Page 60 of 107 FirstFirst ... 10505152535455565758596061626364656667686970 ... LastLast
Results 2,951 to 3,000 of 5309

Defunct Community Model Project

  1. #2951
    Member Martinlegend's Avatar
    Join Date
    Dec 2009
    Location
    Germany
    yeah the Pak 43 will destroy every tank that the allies can bring ingame but it will be very slow with direction changing so it can be easily overruned by infantry or fast moving tanks (cromwells/M10)

    but like you said "a little"

    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)

  2. #2952
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    That monster will open a Sherman like a tin of tuna.
    Which was precisely its intended function

  3. Modding Senior Member Company of Heroes Senior Member  #2953
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Well anyone adding the 88mm PaK43 to their mod will need to make it stationary like the 88 with a very slow traverse speed. Moving a 50mm PaK38 around the battlefield with 2 crewmembers is already a miracle...

  4. #2954
    Member Martinlegend's Avatar
    Join Date
    Dec 2009
    Location
    Germany
    i think its possible to move the 5cm with 2 men (slowly but its possible)

  5. #2955
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    That looks like six men to me.

  6. Modding Senior Member Company of Heroes Senior Member  #2956
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Sure it might be possible; on a decent road, I don't think you'll be pushing a 830 kg anti-tank gun through off-road terrain.

  7. #2957

  8. #2958
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    The PaK 43/41 weighed in at 4380 Kg - requiring an artillery prime mover such as the Sd.Kfz. 7 to transport it. It could be manhandled cetainly, but rather slowly I'd imagine. I don't even want to think about trying to push that gun through mud or snow...

    I think the gunner could probably track targets with the same speed as he would with a lighter AT gun and the PaK 43/41 could engage anything within a 56 degree arc without the need to reposition it.

  9. Company of Heroes Senior Member  #2959
    Moderator Lethal Dosage's Avatar
    Join Date
    Sep 2007
    Location
    In the back of my mind.
    The Stummel Ausf. C looks interesting, however in my opinion, i don't really see how important another variant or an existing model could be. I know i'm not doing the work, so my opinion holds little weight, but wouldn't it be better to focus on units that we don't have ingame? I know many of the models are simply waiting for skins, and i know you guys can't do much about that, but surely there are models like the Sdkfz 252 Munitions Halftrack that could simply be made to use a Relic skin?

    BTW Eli, do you still have the 252 somewhere there? Just curious, but what's the status on it and the CCKW 352 truck with the Gun ring?

  10. #2960
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    Naughty moderator.......
    Try post #2669

    As for this toy its done so your too late .

    Spoiler


    Spoiler


    Spoiler



    Camo

    Spoiler


    Spoiler


    Spoiler



    Alternate Camo

    Spoiler


    Spoiler


    Spoiler



    Editing to add

    Also LD nothing is simply made to fit relics texture, its an absolute pain in the ass, probebly takes twice as long as making a uvmap and skinning it, i only do them to fit it because of the shortage of skinners , and because sometimes i like the relic look.
    Last edited by DMz; 16th Aug 11 at 5:50 PM. Reason: Adding pics

  11. #2961
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    @Lethal Dosage
    We are working on all possible variants of a model to fit a wider variety of mods. If we were to just make a StuG III Ausf. G, how would that help early war mods that might need an Ausf. A? By creating all the possible variants of a vehicle, we are making the shelf life of the game longer and giving other types of mods a real chance to finish. How many early war mods are out there, honestly? Since we are making an Ausf. C version of the SdKfz 251, I thought it would be a good idea to also make the variants for that hull as well. That way it gives early and mid war mods their own variants, as Ausf. D variants are late war only. Variety is the spice of life.

    Also, no model is "simply" waiting on this or that. You may think that putting a custom model on a Relic texture is simple, but it is not. You may think that a UV map is very easy and painless, but it is something we are starved for in this community. Sure, anyone can model, but texturing and UV mapping are skills.

    As for when the models DMz has sent will be finished: when they are done. I have a life outside of animating, as well as school, a mod (that I need to finish) and other things that take up my time. I try to work on this stuff when I have time, but it is not always about time, it can be very tedious and boring work. Unfortunately, we are a small team and it does not look like we will be getting any help any time soon, so give us a break. Remember: this is not our job, it is our hobby and our free time that we are using.

    Finally, the SdKfz 252 already has a skin, you may have just missed the post where DMz was showing it off.

