well, i think you ned to make sure the traverse is set so it doesn't point backwards - take a look at the WM HT rear mg for an example.
well, i think you ned to make sure the traverse is set so it doesn't point backwards - take a look at the WM HT rear mg for an example.
Make sure that the weapon headings for the .50 Cal hardpoint have the following values: x=0 y=0 z=-1
This ensures that the gun itself defaults to fire towards the rear. If you give the weapon a 360 degree horizontal traverse, it should swing around to fire at targets approaching from any direction![]()
the weapon rotates 360º looking for enemies, but it is always in the opposite direction to the target. if the target is on the right, pointing to the left.
this only happens to me?
make sure you have the animation states set correctly and that the traverse is the correct + and - values for left and right
anybody ever get around to a M3 grant, M24 chaffee or a M4a1 hull sherman? jw.
inuk, the mkvii turret was flattened by me, i basicly had to go over it and reposition rescale etc everything, i fergot i even started it tbh
grizzly, the grant & lee were both uv mapped about 7 times, just someone decided they could nock off about 2000 tri's and kept re-doing the hull so i gave up
i beleive i have an old hull with all of the recovery equipment for the arv already uv mapped but i dont know if pappa has changed any of the equipment or not
The moment everyone has been waiting for...
I decided to include an un-cropped picture to showcase some of the states as they are right now. This is a slight departure from my variant packages in that I am including "early" and "late" variants as well. I may look into doing the same for the Panzer IV and Panther packages, but we shall see. As you can see, this is a Finnish Stu-40 with logs as an upgrade option. It is a StuG III Ausf. G (late) model the Germans sold to Finland later in the war. Currently, only the Ausf. G variant has been fully UV mapped, so the early war versions will come later (just putting states in as a preparatory move).
With the exception of suspension, the tracks/wheels are fully animated. All that is left is to get the hatches and guns animated.
Thanks to DMz for all of his hard work on the StuG III! He really has been a credit to this community, and I hope he knows how much we appreciate him and his work.![]()
Hi,Aidas2,i remember two years ago you made the m24 chaffee model for t.d to anim.The model is very nice,but can't see release.
Now,the m24 project is died?
Td didn't want to animate it because it was slightly longer and thiner than the real thing, it stopped from there, although I still have the model and all the textures and I would be willing to send it to someone who can uv/texture texturing the wheels/ tracks and animate it.
The Stug 3 looks great!
Last edited by Aidas2; 6th Oct 11 at 9:06 AM.
I can sort the chaffee, but id want to trim the polys and sort the front out aswell, as both always bugged me. Alternatly i can make a new one from scratch, its upto you. Dont need the model, have it from N44 SVN. Let me know if you want me to mess with it.
Well, I would prefer it to be mixed with the Hellcat, if we were to work on it.
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Animation work continues...
I added the perimeter fire (rundum feuer) MG34 as well as the coaxial that was put in the new smooth mantlets. Here you can see the schuerzen of the Ausf. G model.
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In game... sort of!![]()
#3163
Looks great dude, can't wait to see it in action! Glad to see you back on animating work.
This is finished too with occlusion, and on ftp, im to busy to uvwrap it so if youd be so kind Inukshuk, id appreciate it.
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Size hieght ect are accurate as near as i can make out. Uses priest wheels treads and suspension.
Has been buried and forgotten by me for far to long.
Yeah,m18td is use m24 classis.But in the game m18 model size is too big...if use it mixed.I think the m24 model will bigger then m26...?
#3166
The M3 Grant/Lee looks good, DMz; but it seems like the upper part of the superstructure could be a little more angled.
@Eli,
Do you by chance have the tut DB put together 'how to set up a machine gun'. He doesnt have the file anymore and it is not hosted either. Would be great if you had that or could channel me to someone who does ( burtondrummer maybe ?) !
The StuG III ! Finally !
I am warming up my Photoshop for the texture I tell you !
@inukshuk, as far as I'm concerned, the process for making heavy machine guns is nearly the same as for regular weapons, just need more. You need the tripod bones and a mesh for the carrying. I've only experimented with it once or twice, but if I remember correctly, its fairly simple.
I got that. I made this Schwarzlose machine gun a while ago, exported it and it works great. (it is a Schwarzi because it was easy to model, lol)
What I wonder about is that the light machine guns are supposed to be tricky to set up. That is what I was referring to.
You are making a hand-carried / light machine-gun variant? Or is the above what you needed help with? Because the above looks great.
I wanna make a solothurn light machinegun, and as I recall it is tricky to set up a light mg.
With the Schwarzlose, i will have to fiddle with the OE because it shoots okay but it spawns without the lafette and is only visible when set up. lol
Pappa, I will come back Sunday morning & UV the Grant for you. I've done the thing so many times I can probably do it in 30 minutes to an hour (Lee, Grant & ARV variants). Going to Rileys as its warm there Sunday instead of Walton-on-the-Naze so I see no point in going up Stanway, sleep and then back to Town.
@Celéstial; agreed but I think it was because the front nearside of the superstructure was warped a little because of the slope, when I UV Map it I will rectify the smoothing where needed & re-align it for you & if needed add a couple of faces to stop it warping (only 2 at the most so don't go nuts pappa)
Angle is correct when i lay it on a blueprint, to be exact whole shape is very close, it may be the angle of the pictures.
I did a different angle below.
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Last edited by DMz; 8th Oct 11 at 3:28 AM.
Looks nice indeed, although the turret could use some more work. Will there be a lee turret?
I already have a lee turret from ages ago with the mg turret on top of it, only thing i dont have is the early baked bean can turret. And he was right Eli the front of the turret had 2 verts unwelded which caused a smoothing problem, made it look flat not curved. Sorted now.
