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Defunct Community Model Project

  1. #651
    Member Jagdpanther's Avatar
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    @Eli I have found wrong settings in the "mg34_pintle_rear.rgm". The pathes there are "\program files (x86)\thq\company of heroes\fortresseurope_dev\data\art\models\races\german\weapons\mg34\textures\mg34_dif", what not will fit for some of us.

    I know, you have said it's not ready yet, but for me it's now working.

  2. #652
    Member SlipSon's Avatar
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    why the liks from post#1 dont work all got 404 error

  3. #653
    Member Jagdpanther's Avatar
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    why the liks from post#1 dont work all got 404 error
    This is the message I get. So try it later again.
    Hmm, files.medpackstudios.com isn't loading right now.

    The computers that run files.medpackstudios.com are having some trouble. Usually this is just a temporary problem, so you might want to try again in a few minutes.

  4. #654
    Member Aidas2's Avatar
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    Dmz, did you do anything on the Crusader? If yes then send me the model I have some plans for it.

  5. #655
    2 things:

    1) bump @eli, can you upload that 50.cal carrier pwease :3

    2) bump @eli, could you post up the UV's for the sherman skirts? darkblade said how todo it:

    @Khorney
    How can I get you a .dds of the UV map? I will, but I just don't know how.
    open model in 3D max, apply UVW mapping modifier and then press 'Edit' and then in the new window: file --> Render UVW map
    Deselect mark overlap, and select the pixel size

    thanks

  6. #656
    The problem with Eli's host is that the DNS server for it can be done for hours at a time. The problem happens most often in the morning and/or early afternoon (Eastern time zone), and can last for several hours or more. But it will come back up, eventually.

  7. #657
    Member eliw00d's Avatar
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    Actually, I had to switch nameservers due to a recent server migration my web host went through. Although I've never had issues at any time of day for the DNS, it should hopefully be fixed after everything has migrated. I've been told it's a much better and more powerful server. However, until all of this has been resolved, none of the links will work. Therefore, I will be taking a break in the meantime and working on some other things.

    ---------- Post added at 11:13 AM ---------- Previous post was at 11:07 AM ----------

    @Jagdpanther
    Which MG34 file has that pathing? That may have been a copy/paste error.

  8. #658
    Member Jagdpanther's Avatar
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    It's only the rear_mg "mg34_pintle_rear.rgm" from both packages (german_halftracks and 251_08).

  9. #659
    Actually, I had to switch nameservers due to a recent server migration my web host went through. Although I've never had issues at any time of day for the DNS, it should hopefully be fixed after everything has migrated. I've been told it's a much better and more powerful server. However, until all of this has been resolved, none of the links will work. Therefore, I will be taking a break in the meantime and working on some other things.
    I guess the DNS issues are just on my end then?

  10. #660
    Member Xalibur's Avatar
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    251/9

    Hi Eli,
    any progress in "German Stummels v2"? I also have the problem that the 251/9 refuses to take any new skin I setup in the *.rgd files. Problem is that if you already use a custom skin it will not fit combined with the field grey parts. Also the front MG shield always shows up. Perhaps I`m making something wrong or does anybody else run into these issues?
    Attached Images

  11. #661
    Member eliw00d's Avatar
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    Alright, my website is back up and running (finally).

    @Khorney, Slayerknecht and any other interested parties
    Here is the link to the UV maps for the M4A3 and M5A1 skirt models Aidas2 made: http://files.medpackstudios.com/FE/mudguards.rar

    They are in .bmp format, so if another format is needed please let me know. I believe you can convert to .dds or whatever on your side, though.

    @Xalibur
    Did you turn off the visibility for the front MG? Also, the field gray parts are an entirely new model and would require a new skin.

  12. #662
    Member Xalibur's Avatar
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    my fault; I`ve missed to set the following states:

    do_action_state_name invisible
    state_machine_name pintle_mg42_state

    do_action_state_name off
    state_machine_name pintle_mg42_visibility

    But concering my skin problem: I`ve extracted the vanilla field grey skin (normaly I do not use this skin) for the 251 halftrack and placed them into your new folder for the 251/9 (the textures folder). I`ve changed the texture links in \sdkfz251_9\sdkfz251.rgm but the model refuses to show these textures, regardless of which army state I use...

  13. #663
    Member eliw00d's Avatar
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    @Xalibur
    I believe I know what is causing the problem: the texture_swapper_ actions in the .rgo point to the default half-track texture locations, so for now you will have to use those for your army states. I will fix this soon and put some documentation behind it.

  14. #664
    Member Xalibur's Avatar
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    thx eli!