  12. #2962
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA

    PzKpfw IV Variants



    Download

    Includes
    - PzKpfw IV Ausf. D (early)
    - PzKpfw IV Ausf. E
    - PzKpfw IV Ausf. F1
    - PzKpfw IV Ausf. F2
    - PzKpfw IV Ausf. G (late)
    - PzKpfw IV Ausf. H
    - PzKpfw IV Ausf. J (early)
    - PzKpfw IV Ausf. J (late)
    - PzBeobWg IV Ausf. J (early)
    - PzBeobWg IV Ausf. J (late)

    Credits
    Original Model and Textures by Relic Entertainment
    Custom Model by DMz
    Custom Textures by Georider
    Animations and Attributes by eliw00d

    States
    texture_swapper: off, on
    beobachtungs_upgrade: off, on
    schuerzen_upgrade: off, rails_only, turret_only, rails_and_turret, on
    panzer_variation: ausf_d, ausf_e, ausf_f1, ausf_f2, ausf_g_(late), ausf_h, ausf_j_(early), ausf_j_(late)

    Notes
    - The texture_swapper state allows you to use the included variant-specific skins.
    - Either a Commander or Gunner can be used with the animated hatch, just use the appropriate states.
    - Schürzen is only available for Ausf. G (late) through Ausf. J (late).

    Installation
    1. Extract all files to your mod's root folder without modifying the contents.
    2. Make a copy of (or modify directly) "ebps\races\axis\vehicles\panzer_iv.rgd".
    3. Change the animator field in entity_blueprint_ext to "races\german\vehicles\panzer_iv\panzer_iv".
    4. Add an animator_set_state action to the critical actions table in action_apply_ext to toggle the appropriate states.
    5. Please give credit where it is due.
    6. ???
    7. Enjoy!
    Last edited by eliw00d; 12th Oct 11 at 1:59 PM. Reason: Version 2

  13. #2963
    Member Aidas2's Avatar
    Join Date
    Jun 2009
    Location
    Vilnius, Lithuania
    What's new or updated?

  14. #2964
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    Some extra meshes for added detail, only one set of textures needed instead of two, Beobachtungs cupola is attached properly to turret now, slightly better quality control, new return rollers as seen on Jagdpanzer IV (for Ausf. J variant), etc.

  15. #2965
    Member Aidas2's Avatar
    Join Date
    Jun 2009
    Location
    Vilnius, Lithuania
    Nice.

  16. #2966
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    Cheers eli

  17. #2967
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA

    GMC CCKW Variants



    Download

    Includes
    - GMC CCKW
    - GMC CCKW with M2HB

    Credits
    Original Model and Textures by Relic Entertainment
    Custom Model by DMz
    Custom Textures by DMz
    Animations and Attributes by eliw00d

    States
    engineer_upgrade: off (default), on

    Notes
    - Toggle the M49 ring mount with the engineer_upgrade state.

    Installation
    1. Extract all files to your mod's root folder without modifying the contents.
    2. Make a copy of (or modify directly) "ebps\races\allies\vehicles\deuce_and_half_cckw_truck.rgd".
    3. Change the animator field in entity_blueprint_ext to "races\american\vehicles\truck\truck".
    4. Add an animator_set_state action to the critical actions table in action_apply_ext to toggle the appropriate states.
    5. Please give credit where it is due.
    6. ???
    7. Enjoy!
    Last edited by eliw00d; 10th Oct 11 at 10:24 AM.

  18. #2968
    Member Aidas2's Avatar
    Join Date
    Jun 2009
    Location
    Vilnius, Lithuania
    Nice to see it finaly done, looks awesome

  19. Modding Senior Member Company of Heroes Senior Member  #2969
    Celéstial by heart Celution's Avatar
    Join Date
    Apr 2008
    Location
    Sweden
    Looks epic indeed; nice work on that cckw.

  20. #2970
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    Also included is a towing marker. However, due to its developmental state, there is no documentation on how to use it yet. If you are interested in furthering the development of towing, please go here and see if you can brainstorm with me.

    I will be adding towing markers to all prime movers, as Fortress Europe makes heavy use of towing. I will also be adding proper passenger markers to vehicles that need them, which will support both standing and seated passengers. I think the first release for this will be the 251 series, followed by the 250 series. I will eventually clean up the American/British Half-track package as well, but that will take some time.

  21. #2971
    Member
    Join Date
    Jul 2010
    Location
    Stuttgart, Germany
    Beautiful Eli!
    Also, check your PM pls!