Last edited by DMz; 8th Oct 11 at 7:31 AM.
the 2nd one is fine, the lee has a better turret & more accurate but the shape of the grant turret is awkward to make without causing smoothing errors on the texture, i did make a mock up of one of the textures but i have lost so many of my uv maps & textures it takes the mick, i had a olive green gaz 46 completed at one point but when my win7 went a little fubar i lost quite a few files.
#3178
Your second render is much better indeed; thanks! Looks great!
Ive scaled the turret up since then and added a few details and done a little reshaping, plus added a turret ring and unhid the side ops slots. Also added an optional straight barrel and standard sponson gun mount incase its preffered to the dust cover bagged mount. and edited the top commanders copula.
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will there be the option to mount a 30.cal und top instead of using the 50?
#3182
Now that's looking great DMz! I'm glad the Grant/Lee is finally coming out of storage and getting some attention!
Likewise, i'm glad the StuG III is finally getting animated, and with an option or two than even i expected.
You guys are working so hard all over the place, you each deserve a trophy or something. Since i can't send you all a trophy or a carton of beer, i'll just have a few in honour of everything you've done!![]()
While I'm waiting for Inuk to texture the StuG III, I decided to update the StuG IV with some of the new parts that DMz modeled. Here is the result so far (without smoothing for some things):
Basically, it has the following updates:
- NEW Ausf. F exhaust (from the Panzer IV variants package)
- NEW Rundum Feuer setup (with better mount and MG34 instead of MG42, as seen on StuG III)
- NEW Commander's Cupola (which will be animated)
- NEW Smooth Mantlet (with coaxial MG34, as seen on StuG III)
- NEW 7,5cm StuK 40 barrel
- NEW Return Rollers (for variants built on Ausf. J chassis)
The StuG IV may not be as popular as the StuG III, but it still serves a purpose and with this dressing up, hopefully it will be somewhat more appreciated. I will also be disabling the 105mm option for it, since no StuH 42 were ever built on the StuG IV chassis.
Looks interesting, looking forward to seing it ingame.
Version 2 of the PzKpfw IV variants package is now available! For those of you that already have Version 1, all you need is the Version 2 Hotfix, which can be downloaded here. For those of you that do not already have Version 1 or want to see the changes, go here.
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I'm having some trouble with one of Xalibur's textures for Halftrack's and Tankdestroyer's Henschel King Tiger. I have spent entirely too much time trying to figure it out, so maybe someone can help me pinpoint the trouble? I have uploaded a pre-release copy of the King Tiger variants package. It is otherwise fully functional, just needs some tweaking for a proper release. You can find it here. It basically mixes the awesome Henschel turret that Halftrack and Tankdestroyer made with some new features, such as the correct number of road wheels and fixed coaxial machine-gun.
#3186
Cool update on the StuG IV, eli. Will it use the default UV? By the way; I have 2 working Relic textures for the Porsche and Henschel KT, I can pass them if you want.
@Celestial
New parts use new UV. Upper hull is just there for reference.
Who made the textures?
Just released the Sturmpanzer IV variants package, check it out here!
Here's a screenshot of the early / mid version:
![]()
Last edited by eliw00d; 9th Oct 11 at 4:20 PM.
I've been waiting for this !!! Thanks!
The StuG III skin is in the works. Will speed up on it when I will be my leave from the middle of this month.
That looks very good m8..... Is that my skin ???? if it is what did i do wrong, it looks half decent, even the stowage looks good .......
Anyway just to frighten you, ive uploaded the final grant for inukshuk. It has this as a state option, It took an aweful lot of scaling moving and messing about to get it to fit, as it came off my very first grant from 2 plus years ago. I suspect Eli will tell me exactly where to part this idea though lol.
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Hey eli i have two questions about the stuP IV release (which is great to see ingame)
1. is the stowage stuf only for the early model or can it be added per state?
2. waht can i do to give the StuP IV a Commander? (use the state - but which? on/off/ready?)
sry if this questions are stupid but i try to mod again after a break from more then 1 month![]()
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)
Hey I got bored eli & decided to finish something (ish, it needs a small uv & someone to texture it). The ring is uv mapped onto the defult halftrack texture but i may make an individual texture for it & re-do the uv.
Going to bed now so may finish it tomorrow afternoon.
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@Martinlegend
1. Only for the early model.
2. No Commanders for this version.
@Beefy
Nice! The M49 machine-gun mount! Leave the ring on the default texture; it looks fine!
#3195
Eli, the texture is made by Halftrack; just being a simple edit to fit the Henschel turret.
Looks like the brits/US will get their own "Berge" vehicle. Great news!
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Few smoothing errors to fix as yet but you get the idea.
For those not familiar with the different variants, these are the Ausf. F and Ausf. F/8 models. That means, when the StuG III variants package is all said and done, it will contain the following:
StuG III Ausf. A
StuG III Ausf. D
StuG III Ausf. F
StuG III Ausf. F/8
StuG III Ausf. G
StuH 42
Stu-40 "Sturmi" (Finnish)
The Ausf. A will be useful for 1939 - 1940 mods, while the Ausf. D, F and F/8 will be useful for 1941 - 1943 mods. These, along with the PzKpfw IV Ausf. D, E, F1, F2 and G (late) models will hopefully provide a decent base for earlier mods to use.![]()
Last two done at last.
Inukshuk be afraid lol very afraid .
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Just made occlusion channels .
So its in my folder now Inukshuk.
Last edited by DMz; 12th Oct 11 at 12:13 AM.
read you loud and clear!
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