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"![]()
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)
Which was precisely its intended functionThat monster will open a Sherman like a tin of tuna.![]()
#2953
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...
#2956
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.
"Can't you push any faster, Klaus!?"
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.
#2959
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?
Naughty moderator.......
Try post #2669
As for this toy its done so your too late.
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Camo
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Alternate Camo
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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
@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.
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
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.
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.
#2969
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.
Beautiful Eli!
Also, check your PM pls!
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
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.
as long as they don't use 88, it doesn't matter![]()
![]()
R.I.P. Rad | R.I.P. Loran | R.I.P. MrScruff
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.lot of my halftracks seem to use the number 8, may need to do somthing about that.
The lettering was done in black, red or sky blue with a white outline.
It doesnt help, all that would do is make the numbers back to front on one side
Added another camo to #2960
Screenshots
Pz.Kpfw. Tiger Ausf. B (Henschel)
Readme
Pz.Kpfw. Tiger Ausf. B variants, Version 1.0
********
Credits:
********
Custom Models by DMz
Custom Textures by DMz and Xalibur
Animations and Attributes by eliw00d
*********
Includes:
*********
Pz.Kpfw. Tiger Ausf. B (Porsche)
Pz.Kpfw. Tiger Ausf. B (Henschel)
*************
Installation:
*************
Extract contents into your mod's root directory. Some assembly required.
******************
Entity Blueprint:
******************
alternate_sua: Races\PanzerElite\Vehicles\KingTiger\KingTiger
animator: races\german\vehicles\tiger_b\tiger_b
*******
States:
*******
do_action_state_name: porsche, henschel
state_machine_name: turret_variation
do_action_state_name: off, on
state_machine_name: texture_swapper
Download
Last edited by eliw00d; 12th Dec 11 at 8:58 AM. Reason: updated
Ah I see - you mirrored the texture on one side...cheaterIt doesnt help, all that would do is make the numbers back to front on one side
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!
... 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.... Second camo job looks really nice mate!
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 Knightrelic 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 :/ .
@DMz
By the way, I finished animating the 251/17 C and D. You should jump on Steam when you have a chance.
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?
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.![]()
@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
http://forums.relicnews.com/showthre...nd-Model-Mixes - Just Some Skins
@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.
@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 }
will the new 17 pdr movable or like the 25 pdr only stationairy?
@TomLikeFlip
I believe
should be:Code:"..\\..\\Allies\\Soldiers\\Vehicles\\Gunner_50cal",
Try that. I am sorry for the inconvenience.Code:"..\\..\\..\\Allies\\Soldiers\\Vehicles\\Gunner_50cal",
@nachocheese
Stationary, since it is a 25-pounder with a different state.
thx for the info eliw00d
@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![]()
@TomLikesFlip
http://forums.relicnews.com/showthre...ghlight=states
really sorry iv tried it but i really cannot get it to work please help
Looks great! Thanks for making it. Wonder if you'll be making more gun variations, like 105, boffors withouth shields?Also, the 17/25-pounder in game:
Will be released shortly, just need to test some things first.
Your a greedy boy. Wait till he releases the halftracks lol youll have "Halftrack" getting heart failure doing desert skins lol .
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)
@Gamerisin
The sMG34 version I made uses Loran Koran's model and sound.
ohhh...sorry didn't knew this but ummm...remember I can't donwload hehehe...I'll try later,thx a lot @eli![]()
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