  22. #2972
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA

    Sturmpanzer IV Variants



    Download

    Includes
    - Sturmpanzer IV (early)
    - Sturmpanzer IV (late)

    Credits
    Original Model and Textures by Relic Entertainment
    Custom Model by DMz
    Custom Textures by DMz
    Animations and Attributes by eliw00d

    States
    hull_variation: early, late
    panzer_variation: ausf_h, ausf_j_(early), ausf_j_(late)
    schuerzen_upgrade: off, rails_only, on

    Anim Table
    state_name: stuh43_state
    track_horizontal: stuh43_horiz
    track_vertical: stuh43_vertical

    Projectile
    marker_ax_stup_iv_stuh43_barrel_end

    Tracking
    max_down: -5
    max_left: -10
    max_right: 10
    max_up: 30

    Notes
    -

    Installation
    1. Extract all files to your mod's root folder without modifying the contents.
    2. Make a copy of (or modify directly) "ebps\races\axis\vehicles\tiger_ace.rgd".
    3. Change the animator field in entity_blueprint_ext to "races\german\vehicles\sturmpanzer_iv\sturmpanzer_iv".
    4. Add an animator_set_state action to the critical actions table in action_apply_ext to toggle the appropriate states.
    5. Please give credit where it is due.
    6. ???
    7. Enjoy!
    Last edited by eliw00d; 10th Oct 11 at 10:23 AM. Reason: Version 1

  23. #2973
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    Well done Eli they look fine.

    Updated post #2960 with 3 extra images of the cammo version of the 251C/9, lot of my halftracks seem to use the number 8, may need to do somthing about that.

  24. #2974
    Member huetti07's Avatar
    Join Date
    Jun 2009
    Location
    Austria
    as long as they don't use 88, it doesn't matter
    R.I.P. Rad | R.I.P. Loran | R.I.P. MrScruff

  25. #2975
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    lot of my halftracks seem to use the number 8, may need to do somthing about that.
    If it helps, most german AFV's used a three digit system to indicate what company and platoon the vehicle was associated with. For instance, "324" would indicate 3rd Company, 2nd Platoon, 4th vehicle. "200" would indicate a command vehicle for the Battalion's 2nd Company. "102" indicated the 2nd vehicle in the HQ section of a Company and so on. There were some variations on this using letters: For instance, "R01" typically designated a regimental commander's vehicle. Early war SdKfz 250's and 251 don't seem to have used this system, but it can be seen on most from late 1943 onwards.

    The lettering was done in black, red or sky blue with a white outline.

  26. #2976
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    It doesnt help, all that would do is make the numbers back to front on one side

    Added another camo to #2960

  27. #2977
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA

    Pz.Kpfw. Tiger Ausf. B variants, Version 1.0

    Screenshots



    Readme



    Download
    Last edited by eliw00d; 12th Dec 11 at 8:58 AM. Reason: updated

  28. #2978
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    It doesnt help, all that would do is make the numbers back to front on one side
    Ah I see - you mirrored the texture on one side...cheater

    Not all SdKfz 251's had unit numbers, so you can easily get away with not using numbers at all

    Edit: Second camo job looks really nice mate! IMO that's definitely a keeper!

  29. #2979
    Member Jagdpanther's Avatar
    Join Date
    Dec 2008
    Location
    Berlin
    ... Second camo job looks really nice mate!
    ... except the colored wheels. I think it looks very ugly if this halftrack is on the way. It would be better if you recolor the whole wheel to the color of the body part above.

  30. #2980
    Member Martinlegend's Avatar
    Join Date
    Dec 2009
    Location
    Germany
    @DMZ: the camos are really nice!

    good job

  31. #2981
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    Updated again post #2960

    On the first camo - Removed the id number completly,fixed the knackered bonnet which was wrong colour and the bonnet hinges which were desert yellow.
    On the second Camo - For Jagdpanther as hes a fussy tart ,Fixed the wheels, and the bonnet hinges which again were the wrong colour .

    @Mirage Knight relic seem to have mirrored half theyre vehicles sides. Anything i use off an origional, on the sides, unless i add a complete new section, tends to be mirrored . Though that said i may start making a seperate off side in future just to add numbers to, as its pretty annoying never being able to make anything apart from 1 11 8 88 808 or 101 cant even do 01 as it comes out as 10 on the other side :/ .

  32. #2982
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    @DMz
    By the way, I finished animating the 251/17 C and D. You should jump on Steam when you have a chance.

  33. #2983
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    your a genius

  34. #2984
    Member
    Join Date
    Jul 2010
    Location
    Stuttgart, Germany
    Started working on the M3 White Scout Car. Will showcase the skin when I am finished. DMz, what kinda color were you thinking of? Desert or olive?

  35. #2985
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    I think Olive would be a good start, as it was originally designed for American use and later used more widely in Lend Lease. That would provide a good base. The nice thing about the M3A1 is that it was used by the British (and those it supplied) and Soviets, so there are plenty of skin opportunities! Shouldn't take long to animate, either, since it is wheeled.