  15. Company of Heroes Senior Member  #665
    Moderator Lethal Dosage's Avatar
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    Eli, would it be possible to simply remove the Army state from the 251 halftracks? The state forces either the default Axis or PE skins, so all the uses people could have for your 251 model would be forced to use one of two skins. Your 251 is excellent as it can be used with existing 251 variants like the 251/2, 251/10, and 251/22, however it is unfortuante that we can't use a number of different skins. The Dev version of Cross of Iron for example has 9 Sdkfz 251 variants, and uses 7 different skins. Removing the Army state from your 251 models will not only allow many moders using them to use a greater variety of skins, but also allow us to use your 251 model for all the 251 variants, and allow us to clean up the confusing mess of models and skins that resulted from the release of Loran's 251/2, 251/10, and 251/22.

  16. #666
    Member eliw00d's Avatar
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    Yes.

  17. #667
    Member DMz's Avatar
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    Guys any occlusion issues\lighting\black or dark patches\boxy patterns showing through ect, just use a plain white ocl. Or a plain light grey ocl. i think i posted them somewhere in the thread before.

  18. Company of Heroes Senior Member  #668
    Moderator Lethal Dosage's Avatar
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    Thanks for the tip DMz, that might fix the odd shadow on the 251/9's gun shield, and strange boxes on the accessories, etc.

  19. #669
    Member Aidas2's Avatar
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    Eli, maybe you could use Lorans 30 cal and place it on the 1917 30cal? We would have a half proper 30 cal then for the mg teams. since the tripods don't work, if it's possible mg34 to.

  20. #670
    Member Jagdpanther's Avatar
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    @LD, I like those state switching even so much.

    Strange coincidence, I always use only the Gunner_Pintle instead of the other ones.

  21. #671
    Member eliw00d's Avatar
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    @Aidas2
    No, but I have an idea for that.

    @Lethal Dosage
    The shield already turns off when visibility is set to off, so I fail to see why it needs a fix. If you can make a separate thread for your fixes so that people don't get confused, I would appreciate it.

  22. Company of Heroes Senior Member  #672
    Moderator Lethal Dosage's Avatar
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    Edit: Ok, i think i've discovered why the guns weren't disappearing, it looks like i was using too many states (on average 8) for each entity. Many of which were unnecessary, as they were just forcing what was default anyway.

    2nd Edit: It's confirmed, using states that simply force what is default causes strange bugs with those states and others used on that unit. It seems to be a Relic bug too. So guys, if your having trouble with stuff appearing ingame when it shouldn't, try removing any states that aren't necessary.

    A.k.a. It's all good.
    Last edited by Lethal Dosage; 4th Oct 10 at 9:00 PM.

  23. #673
    Member eliw00d's Avatar
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    @Lethal Dosage
    First of all, you should not have a front pintle gunner on the 251/9, especially since that bone will no longer exist when I release the next update. Second of all, the shield has the exact same conditions as Relic's RGO, so posting fixes for something that is unrelated to my releases only serves to confuse. Also, you say it's an issue, then you say it's because you used too many states, then you say that you're referring specifically to my model when my model has nothing to do with it.

    Also, I think you fail to understand the concept behind the visibility states, and why I removed them. The visibility is a state, yes, but it is also controlled by behaviors and actions that are set by the weapon state. So, if the weapon, in this case the MG42, is present on a vehicle, you will have to set the weapon state to invisible for it to disappear. Otherwise, the ready state is constantly on due to the weapon being present. I got rid of it because there were some other issues involved and it made things easier to just use the weapon state directly. And you asked for it back, so visibility alone is not the answer. Visibility is best used when the weapon is NOT present, but the gunner model IS.

    As for the stowage, feel free to use OE to remove them.

    Edit:
    You mentioned it being a Relic issue, so I looked into the RGOs to see what might be causing your issues and I think I found it:

    - Relic set visibility to on by default, which causes issues when mixed with the Halftrack (which has them both set to off) - I fixed this
    - the rear gunner's visibility action was toggling the front gunner's visibility on/off (this would only be an issue if you were setting the weapon state to invisible) - Most likely my fault, but fixed anyways

    However, all other functionality is fine, so even with these issues I don't see why you're having so much trouble. It works fine for me.

    Here is a hot fix for it in the mean time:

    [Download]

    Notice that the hot fix only includes the gunners, as the Half-track is perfectly fine.

    Also, if we're using the visibility again... do we need the 2 second delay to hide the gun? I don't even know why that's there.
    Last edited by eliw00d; 4th Oct 10 at 2:13 PM.

  24. Company of Heroes Senior Member  #674
    Moderator Lethal Dosage's Avatar
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    the rear gunner's visibility action was toggling the front gunner's visibility on/off
    Ahh, that sounds like the problem. Great that you found it and were able to fix it!

