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Defunct Community Model Project

  1. Modding Senior Member Company of Heroes Senior Member  #851
    Celéstial by heart Celution's Avatar
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    It looks great Xali good work.

    What is the difference between the Pz IV H and Panther A?

  2. #852
    Member eliw00d's Avatar
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    The Panzer IV in COH is actually the Ausf. J model, and it needs mesh skirts instead of metal ones. As I don't skin, I'm not sure how I'll approach that.



    The Ausf. H has some minor differences, such as the exhaust, but enough to differentiate the two. Also, for modders, the Ausf. J turret was manually cranked. I've also modified the pintle mount to only show up if a gunner is present.
    Last edited by eliw00d; 22nd Oct 10 at 4:58 PM.

  3. #853
    Member MajorWAA's Avatar
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    GnigruH and georider already have Panzer 4 skins with the mesh Thoma shields. Have a look at their threads.

  4. #854
    Member eliw00d's Avatar
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    I know, but I don't have permission to use them yet.

  5. #855
    @eliwood

    I wanted to inquire about the progress on the front/rear mg gunners for the sdkfz 250 series that you were working on, has there been any progress getting the issue with those units corrected? Also i have been looking at historic picture refferences of the sdkfz 250/3 and i was curious if it were possible to add either the front/rear mg or passengers to that model as well using your german halftrack pack or would that require editing in the oe.

  6. #856
    Member eliw00d's Avatar
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    What issues?

  7. #857
    @Eliwood

    I should clarify myself you were working on getting the rear mg working on the sdkfz 250/1, 250/7, and 250/10 and i was curious about whether you were sucessful in getting that accomplished.

  8. #858
    Member eliw00d's Avatar
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    That's been done for ages, check the first post.

  9. #859
    @Eliwood,

    Thank you, i was not aware that those changes were completed sorry. Also will the sdkfz 250/3 be able to show passengers riding inside it and be able have mg gunners visible using your modified vehicle pack.

  10. #860
    Member eliw00d's Avatar
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    Yes.

  11. #861
    Thats great news its excellent to know that youve made all these great new changes because they were very necessary but never implemented.

  12. #862
    Member Jagdpanther's Avatar
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    About the Thoma shields for the Panzer IV, I think, those are "simply" partially alpha'd out via a mesh mask.

  13. Modding Senior Member Company of Heroes Senior Member  #863
    Celéstial by heart Celution's Avatar
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    Yes, as long as you edit all the textures files (dif, nrm, spc), and not only the dif it will look good even when you zoom out.

  14. #864
    About the Thoma shields for the Panzer IV, I think, those are "simply" partially alpha'd out via a mesh mask.
    Exactly the thoma was made using the alpha, as for the differences the Ausf J had manual turret turn and the old Ausf H and G had electrical ,that was the basic differences ,from an viewing point all the 3 models was the same ,used same armament ,same guns. Also some Ausf H was modification from old Ausf D and F1 models and those have the side hatches for personel armaments like pistols and MP for defense against infantry.
    In Normandy they used Ausf H and Ausf G in big numbers and only 6 Ausf F1 with the sort gun the 37W (vanilla pe model) and only by 21st Heer Armor Division ( I read that recently )

  15. #865
    Member eliw00d's Avatar
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    Precisely why I am making a proper Ausf. H, after all.



    Panzer IV Ausf. J on the left, Ausf. H on the right. As you can see, the exhaust was changed on the Ausf. J, as well as switching from metal to mesh skirts. Since the vCOH one is the Ausf. J, I wanted to introduce a proper Ausf. H model to be used. The Ausf. J model was inferior in so many ways. I have also gotten rid of the army_state, and introduced a panzer_variation state that toggles the features of both versions as well as their skins.

    As for general changes:

    - both gunners and commanders toggle the hatch
    - AAMG pintle is toggled when turret_mg42_state is NOT invisible
    - appropriate skins by Georider
    Last edited by eliw00d; 23rd Oct 10 at 8:46 AM.

  16. #866
    Member Jagdpanther's Avatar
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    Cool man. I like states.

  17. #867
    Member eliw00d's Avatar
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    Me, too. That is how I started.

    I updated the first post with pictures of both variants, and updated the post above with what I changed in the .rgo. I should have them ready some time today.

  18. #868
    Member Frehelias's Avatar
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    Impressive work on the PanzerIV. The exhaust is looking good.

  19. #869
    Member eliw00d's Avatar
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    It's just the exhaust used on the Sturmpanzer IV, so it's all DMz's work. Most Sturmpanzer IV's were built on Panzer IV Ausf. H chassis.

  20. #870
    Member Aidas2's Avatar
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    Good.

  21. #871
    Member eliw00d's Avatar
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    Panzer pack has been released. Includes modified turret_gunner, updated turret MG34 and several other fixes.

  22. #872
    @Eliwood

    great job on the panzer iv it is going to be really fun to play fortress europe especially with so much diversity in the units. I wanted to inquire about the issue with the army states becaused im confused as to how that could be related to putting different skins on the german halftrack models from what i gather others have commented that it wont be possible to use multiple skins because the army state overrides the skin chosen with the army state skin preventing different skin variations from being implemented, is this true? and if so has this problem be corrected in the latest release of the vehicle packs.

  23. #873
    Member eliw00d's Avatar
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    Uploaded a new version of the Tiger Ausf. B (Porsche) which includes a new AAMG pintle that moves with the gunner.

  24. Company of Heroes Senior Member  #874
    Moderator Lethal Dosage's Avatar
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    Noticed a Bug with the American halftracks, the 'bonus' M1917 and M1919 machineguns don't have the bracket for the MG. Switching to either of those MGs from the default has the gun displaying fine, but the bracket holding the gun is missing. It works ok for the M2 .50cal though.

    Also some other things that you should be aware of,
    1. The M2a1 .abp file doesn't have the M49 ring mount's model listed. The machineguns are listed, but not the model for the ring and the 'box' around the ring.
    2. When switching the M2a1 or M3a1 halftracks' canopy_state to off, seats appear in the back but are unskinned. This may be my fault as i deleted the Halftrack variants i didn't want (M4a1 81mm MMC, M2, M3), and thus had to adjust the .rgm's for the M2a1 and M3a1 to point to new locations for skins. But while i adjusted all the .rgms for the M2a1 and M3a1 models, i made sure to adjust all the fields to the new locations.

    Nice work on the Panzer IV H & J, after a quick look at the files, i take it the muffler is a seperate model that gets toggled on and off? If that is the case, will the muffler model also fit on the StuG IV?

  25. #875
    Member eliw00d's Avatar
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    Ah, it's only for the A1 models because I had left the "is m2hb" condition on. I'll fix that and release a new version.

    1. Because it's part of the model, or did you not look at it in game?
    2. You sure have weird taste. I think it's because the seats shared textures with the M5 Half-track, I'll combine them into one download to make it easier.

    Yes, I could do that.

    ----------

    K, uploaded the fixed Half-track pack.

  26. Company of Heroes Senior Member  #876
    Moderator Lethal Dosage's Avatar
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    In the back of my mind.
    1. I looked at the M2a1 in Worldbuilder, and it didn't have the gun ring or box, it looked identical to the M2.
    2. What can i say, i already use the M21 and M3a1, and i don't see the use of a reward firing mortar Halftrack. I did some more checking just now with the skins and models back to default, and it seems the seats are part of the M3_passengers model. I added the M3_passengers model to the M2a1, and in WB the exact same seats show up unskinned as on the M3a1, only they don't fit the M2a1.

    3. Is there any chance of the M2, M2a1, M5 and M5a1 Halftracks also getting visible passengers?

  27. #877
    Member eliw00d's Avatar
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    1. Turn canopy_state to off, although it should be off by default. Trust me, it's there.
    2. The M21 should be a reward, as it was the rare one. But, I suppose vCOH mods will have a hard time fitting everything in. We don't have that problem with FE, hence the reason I am making all these variants.
    3. Eventually. I am trying to figure out a way to have both seated and firing passengers. I will write a tutorial for both eventually, as it is probably the easiest thing anyone could do with 3DS Max.

