vehicles, they will be able to reveal any enemy unit within a radius around them on the minimap. But just like that ability, you only see the general soldier/vehicle icon, and can't see the specific type, nor target the enemy. This represents the reconnaissance unit spotting something that looks amiss, but they can't tell exactly what sort of enemy presence it is until they get closer.
With lots of options for camouflaging units, reconnaissance will be a lot more valuable in Fortress Europe. Stumbling into an ambush will be devastating. Standard infantry camouflage simply by standing still, as long as they're not on a road or in water, though it goes much faster if they're in cover. Anti-tank guns can camouflage as well, but takes longer. Some vehicles will have camouflage options too, but again they need to park somewhere and remain motionless for a while, much longer than anti-tank guns or infantry.
I made a new thread for my vehicle edits, so further discussion regarding them should be directed there.
Also, I will be updating the first post from now on with a link to our latest development update, such as the one Sturmhaubitze just made. The title of the thread will also change to indicate these updates, so keep an eye out for them. Thanks guys!![]()
Time for another update! Today we'll be talking about one of our new game modes, which is a first for Company of Heroes. How could we name the mod Fortress Europe and not have any Fortresses? Well, fear not, because we do!
Essentially, each player starts with a small amount of manpower that can be spent on Fortresses. Doctrine choices will affect which Fortresses are available to you, and each doctrine has a specialty.
The Fortresses are divided up into tiers, with each tier having a requirement to be researched. The Fortresses in the higher tiers will also be more expensive, with the addition of munitions and/or fuel to their cost.
Players can compete against each other for points, or play cooperatively to survive against a number of waves of AI-controlled units. There are a number of zones that these units spawn from, and players can either maze their Fortresses to slow them down or place them strategically.
Each kill will net you a small to moderate amount of manpower, and there will be survival benchmarks that give you munitions or fuel to spend on the Fortresses of the higher tiers.
In other games, this would be known as Tower Defense, a highly popular and successful game type. So, it's about time that Company of Heroes received the same treatment! It will also track your score and post it in a leaderboard setting online.
That's all we have for now, but stay tuned for our next update, where we will discuss the final wave, which consists of Nazi zombies!
Last edited by eliw00d; 1st Apr 10 at 5:52 AM.
Phew. I was actually worried for a moment there, until I saw the date, that is. :P
God damn it eliw00d you had me there you SOB! Haha nice one.
#232
Very clever..![]()
A Lannister always pays his debtOriginally Posted by Pouk
Haha! I'm sure you appreciate that, Bowkers, after our TD discussion a few weeks ago.
But yes, April Fools' day! I hope everyone enjoyed that. However, there was one bit of truth to the above: we will have a new game mode that fits our mod's features.![]()
So what do I do with the modified Mortar Bunker I made that has 2 FlaK36 gun emplacements on top and the internal mortar replaced by a Nebelwerfer?
Holy shit eliwood! my heart sank more and more as I read that last update, my chest literally hurt. then I laughed my face of when I finally got it.
Will a player be able to call-in any variety of units in the beginning of a game or will they be restricted to recon units?
There's no restriction on when you can deploy any unit, the only requirement is that it was purchased for your force before the game. Though depending upon what your force is made of, and what you expect to accomplish, deploying some specific roles first would be wise.Originally Posted by BigJake
Actually a game mode that does restrict unit deployment would not be a bad idea. Particularly in an attack/defend type of engagement.
Also vCOH early game could be mimicked by a game mode too. Could make for fun/interesting game play?
Unit deployment can be restricted by scenarios, which are planned for the future. Essentially, scenarios will be a set of rules and restrictions that players can decide on for extra realism or for community campaigns, such as historical operations or battles.
We had some ideas a while back on how to do this, possibly using the old (unused by our mod) commander/doctrine tree, but it isn't really a priority at the moment. Hopefully after we get a stable build released to the public, we can start working on extra features.
With that said, life gets in the way sometimes, and work was slow during April. However, we're getting back into the groove of things and hopefully we can get this mod closer to an alpha or beta release.
We've been given permission to make use of the recently released M20 and M4A3E2 "Jumbo", so those - along with other custom models - will be part of our first release. A big thanks to Loran, tankdestroyer, geo and the rest of the N44 team for their hard work.
And finally, we'd like to welcome Mirage Knight to the team. He will continue work on his personal mod, Battleground Europe, while also helping us. Our goals for a mod were very similar, so we only thought it logical.
So, our team at the moment is made up of: myself, Sturmhaubitze, Escforreality and Mirage Knight.
Last edited by eliw00d; 1st May 10 at 6:48 AM.
