Fine, forget I even showed it.
#1952
Eli, we all deeply apprieciate your work and skills around here, but you should be able to take critism in a more mature way.
I think that's as good as it's probably going to get. I don't think it's possible to edit infantry animations, which is what would be needed to make it work.
regarding the issue with light 1919a4 mg i think that eliw00d has very specific vision about the models accuracy and representation in game and i agree with his position on the issue because its a matter of his artistic integrety and believe he should go with the design that fits his vision. Personally i liked the model and i encourage your work because i recognize the effort that you have applied to provide us with these great contributions.
@Celestial
There is a difference between giving constructive criticism and being overly picky. It is not my fault that Relic stripped the M1919A4 of its animations and left it in a complete mess. Instead of mixing it with an incorrect tripod, I decided to try and make it work using the original model, knowing full well that the best I would be able to do is have it sit on the ground in front of the gunner. Could it be done better? Probably. But, I'm not about to waste more of my weekend on something I thought people would be excited about, only to be told I am doing it wrong.
@ Brandemburger . First off i dont know a uvmapper anywhere who messes about skinning his own uvmap just because people are incapable of being able to put it into max and read it. If id wanted to waste another 15 hours skinning it id have skinned the model myself and sent it for setup & animation
2nd if youd ever uvmapped youd know that the only way to get the barrel so you can camo it correctly is to fully unwrap it , if id wanted it smaller with a repeat pattern id have made it a top to bottom map and settled for it looking rubbish the first attempt someone made at sticking a camo on it.
3rd the hull is in proportion to the rest of the lower hull and front plus rear. The parts that require more detail such as hatches and prominant scopes and gear are of a greater size to allow it. You have obviously never uvwrapped a model or you would not be making comments like this.
4th Ive spent over a year tippy toeing around and doing basic textures for people because they do not want to learn how to skin off a uvmap. Im quite honestly sick of wasting my time doing it.Because, A i suck at skinning and B, i suck at making NRMs. Because i sucked at both i took the time out to learn about alpha channels lighting and shaders. I did it so i wouldent have to make silly post asking people to do things for me.
5th there is a vast differance between skinning a model and recolouring it. If you want to recolour it, wait untill inukshuk has skinned it. thats what most other people do. A skin is somthing made off a uvmap., the skinner spends a lot of time adding colour and texture to the skin while using psp and max checking one against the other as he goes along. Where as a recolour is when someone takes a skin adds negative light to it, then airbrushes his camo and dirt onto it, HOPING he has got it in the right place, and HOPING that the uvmap & mesh have not slipped when they were origionally exported.
6th That uvmap would be totally useless to you unless you were going to skin the model anyway. Because the second the model is compiled your Recolour/recoloured nrm spc and gls would be completly upside down. And althought you could flip them you would have to remake all your alpha channels and lighting plus dropshadows on your nrm, because they do not flip when you flip the base texture.
7th I will not alter the uvmap, unless inukshuk tells me he has found an error on it or wants somthing changed, it will stay as it is. I already spend far too much time doing this considering its supposed to be a hobby, and ill quote Eliw00d here, "Im not willing to waste anymore of my weekend on it" .
there are some really cool camo patterns the Germans invented, they were huge on camo patterns. yet having their paint factories bombed to a pile of rubbish they used, towards the end of the war, mostly "gelb" as the only available "farbe". i think i will skin the JP a basic gelb, and also the StuG. any camo can be added on that later by whomever feel s like doing it.
just to be clear though, it is a very difficult task indeed to make something unicolor/one color because camo and extreme weathering and stuff hides imperfections whereas the basic gelb on a vehicle doesnt. but it also helps DMz and me to find those imperfections I might come across.
many camo patterns were added (according to my research) on that yellow I am talking about anyway. so feel free to do that. I stick to the gelb with whitewash, rust leaks, weathering, chipped and warn edges etc, unless instructed otherwise by my bosses (DMz/Eli), lol.
Last edited by inukshuk; 27th Feb 11 at 2:24 AM.
DMz@Ouchie...
I have equal respect for the people who skin/UV map/model/animate. At the end of the day if someone is happy with the result of their work, that's what matters most as its a hobby.
...and I'll stick to 're-colouring'...each to their own
R.I.P MrScruff-A very talented and valued friend who is sorely missed
A majority of the list is only planned (not finished), but when we get to them they will be released here for anyone in the community to use.
Great work ,many thanks . Its my favorite PC game.
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thats right ,Sandgelb was the Basecolor for the middle war Phase ,Brown and green where aplied as a paste from the units, later the complete camo were aplied in Factory, and from November 44 onwards Olivegreen were the base color but there were also big stocks of gelb in some Factorys . in the last month some Tanks were also painted onlywith red primer.
75mm HMC M8 released, see first page. Also added UI Graphics by Xalibur for the Autocar 75mm (SP) and Stuart VI Recce.
Last edited by eliw00d; 27th Feb 11 at 8:07 AM.
Thankscolour came out a lot better then i thought it would, im not much at skinning or recolouring
im surprise it looked okay
. Thank you Xalibur for the UI graphics, they are nice.
@ Widowmaker, you recolour a 100 times better then i skin lol . It wasnt a dig, it was just im fed up doing base textures to be recolouredit takes me forever cos im bad at it
.
Last edited by DMz; 27th Feb 11 at 9:42 AM. Reason: cant type
#1964
Looks pretty damn awesome, thanks for sharing!
love the m8, the only problem ive found with it is that the .50 cal kind of fires oddly, it fires sideways from the gun, kinda like the mg on the panther does
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?
Not the same thing, because the Panther's problem is that there is a bone conflict and the gunner never turns horizontally (unless you switch the order of the gunner in the ABP). The M2HB gunner is able to turn, but the weapon has a large firing cone, which can be changed in the weapon's tracking. I think it is 90 degrees both left and right, so the weapon can shoot at very weird angles. One thing to keep in mind is that I did not include a modified gunner, so the issue is on Relic's side of the house.
i dont think the fire cone is the problem, as it uses the same weapon as the sherman m2HB. i mean the mg will do crazy things like fire rounds 180 degrees out of the barrel at infantry behind the gunner. ill keep experimenting with it
Well, I'm not sure what that could be, as all I did was add the bone for a gunner - nothing more, nothing less. It might be something to do with the origin points in the hardpoint's weapon?
Nice job on the Scott release
As for the weapon, I haven't had a chance to take a look at it, but I would make an educated guess that in would be the origin and direction in the weapon which for upgrades is usually set in a slot item (in weapon at the bottom), not in combat_ext. If I am not mistaken, it uses the upgrade from the sherman. I further assume that is set to face forward, whereas the Scott is to the rear.
The first thing I would try is creating a new upgrade (copy of the sherman upgrade) named for the Scott pointing to a new slot item (also named for the Scott). Then copy the slot item from the sherman 50 cal upgrade and name it your new slot item. Then in the new slot item look at the weapon at the bottom (I think you can leave the weapon itself the same) and take a look at the heading/origin. Whichever is first (again not at home and have not looked at it - I think it's heading), set to equal that of the rear gunner for the German rear gunner for the HT. The origin may be a bit more of an issue (I think origin is 2nd) as that is set with x, y, and z coordinates so you would need to take into account the not just the rear origin and how far back, but also the correct height and which is obviously higher for the Scott than the HT. Just changing the heading may and should be enough to make it reasonably correct
This is what I did for the rear guns on the M3A1 Scout Car and M2 Halftrack (used the exact heading and origin from the German HT for those).
RIP Loran Korn - a dear friend and as amazing a person as he was talented
RIP MrScruff - you were a true friend and a true talent
Normandy 44 : European Theater - Project Leader
N44 ModDB Site
N44 : ET Website - N44 XFire Community - N44 Guide
CoH Mods - Waffen Mod
Eastern Front - AI Coder/Asst Coder
These only come packaged enough so that you can spawn it in game, beyond that it is up to you, the modder, to make it fit your needs.
Oh - I know that. I was just making a suggestion to robotnik and anyone else that may want to try it
No doubt about the fact I am all for letting the modder figure out specifics for their mod
I will take a look at it tomorrow night and if you would like let people know here what I came up with. Or I could just shut up and let them figure it out - you're thread and your model![]()
#1973
Hey eli, is there a way that I can change the markers on the M3 Halftrack? So that they face the left and right side of the Halftrack instead staring at each other?
#1975
Yes I do. Could you tell me what to do or PM it?
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This is about the best i can do with this. It will give people an idea of what to skin ect ill make wreck and nrm ect in a few mins, will take couple of hours. I have the mobilwagon finished aswell but i need to discuss some issues i have with it before i commit it to being final.
#1977
That looks awesome!
keep on! DMz!![]()
http://hq-coh.com/forum/index.php/topic,20769.0.html
(if anybody interested to create a late Tiger I model try this:
http://www.cohmods.com/tiger-i-late-t167.html)
#1979
Eli, small request when you start animating the Möbelwagen, could you add the white lockdown ring to it aswell?
#1981
Yes, the white ring is a state that has to be added to the model. Making a vehicle lockdown and giving it certain modifiers is attrib stuff of course, but the ring is a visual state that to be turned on and off.
i thought its just a animation that will be added through the ability
It's done through an animator_set_state, rather than a ui_decorator, but didn't realize that only some models had it.
#1984
Yea only the vCoH models from the Panzer Elite that can lockdown have this state. However my StuG IV also has it.
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This took a lot longer then id allowed, i hadnt expected to make it so it could have 2 positions, ie AA fire on the move and AA & AP\Anti Vehical fire on the move, so i had to redo the side + panals and add bits so they could work partially and fully lowered. Hence im late delivering. Plus i still dont have a wreck. The gun and the tank are custom textures, youll have to use whats supplied, sorry but it was too complex to get onto a origional texture without altering the texture. Hopefully someone will recolour or reskin it, ill make sure uv maps are supplied when its released.
Last edited by DMz; 1st Mar 11 at 1:47 AM.
Looks great, DMz. The extra work put into making the two positions is greatly appreciated!
I am in love !
looks great =)
就是喜欢英雄连!
i like the skin (even its a temporary one)
and it look like it has the Detailed exhaust
#1991
Looks amazing DMz! So will is have the a Panzer Grey skin or more greenish?
Nice Moebelwagen! Kinda looks like it carries gravel or dirt... but that's the Germans' fault... But nice all the same! Can't wait to see this ingame.
lol waht?
"it caries Dirt" thats a Tank and not a Goddamn Ferrari XD
i like it if it looks dirty cause it looks better than a shiny one who looks like a unexperienced one
#1994
He means that it looks like dumptruck, in which I can't agree more with.
Great job there with the model DMz! Question for you though, what's the size of the gun crew going to be - three?
Celéstial: Looks more like a furniture van to me
As far as colour is concern, dunkel gelb (dark yellow) would be more historically accurate.
Last edited by Mirage Knight; 1st Mar 11 at 10:34 AM.
#1998
Ive got tho make the engine and 2 sets of bogies now. and why cant you have grey or brown, much more common. But if thats what you want i suppose i can.
http://i239.photobucket.com/albums/f...dubeef/bah.jpg
Personally the brown ones are much closer to the correct scale :/
#2000
I love your humor DMz, However Panzer Grey would be awesome for the Möbelwagen.
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