    I added the front MG to 251/9's .abp because it seems that the shield is part of the halftrack model, but is toggled off with the pintle_mg42_visibility state of the MG. Without the front MG model linked in the .abp, the state doesn't work, and i believe it to be why there is the shield on the front of the 251/9, and trying to use the pintle_mg42_visibility state can't hide it. That's why i thought adding the Relic front MG in and setting using the pintle_mg42_visibility state to turn it off would fix it. It does as well, except for the bug you found where the rear MG makes the front visible as well. But now you've sorted that bug, it's not an issue anymore.

    Thanks for explaining things Eli, and thanks for putting up with me on this. You must have either lots of patience, or very little hair left! Sorry about making issues where there shouldn't be any.

  25. #675
    Member DMz's Avatar
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    LD its ok mate if you didnt ask someone who isnt very good in corsix would have asked instead :P then eli would have no hair left

  26. #676
    Member eliw00d's Avatar
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    @LD
    You don't need the gunner at all. Just set the visibility states to off on the 251/9 and it will work. That's how I have mine set up. The Half-track RGO by default has the same states that the gunners do.

    canopy_state: off
    pintle_mg42_visibility: off

  27. #677
    Member robotnik's Avatar
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    just wondering, any plans on new releases so far. im really looking forward to the quad 50 cal emplacement
    A jagdpanther has a litter of 33 hetzers. 17 hetzers are eaten by at guns. What percentage of hetzers were blown to bits by at guns?

  28. #678
    Member eliw00d's Avatar
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    We're taking a break at the moment.

  29. #679
    Member eliw00d's Avatar
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    Sd.Kfz. 250/8 released, as well as updated versions of the 234/3 and 251/9. Please download from first post. Let me know if there are any issues. I tested it fairly thoroughly, so it should work without a hitch... but let me know if there are any issues and I will fix them ASAP.

  30. #680
    Member Jagdpanther's Avatar
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    Thanks Eli and welcome back. It was a short break.

  31. #681
    Member eliw00d's Avatar
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    Thanks.

    I have been having some trouble with the Maxson M45D on M55 Trailer, so I went ahead and released it to get some outside opinions as I'm not really much of an RGD guru. There seems to be a conflict with the Flakvierling sync files, yet I have made no reference to them anywhere... any ideas? Otherwise, it works beautifully.

    Edit
    Bah, made some last minute changes to the Stummel pack, so if you downloaded v2 please download v3 ASAP! Thanks. Nothing terrible, just some texture issues.
    Last edited by eliw00d; 12th Oct 10 at 11:23 AM.

  32. #682
    Member Xalibur's Avatar
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    Hi Eli,
    short questions about the 251/9 V3:

    Which states must be used for the coaxial MG42 anim_table? The front gunner isn`t working yet as mentioned in the apb file, right?

    Greetings
    Xalibur

  33. #683
    Member eliw00d's Avatar
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    Ah, I thought I removed that part from the .abp...

    No matter; just use any coaxial MG42 weapon. There is no gunner at all for it, since it is coaxial to the main gun.

  34. #684
    Member Blackw00lf's Avatar
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    errr your Files for the maxin m55 quad trailer are in a confusing mess, i'm not sure where to put the ebs files since i don't have american race same for the art files

  35. #685
    Member eliw00d's Avatar
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    Just follow the instructions, and then link the EBP to your own SBP. There are tutorials in The Armoury that can help you mod.

  36. #686
    Member Blackw00lf's Avatar
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    i got it, just took me a bit of head sratching. but i seem to be getting Pink skin though

  37. #687
    Member eliw00d's Avatar
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    @Blackw00lf
    Because you didn't follow the directions. You MUST extract the data folder exactly as it is. You can rename the race folder for the EBP if you desire, although that shouldn't matter so long as you link it properly to an SBP. The pink skin means that the textures are missing, which means you probably renamed "american" to "allies" for the data\art folder. The instructions specifically state to extract the archive to your mod's folder as is. This is why I normally don't include EBP/SBP files, because it would only further confuse non-modders. However, I absolutely had to include at least the EBP with the Maxson because otherwise I would have to write a tutorial on what I did to it.

    @Everyone
    I noticed a slight error on my part with the Sd.Kfz. 234/3 and corrected this in a v4 release. Please be sure to download this new version, and sorry for any confusion. I forgot that the 234 already had a coaxial, so it would show both muzzle flashes when firing. Also, if you had weapons set up previously for any of the Stummels, be sure to change your projectile's marker to the new one. Thanks.

    Also, has anyone else been able to figure out what that hatch thingy that sometimes shows up on the 234 is? I can't figure it out... all my mesh selectors are correct, there are no conflicting ones as far as I can tell... I am completely baffled as to what it is or could be...
    Last edited by eliw00d; 12th Oct 10 at 2:14 PM.

  38. #688
    Member eliw00d's Avatar
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    Uploaded the Flakpanzer 38(t). I tested it for a bit and it seems to be working pretty well. Just keep in mind that I am not perfect, so there are bound to be issues as always, but at least this way it's somewhat of a community effort in that you guys can do all the testing while I work on more important things. Anyways, enjoy and as always thank DMz for his hard work getting these models to you.

    Also, the Maxson M55 was a test to see how I could handle a ground-based crewed-weapon, and now that I have animated the Flakpanzer 38(t), I should be able to get the FlaK38 done finally. Let me know how the Maxson works out and I can go from there.

  39. #689
    Member robotnik's Avatar
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    some feedback on the quad 50 cal.

    1. there is currently no crew for the weapon
    2. the weapon itself is off center (it does not apear in the center of the squad selection circle
    3. the wheels have a box like appearance

    im happy you released it though

  40. #690
    Member eliw00d's Avatar
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    I will double check, but I'm pretty sure you set it up wrong based on your feedback.

    Edit

    Looks fine to me, although it is a little off center it's not something I would worry about. Did you follow the instructions? Did you change anything? I know there is an issue where a capture team won't jump into the seat half the time, but that shouldn't affect the initial spawn.



    I skimmed over your post really quick and missed this:

    3. The skin does not have an alpha for the wheels. I was told to use a new one, but it didn't change anything. Still waiting on a fix for that. I mentioned this a page or two back...

  41. #691
    why are there weaponless soldiers guarding the wuad?
    "I can haz cheezburgerz?"
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    (='.'=) This is Bunny. Copy and paste Bunny into your
    (")_(") signature to help him gain world domination.

  42. Company of Heroes Senior Member  #692
    Moderator Lethal Dosage's Avatar
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    Wow Eli, looks like you've been busy! When you mentioned being on that break, i guess you jinxed yourself and suddenly got the urge to do something?

    Downloading now, i'll be back in a few days to winge and complain. I so hate losing when i get distracted by the eye candy.

  43. #693
    Member eliw00d's Avatar
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    @arbituh101
    Does it matter? That's only on my side.

    @LD
    I did all of this yesterday, so I didn't jinx myself. My break was over the past couple of weeks, ever since Civilization V came out...

    Today I will work on the FlaK38.

    Edit
    For all those having issues with crew for the Maxson M55, add the following to your "completemotiontree.abp" file:

    "..\\American\\Vehicles\\Maxson_M55\\Maxson_M55_Sync",

    I forgot to include this, but mine is cluttered with experiments so I won't upload it.
    Last edited by eliw00d; 13th Oct 10 at 7:35 AM.

  44. #694
    Member Ninja117's Avatar
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    nice work on the quad but what does the flakpanzer look like ingame?

  45. #695
    Member eliw00d's Avatar
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    Like a Flakpanzer.

  46. #696
    @Eliwood

    let me say im quite impressed with your work you guys are doing a great job, i admire your dedication and hard work i believe that all your persistance will yield a significant result that will make fortress europe one of the best mods for company of heroes so keep up the great work. P.S. Have you recieved any of my pm's i have sent you several already.

  47. #697
    Member eliw00d's Avatar
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    At long last, the FlaK38 is done. I learned from the Maxson M55 and this should work much better in comparison. For some reason, the crew always gets on the FlaK but only half the time on the Maxson. Strange, considering they are nearly identical in bone structure and sync files. Not sure what is the cause, and the FlaK may have just been cooperating better at a glance than the Maxson, but still might have the same issue. Regardless, this is a better addition to the game than the Maxson anyways. Read the instructions carefully, or it will not work. Check first post as always.

  48. #698
    i don't recall seeing the flak in the thread, are there any images of it?

  49. #699
    Member eliw00d's Avatar
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    I don't have time for images, it looks good.

    Edit
    New version of the Maxson M45D/M55 uploaded. This version centers the Maxson properly and removes a lot of borrowed elements from the Half-track (the engine sound was playing and what not) and created new death behaviours that are more appropriate for an emplacement. Still haven't fixed the 50/50 crew, as I don't understand what is causing it. My only clue is the following:

    Quote Originally Posted by Company of Heroes
    Was already stealing a skeleton when told to steal another [flakvierling_sync].
    Which doesn't make much sense, since AFAIK I am not referencing the "flakvierling_sync" anywhere, as I made a custom one called "maxson_m55_sync" and renamed everything to fit. Hmm...
    Last edited by eliw00d; 13th Oct 10 at 9:08 AM.

  50. #700
    Member eliw00d's Avatar
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    Working on re-releasing all the FlaK38 based vehicles in a FlaK Pack. lulz

    Sneak peek:



    Edit
    And it has been released as of now!
    Last edited by eliw00d; 13th Oct 10 at 11:25 AM.

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