Glad to hear that (Mirage is continuing on his and this mod)And finally, we'd like to welcome Mirage Knight to the team. He will continue work on his personal mod, Battleground Europe, while also helping us. Our goals for a mod were very similar, so we only thought it logical.
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R.I.P. Rad | R.I.P. Loran | R.I.P. MrScruff
![]()
Name a Unit, We Post it
As we steadily get closer to our goal of hitting Alpha, I thought I'd generate a little interest and activity in our thread here. We've got tons of internal write-ups on all the various historical units we have researched and put together, so why not share it?
Each forum poster can name a single ground unit for American, British, or German forces, and we will publish a complete write-up on that unit, complete with its structure, costs, upgrades, and so forth. Don't know the exact name for the unit but you do know what it was with equipped with? (ie. a particular vehicle or field gun). Mention it anyways and we'll know what you're talking about.
And here's an example:
Armored Rifle Platoon
As the backbone of the Armored Division, the infantry attack to open holes in the enemy's line for the tanks to push through, and hold the territory seized by the division. Each platoon is lavishly equipped with armoured transport, machine-guns, mortars, and bazookas, making it one of the most potent formations of its size. Whether attacking or defending, they have a tool for every job.
Platoon Headquarters / 1st Rifle Squad
2nd Rifle Squad
3rd Rifle Squad
Light Machine-gun Squad
M2 60mm Mortar Squad
Morale: Assured (3 out of 5)
Training: Competent (3 out of 5)
Required: Platoon Headquarters/1st Rifle Squad, 1 Rifle Squad, 1 Light Machine-gun Squad, and 1 M2 60mm Mortar Squad
Optional: Add 1 Rifle Squad
Platoon Headquarters/1st Rifle Squad = 145
Rifle Squad = 150
Light Machine-gun Squad = 205
M2 60mm Mortar Squad = 135
M3 Half-track (w/ M1919A4) = 40
M3 Half-track (w/ M2 HB) = 45
None.
All M3 Half-tracks have a dedicated driver.
Core unit in an Armored Rifle Company
Support unit for a Medium Tank Company (Armored Division)
Support unit for a Cavalry Recon Troop (Armored Division)
Last edited by Sturmhaubitze; 23rd May 10 at 1:28 PM.
Nice to see a sign of live![]()
And I am interested on an german infantry platoon on the eastern front (Stalingrad) - if you also have/make lists for them?
Because my Grandfather served there
How long will it take to get the alpha out?
Unfortunately Stalingrad is outside the scope of our mod, as that battle ended in January 31, 1943. Fortunately the structure of a Grenadier Platoon did not change much from early '43 until mid '44, the only difference being an additional Grenadier Squad and a Light Mortar team with a 5cm GrW36 in the older '41 to '43 organization. The following is the mid '44 Grenadier Platoon.
Grenadier-Zug
The troops of an Infantry Division, renamed to Grenadiers in mid '43, are the core of the Wehrmacht. Without them the gains made by the Panzers could not be held against counterattacks, and the stubborn enemy defenses that the Panzers cannot crack would have to be by-passed. Well-equipped and well-trained compared to their opponents, they are a solid force.
Zugtrupp (Platoon Headquarters)
1st Grenadier-Gruppe (Grenadier Squad)
2nd Grenadier-Gruppe (Grenadier Squad)
3rd Grenadier-Gruppe (Grenadier Squad)
Morale: Assured (3 out of 5)
Training: Advanced (4 out of 5)
Required: Zugtrupp and 2 Grenadier-Gruppe
Optional: Add 1 Grenadier-Gruppe
Zugtrupp = 40
Grenadier-Gruppe = 135
Any or all Grenadier-Gruppe can be upgraded with Panzerfaust 30 for 30 points each.
Any or all Grenadier-Gruppe can be upgraded with Panzerfaust 60 for 35 points each.
If taken in a Grenadierkompanie, up to one Grenadier-Zug may be entirely upgraded to a Grenadier-Pionier-Zug for 25 points per Grenadier-Gruppe.
None.
Core unit in a Grenadierkompanie.
Support unit for a Pionierkompanie.
Support unit for a StuG Batterie.
Nice idea - how about the composition of a German Panzergrenadier platoon in mid '44? (would be nice if you could also list the differences with an SS PzG platoon, but if it's too much work don't bother =).)
Since you didn't specify whether motorized or mechanized, I'll provide both.
There was no difference between Heer and Waffen-SS in terms of organization for this unit.
Panzergrenadier-Zug
The motorized infantry of Panzer and Panzergrenadier Divisions are the core of these units. Though intended to operate alongside the tanks, their unarmoured transports are vulnerable on the battlefield, so they mostly operate on foot once the battle has begun. Regardless their motorization gives them extra mobility when roads are present, and each platoon is equipped with a significant amount of automatic firepower.
Zugtrupp (Platoon Headquarters)
1st Panzergrenadier-Gruppe (Panzergrenadier Squad)
2nd Panzergrenadier-Gruppe (Panzergrenadier Squad)
3rd Panzergrenadier-Gruppe (Panzergrenadier Squad)
Morale: Assured (3 out of 5)
Training: Advanced (4 out of 5)
Waffen-SS
Morale: Daring (5 out of 5)
Training: Advanced (4 out of 5)
Required: Zugtrupp and 2 Panzergrenadier-Gruppe
Optional: Add 1 Panzergrenadier-Gruppe
Zugtrupp = 60
Panzergrenadier-Gruppe = 190
Opel Blitz = 15
Waffen-SS
Zugtrupp = 70
Panzergrenadier-Gruppe = 205
Opel Blitz = 15
Any or all Panzergrenadier-Gruppe can be upgraded with Panzerfaust 30 for 30 points each.
Any or all Panzergrenadier-Gruppe can be upgraded with Panzerfaust 60 for 35 points each.
Zugtrupp rides in the Opel Blitz of the 1st Panzergrenadier-Gruppe.
Core unit in a Panzergrenadierkompanie.
Support unit for a gepanzerte Panzergrenadierkompanie.
Support unit for a Panzerkompanie or schwere Panzerkompanie.
Support unit for a Panzerpionierkompanie or gepanzerte Panzerpionierkompanie.
Support unit for a Panzerspähkompanie.
gepanzerte Panzergrenadier-Zug
The mechanized infantry of Panzer and Panzergrenadier Divisions are the core of these units. Equipped with armoured half-tracks, these troops can drive right into the battlefield, protected from small arms fire and shrapnel. Their mechanization gives them exceptional mobility, even off-road, and each platoon is equipped with a significant amount of automatic firepower.
Zugtrupp (Platoon Headquarters)
1st gepanzerte Panzergrenadier-Gruppe (Armoured Panzergrenadier Squad)
2nd gepanzerte Panzergrenadier-Gruppe (Armoured Panzergrenadier Squad)
3rd gepanzerte Panzergrenadier-Gruppe (Armoured Panzergrenadier Squad)
Morale: Assured (3 out of 5)
Training: Advanced (4 out of 5)
Waffen-SS
Morale: Daring (5 out of 5)
Training: Advanced (4 out of 5)
Required: Zugtrupp and 2 gepanzerte Panzergrenadier-Gruppe
Optional: Add 1 gepanzerte Panzergrenadier-Gruppe
Zugtrupp = 50
gepanzerte Panzergrenadier-Gruppe = 160
Sd Kfz 251/1 = 40
Waffen-SS
Zugtrupp = 60
gepanzerte Panzergrenadier-Gruppe = 180
Sd Kfz 251/1 = 45
Any or all gepanzerte Panzergrenadier-Gruppe can be upgraded with Panzerfaust 30 for 30 points each.
Any or all gepanzerte Panzergrenadier-Gruppe can be upgraded with Panzerfaust 60 for 35 points each.
Replace the Sd Kfz 251/1 in the Zugtrupp with an Sd Kfz 251/10 for 15 points.
None.
Core unit in a gepanzerte Panzergrenadierkompanie.
Support unit for a Panzergrenadierkompanie.
Support unit for a Panzerkompanie or schwere Panzerkompanie.
Support unit for a Panzerpionierkompanie or gepanzerte Panzerpionierkompanie.
Support unit for a Panzerspähkompanie.
Thx for your infos.
When i played mirage knights mod, i was wondering, why at the P-grens every 4-men squad had a MG42. Now I see, it so in reality![]()
Thanks for the extensive info!
Regarding the MGs, I believe that the PzGs on Blitz mounts only deployed both MGs on foot, while the PzGs that operated in halftracks usually kept one as the armament of the HT and deployed the other one as regular infantry - I might be mistaken though, so Sturmhaubitze could probably provide us with more credible information about the matter.
They were assigned 3 MGs, 2 for the squad and 1 for the HT. Sturmhaubitze has it correctly.
Just finished reading through the thread and I am looking forward to this mod. I played the beta versions of Sturmhaubitzes original mod and enjoyed that and am looking forward to seeing this one actually get done.
On the subject of what unit I'd like to see, could you show us the British Guards Rifle platoon? Or if that's just a variant of the base rifle platoon show us the regular rifle platoon.
Thanks in advance.
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