  28. #878
    Member eliw00d's Avatar
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    Also, I've fixed the firing rate of the FlaK38 based weapons to 450 rpm and plan on fixing the Relic based KwK38 based weapons to the same. The FlaK38 had a 20-round magazine and was fired in fairly long bursts, around ten shots. In comparison, the KwK38 only had a 10-round magazine. For any skeptics:

    http://www.youtube.com/watch?v=9BpGYrb-lic
    Last edited by eliw00d; 24th Oct 10 at 11:40 AM.

  29. #879
    Member Mirage Knight's Avatar
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    5 round mag? Huh - I was under the impression that the KwK 38 used the same 20 round magazine as the Flak 38.

  30. #880
    Member eliw00d's Avatar
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    Actually, my mistake, 10-round magazines.

  31. #881
    I have to admit that your work with adding passengers to different vehicles in the game would be quite an impressive achivement because it would be quite epic to see small vehicles like schwimmwaggens, kettenkrads, or jeeps and the like loaded with seated or firing passengers.
    Last edited by hnunez; 25th Oct 10 at 7:27 AM.

  32. #882
    Member Aidas2's Avatar
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    I can't find the dl to the M36B1, can someone add its link here?

  33. #883
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    I gotta admit I am having problems with the panzer_variation state. I added it as an ungrade state panzer_variation and ausf_h but I cant get it show up. I used the new panzer_iv files also and the abp as it was. Made a new panzer IV vehicle in the ebps to test it but nothing happened. Anyone has any luck so far?
    Its an independent model on its own. I am wondering if it can be used for every panzer iv chassis (ostwind, wirblewind, brummbaer, stug, stuff like those)?

  34. #884
    Member Jagdpanther's Avatar
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    @Eli The setup of the Panzer IV (panzer_iv_h.rgm - Exhaust_Healthy/Wreck) points to the stup_iv. Should this be so or is this a typo? If not, I think it's better to integrate it, so it's stand alone. The occlusion_tex there is set to "\ww2\datasrc\engine\texture_white" - that's not nice.

    Edit: And as @inukshuk stated the panzer_variation state wont work. It's only the the j state.
    Last edited by Jagdpanther; 25th Oct 10 at 9:38 AM.

  35. #885
    Member eliw00d's Avatar
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    The texture is shared and I am repackaging all Panzer IV based vehicles into one package, so it will remain that way. Also, I am working on adding the Ausf. H variant into them all as well. However, I am also implementing some other things as well.

    As for the M36B1, I took it down because it was, quite frankly, crap. It was before I knew a lot of what I do now, so I will be revisiting it soon.

    As for the issues with the panzer_variation state, if set to ausf_h, does the J exhaust still show up? Or what happens? Try removing the army_state altogether and see if that helps.

    ----------

    Also, are there any modelers capable of UV mapping that would be willing to help out with some side projects?
    Last edited by eliw00d; 27th Oct 10 at 4:04 AM.

  36. #886
    Member Jagdpanther's Avatar
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    As for the issues with the panzer_variation state, if set to ausf_h, does the J exhaust still show up? Or what happens? Try removing the army_state altogether and see if that helps.
    At least in wb both states using the same skin and model (exhaust). The army state I have removed for testing, no difference. Both using the Thoma shields and new type exhaust. I'll try it now ingame, to see if there are any differences.

    Edit1: No, same result.
    Edit2: Even if I switch the default in the rgo to ausf_h, I get the same result, only the Ausf.J will be used.
    Last edited by Jagdpanther; 25th Oct 10 at 11:55 AM.

  37. #887
    Member eliw00d's Avatar
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    I don't know what to say, it works on my end. I checked the archive, and all the files are the same as what I have. *shrugs*

    Are you guys keeping it in "data\art\models\races\german" or moving it?

    ----------

    I'm a stickler for details, and while I was doing some tuning on KwK38 based vehicles I decided to give them an MG34... among other things.



    The Sd.Kfz. 222 will be getting the same treatment.

  38. #888
    Member Jagdpanther's Avatar
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    Before I change anything, I use every time only your original. If that was not so, I will get a pink tank, but not a working one with a locked (not switchable) skin. But what is also curious for me, is in the archive it seems to be the original panzer IV model. All skin paths in their rgm are pointing to the standard axis files. I have found no references to any of the ausf_j textures. Is this normal?