  36. #2986
    @eliw00d whenever i spawn your engineer truck i get a missing rgm box around the cab i havent changed anything in the files and i am very confused please could you advise thanks

  37. #2987
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    @TomLikesFlip
    Sorry, I keep forgetting to include the gunners. Just change the gunner line in the .ABP to the standard American one.

    Also, the 17/25-pounder in game:



    Will be released shortly, just need to test some things first.

  38. #2988
    @eliw00d i have changed them to the right bits i think please could you double check the abp cause i still get the missing rgm box thanks
    Code:
    model =
    {	
    	"Truck",	
    	"Truck_50cal",
    	"..\\..\\..\\Common\\Vehicles\\Driver",
    	"..\\..\\Allies\\Soldiers\\Vehicles\\Gunner_50cal",
    
    }
    
    
    simvis_attributes =
    {
    	vehicle_physics					= 1,
    
    	vehicle_width					= 2,
    	vehicle_length					= 4.6,
    	
    	vehicle_nr_wheels				= 2,
    	vehicle_spring_constant				= 0.4,		-- 0.0 is soft, 1.0 is max hardness
    	vehicle_damper_constant				= 0.2,
    	vehicle_wheel_travel				= 0.22,
    	vehicle_acceleration_factor			= 0.1,
    	vehicle_gravity					= 1.0,	-- normal earth gravity = 1
    	vehicle_debug_render				= 0,
    	vehicle_smoothness				= 2,	-- the higher the smoother (minimum 1)
    	vehicle_render_offsetX				= 0,	-- x offset of rendered model from wheel base center
    	vehicle_render_offsetY				= 0,	-- y offset
    	vehicle_render_offsetZ				= -0.3,	-- z offset
    }

  39. #2989
    Member
    Join Date
    May 2010
    Location
    Graz, Austria
    will the new 17 pdr movable or like the 25 pdr only stationairy?

  40. #2990
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    @TomLikeFlip
    I believe

    Code:
    "..\\..\\Allies\\Soldiers\\Vehicles\\Gunner_50cal",
    should be:

    Code:
    "..\\..\\..\\Allies\\Soldiers\\Vehicles\\Gunner_50cal",
    Try that. I am sorry for the inconvenience.

    @nachocheese
    Stationary, since it is a 25-pounder with a different state.

  41. #2991
    Member
    Join Date
    May 2010
    Location
    Graz, Austria
    thx for the info eliw00d

  42. #2992
    @eliw00d sorry to be such a loain but iv got the gun to show up but i cant get the turret to work please could you go into a bit more detail on the state as it confuses me thank you

  43. #2993

  44. #2994
    really sorry iv tried it but i really cannot get it to work please help

  45. #2995
    Member Aidas2's Avatar
    Join Date
    Jun 2009
    Location
    Vilnius, Lithuania
    Also, the 17/25-pounder in game:



    Will be released shortly, just need to test some things first.
    Looks great! Thanks for making it. Wonder if you'll be making more gun variations, like 105, boffors withouth shields?

  46. #2996
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    Your a greedy boy . Wait till he releases the halftracks lol youll have "Halftrack" getting heart failure doing desert skins lol .

  47. #2997
    Member Gamerisin's Avatar
    Join Date
    Jan 2009
    Location
    In my house(duh) proudly Mexico,Mexico City
    Hi there guys...I have a question regarding models and sounds...ummm...let me see,I've seen videos(EF) or mods(Krete) featuring the mg34 as a regular MG or Lafette if you wish,but I've seen that these guns still use the mg42 sound,question is why? I mean can't they link it to the custom MG34 sound already existing within the CoH sound files or Loran's(RIP)MG34 sound bsc.?
    Thx in advance
    R.I.P.(Requiescat in pacem) loran korn & MrScruff
    Normandy 44:European Theater Team Member (s0uNds t3sTeR,fOrUmS Ass!stAnt,c0d¡ng c0nsUltaNt)

  48. #2998
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    @Gamerisin
    The sMG34 version I made uses Loran Koran's model and sound.

  49. #2999
    Member Gamerisin's Avatar
    Join Date
    Jan 2009
    Location
    In my house(duh) proudly Mexico,Mexico City
    ohhh...sorry didn't knew this but ummm...remember I can't donwload hehehe...I'll try later,thx a lot @eli

  50. #3000
    Member Aidas2's Avatar
    Join Date
    Jun 2009
    Location
    Vilnius, Lithuania
    @Eli, clear your inbox.

Page 60 of 107 FirstFirst ... 10505152535455565758596061626364656667686970 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •