Thx, they will definately be great for my mod![]()
if u need any tank call me
----- BLA BLA BLA BLA -----
Hi guys,
I currently finished a new Panther Ausf.G skin for Eli`s release:
The camo represents a panther from Pz.Rgt.27. 19Pz.Div
Now I will optimise 2 of my "older" skins for the Ausf. D and A.
BLITZKRIEG MOD -
FOUNDER & PROJECT LEADER
http://forum.blitzkrieg-mod.de/
http://forums.relicnews.com/showthread.php?t=209582
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very good skins there,any chances to see the body of the panther with the same camo scheme as the turet?
..and the Ausf.D work so far:
As this is the first produced version of the Panther I decided to simply modify relics field grey skin to fit the new Ausf. D model...
The final version will have a slightly tweaked Ausf. D cupola, as the viewports were originally a little too big and the cupola a little too high. But, that should not affect your skin work.
It looks like the same camouflage scheme to me. The only difference is that the turret has a lot of scratches from deflected impacts.Originally Posted by SlipSon
no, the turret camo is different:
The lower image was used as draft for the skin.
I'm really looking forward to the Panther package but did you also change the hull of the Ausführung G? Historically it had the hull layout Relic's Jagdpanther uses.
![]()
Unfortunately, no. The person who modeled the Panther parts lost interest and will no longer be modeling for COH, so what we have is what we have. But, honestly, the tapered side is the only thing *really* missing, as the hull goblins are all accurate for an Ausf. G model.
Okay it's no big deal as you can hide those areas behind the shields.
Here is a sneak peak of something I have been wanting to do for a long time:
Reverse the gun shield for the PaK 36! Also, I have made it separate so that it can be toggled on or off, as not all 250/10s had the shield. In addition, you can see the antenna for both the 250/3 (Neu) and 250/5 (Neu). I believe the 250/5 only had the Star Antenna while the 250/3 had both. Thanks to DMz and Beefy for helping me reverse it and add the antenna.![]()
CorrectI believe the 250/5 only had the Star Antenna while the 250/3 had both.![]()
Don't forget the scissors-type binocular spotting scope for the 250/5![]()
... I`ve also finished the Ausf.A (used one of my "older" skins)
Panther Ausf. A (late)
I will handle over the files to Eli for release when he`s finally done with the models.
Very nice, gonna do skins for the tiger pack to?
A ghost from the past, which i must say im pleased at the result of.
Command car.
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Inside
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Munitions Carrier.
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Inside.
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Main halftracks on relics texture, however to get the roof ect, needed a new map, hence the pains i took trying to get relics map to look decent and match the colours on the hatches, roof and little extras.
Eliw00d tells me im to go into a time warp and do what i was doing 5 years ago in unreal tournament and use blue and purple nrms, and this will solve our dark patches problems. Hence ill be supplying him my old style light blue nrms. So we will have to see if hes right about that one this model & and the mobilewagon. If he is ill be resaving a lot of old nrms using the blue option
. (Always said it was stupid using green nrms anyway, only game ive ever moded that does).
Sweet! An SdKfz 252 Ammunition Carrier![]()
The 252 was developed and put into production before the 250 and its variants - and served as an ammo resupply vehicle for StuG batteries - when StuG III's had the shorter 7.5cm StuK 37 cannon. They were frequently equipped with trailers to carry additional ammunition due to the limited space inside the vehicle. As the 252 had somewhat heavier armour than the 250 and designed with an armoured roof in mind, that weird sloped back was intended to help keep the vehicle's weight down when fully stocked with ammo. Even though production stopped in 1941 and was superceded by the 250/6, you could probably find a few surviving examples ferrying ammunition to the front late war - albiet with rearranged internal storage.
great looking 252 i m really happy for that it will come to life,and the grey texture fit perfect
also the open top hatch mean that there will be "commander" right ?
Woah, these rockWonder if any saw action in afrika, would love to include these.
@Aidas
They were definitely present during the Battle of France, operating in at least 4 Sturmartillerie batteries. Seeing as some 413 were built up until mid 1941 and there are photos of them operating on the Eastern Front (some winter shots no less), I'd say that if there were StuG battalions in North Africa then it might be possible. I'll dig through my books and see what I can find
Edit: What's interesting is that a few were converted in the field to serve as armoured observation vehicles with the same radio sets and observation gear as the Sd.Kfz. 253 - a vehicle also developed for use alongside StuG III's that looks outwardly very similar to the regular 250 except it has an armoured roof with a rotating circular split hatch in the front and a smaller rectangular hatch behind it.
Last edited by Mirage Knight; 12th Jul 11 at 3:45 PM.
Page 43 of Squadron\Signals publication Afrika Corps in Action (Weapons Number 4) shows a Sdkfz252 in Tunisia beside a PzkpfwIV.![]()
Nice, thx guys, will definately add it to the mod. I also wonder if Eli or Dmz could do anything about the flak pack as the shaders are all messed up and it's a shame that such nice models look so horrible ingame and no, the white.rgt doesn't work, I tried 3 of them from different places.
Last edited by Aidas2; 13th Jul 11 at 2:04 AM.
@Aidas2 - I will send Eliw00d all light blue nrms plus all my origional occlusion maps for everything upto now, however im relying on Eliw00d having backups of all these, plus Id rather see one of the new ones animated and finished before i go wasting time on somthing im not at all sure is the solution to the problem.
This is precisley the reason i wanted to avoid having to do textures aswell in the first place.
Dont get me wrong i enjoy doing model\uvmap\ocl\texture\nrm ect, but this is the only place i know where if your doing somthing wrong, no one says anything. In unreal or halflife mods, if i screwed up a model, or compile someone would post - eeeeew smoothing, or eeeeew the shaders screwed, or its shit sort the nrm its the wrong colour. And if i then bit, they or someone else would explain where id gone wrong. But here there are like 4 or 5 people who will say anything and maybe 2 who will actually explain what ive done wrong. Okay it could be the size of the comunity but i still need to be told if its messed up or not. I dont bite and on the rare occasions i get arsey i generally let it slide after a few posts anyway.
Please in future if i screw it up or its rubbish say so, i cannot fix it unless i know its wrong. I always assumed a lot of the earlier stuff was darker ingame due to a problem with my occlusin tool or the way i was making my nrms, but i was never 100% sure which it was.
Oh the only thing i will get annoyed about is scale lol, i cant make them exact because i have to go on relics origional infantry sizes plus if its a variant of a origional vehical, i cant have the new vehical running around being twice or half the size of the base vehical, it just looks silly ingame when the new models brought on,and the origional is also in the game next to it on the firing line. But that cant be solved until someone scales one german and one allied soldier down and reanimates them. (and we know that wont happen because all infantry weps, plus vehicals apart from half a dozen will then also have to be scaled).
Last edited by DMz; 13th Jul 11 at 5:35 AM.
...this is a preview of an alternative WIP Panther Ausf.G skin for Eliw00ds upcoming Panther release:
It will be released after Eliw00ds Package release within my skin thread...
@Eli: Is it possible for you to shorten the front skirks for the Ausf.G model based, as done via alpha channel in this picture? Perhaps as a state for all versions? If you look through historical WW2 pics most Panthers had the shortened front skirts.
I can't, I don't model. :/
However, the mudguards, skirts and hull will be looked at for v2 in the future. They are not a priority at the moment, we still have the StuG III to finish, after all.![]()
Last edited by eliw00d; 13th Jul 11 at 8:38 AM.
eliw00d you know how to fix the muzzle flash and tracer issue with loran korns m1917 doughboy rifle?
already got the textures fixed but dont know how to fix the muzzle flash.
thx in advance
It sounds like something is either wrong with your setup or with the RGO. You should be able to open it with the OE and take a look.