  39. #889
    Member eliw00d's Avatar
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    Yes, that is normal. The skins on the model make no difference because the panzer_variation changes the skin immediately. It's the same with the Relic one, actually. If you give the .rgm any other skins, it will not matter because the army_state changes it.

    I would suggest trying an upgrade_action of "panzer_variation" to "ausf_h" in the action_apply_ext of your EBP. There is no need to use "ausf_j" because that is default. Check your SBP to make sure you have it loading a separate entity. That is the best I can do to help, because it works for me and I uploaded exactly what I have.

  40. #890
    Member Jagdpanther's Avatar
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    OK, my fault!

    A small typo with a large effective. For both action I had used the same state. And I have it overlooked every time I check it.
    Sorry for that, now it runs correct.

  41. #891
    Member eliw00d's Avatar
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    Ah!!! What a relief, I was going over everything meticulously to see what I had done wrong. I am glad to see that it works for you now.

    I have some surprises in store for this week...

    Also, it is getting hard to track all the issues and requests, so I kindly ask those of you with them to post in our forums instead:

    http://forum.medpackstudios.com/viewforum.php?f=32

    This way I will have a way of tracking them better. Use the Bug Reports forum to submit an issue with a release and the Technical Support forum for any issues setting something up.

  42. #892
    @Eliwood

    Outstanding work with the armored car, these changes are going to be fantastic additions to the game that are going to make Fortress Europe quite a gaming experience. Your meticulous attention to detail is outstanding and adds exceptional touches that really add authenticity to the vehicles. These subtle but important difference really make a significant impact and are fantastic touches that im sure all players of Company of Heroes will appreciate.

  43. #893
    Can anyone who uses the su57/t48 models help me with the projectile speeds, i cant seem to match it to the guns firing animation. thanks.
    i love the flak blitz by the way. rock on!

  44. #894
    Member Aidas2's Avatar
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    Want to ask if were the Mg34 on lafete issues fixed? Someone said that it is bugged in buildings.

  45. #895
    Member eliw00d's Avatar
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    Fixed some time ago.

  46. #896
    Member Aidas2's Avatar
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    Its the proper dl in the first page? Also one question, the flak 36 shield states, can I do them like this: Copy the medic action_apply_ext from ebps to the flak ebps and use the state?
    Last edited by Aidas2; 26th Oct 10 at 10:11 AM.

  47. #897
    Member eliw00d's Avatar
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    Yes, it is on there as v2.

    I'm not sure what your question is; what does the medic have to do with the FlaK...?

  48. #898
    Member Dartborne's Avatar
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    I have 2 problems with the M3A1 halftrack:

    -one of the men appears outside the vehicle, as if it were another slot.

    Man kicked from halftrack


    -Using the MG state (m1919a4, M2HB or 1917) when the infantry leaves the vehicle weapon disappears from the ring. How can I fix this?

    Missing mg


  49. #899
    Member eliw00d's Avatar
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    The first issue is because you have an infantry squad with type "large", I believe. There is a combat slot behind the vehicle for towing purposes, but it should only be used for large. Unless my set up is different from yours... anyone else have this issue?

    I'll take a look at my end and see if the MG is a problem that needs fixing.

    Also, are you using the M2HB as a base for those weapons? That is key.

  50. Company of Heroes Senior Member  #900
    Moderator Lethal Dosage's Avatar
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    In the back of my mind.
    I'm not sure about the pintle disappearing (as my setup has the gun on permanantly), but i too noticed the infantry-man in the Towed slot. I've tried it with a number of infantry, including Sappers and Tommies, and it's the same. I also noticed that the M1917 and M1919a4 MGs float a short distance above the gun ring's bracket, instead of sitting in the bracket.

    Edit:
    The texture is shared and I am repackaging all Panzer IB based vehicles into one package, so it will remain that way.
    Is that a typo, or do you really have a Panzer Ib in the works? Please tell me it's not a typo!

    BTW, a friendly reminder, could you remove the army state from the Sdkfz 251 Halftrack and release an update at some point, please?
    Last edited by Lethal Dosage; 26th Oct 10 at 6:43 PM.

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