@eliw00d
eli your PM box is full. i'll reply you here due to Ferdi request.
i thought there is already one from MOW. but anyway i can't promise anything now, before my life becomes normal~~am very busy with relocating/life changes, i'll go on working when i am settled. plz also tell others whoever recently asks about my absence, thx.
could someone please explain me how i get the 20mm flak from the flak pak manned?
@nachocheese
Honestly, with the current release there is nothing you can do. However, with the recent release of RGM Importer 0.25, it is now possible to import animations. I am looking into ways to fix this, but I have a lot on my hands at the moment.
got it fiixed but anyway thx for the fast answer.
and for the rifle: is it possible to dissable muzzle flash via a file with corsix?
Ah, did you add a "crew_ext" to the FlaK, then?
Not with Corsix, you'll have to use the Object Editor. It is not my work, so I don't know much about it, tbh.
i changed the role list in the team weapon entry from quad gunner to flak 2cm gunner.
edit: for some reason the OE closes once i open a rgo file
Last edited by nachocheese; 13th Jul 11 at 5:04 PM.
Do you have the custom RGM file in the same directory as the RGO you intend to open? It sometimes closes if there is no RGM, as then its references are null.
now it worked
but what i see in OE is that the marker is at the right place. so it seems like the muzzle flash dóesnt use the marker.
edit: now it uses the marker but the muzzle flash doest rotate with the soldiers. so it depends on how the soldier is placed if it looks right or not.
edit2: now it works perfectly if someone wants the fix i can upload it.
Last edited by nachocheese; 14th Jul 11 at 7:06 AM.
Somthing to make Aidas happy, only a 30 minute job, one mesh just sits on the origional halftrack.
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will probebly take longer to make the texture for the mesh then it did to make it![]()
The SdKfz 252 and 253 will be included in the SdKfz 250 series package. Basically every single variant, Alte or Neu, will be included - with the exception of the 250/11, since we do not have the 2,8cm sPzB 41 modeled. You will be able to toggle between each variation easily and there will be multiple commander positions based on the selected variant. I am thinking about putting the "commander" for the 252 on the right hand side - is this acceptable? This should be a very complete package when it is finished, with lots of variants.
I also intend to include a similar texture swapper state for the 250 series so that each variant can have its own skin if desired.
Thanks to DMz and Beefy for all the work they have done recently!
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Finished including wrexk and occlusion
Last edited by DMz; 16th Jul 11 at 2:35 AM.
That looks awesome, you enver cease to amaze meMight find a spot for it.
Sounds great man. Do you plan some similar for the 251 series also?This should be a very complete package when it is finished, with lots of variants.
Sounds great too, but then I have a personal problem, that my own swapper wont work, because of the different models. ;( But however, nice work men.I also intend to include a similar texture swapper state for the 250 series so that each variant can have its own skin if desired.
Those model packages are generally an excellent idea and are making the game much more dynamically.
We have some surprises coming for the 251, don't worry.
I think you gave me the idea for these variant packages, actually!
I finished animating both the 252 and 252. Basically, the 252 has top and rear hatches that will open and close. I only have a state triggering the top right hatch at the moment, since you can only really have one commander. The rear hatches can be toggled via a state as well to show the interior, which can also be toggled between a command and munitions version. The 253 has only one top hatch that will open and close, but also has an antenna that can raise and lower. It all works pretty well and the 250 package is coming along pretty well. I hope to be able to re-release the Panzer IV variants package as well, with an updated texture swapper state.![]()
hi eli nad dark thx to you i can now animate small arms.
i used darks tutorial and now i got a thompson with drum magazine ingame.
once i can texture modells i can make some weapons for the community.
Doesn't Burton have almost all inf weapons covered?
Not really, there's room for small arms for minor nations, too - or even Soviets.
@nachocheese
We appreciate the offer! Let us know what you plan on doing and we can discuss it further.
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