@Celestial, wheels like this yes.
Last edited by DMz; 8th Nov 11 at 2:28 PM.
Bit of info: There were actually two different sets of wheels made for the PaK...what's shown here which was intended for horse-drawn guns and solid pressed steel wheels with solid rubber tires that were standard for guns being towed by half-tracks, trucks, and other prime movers.
Ther were 4 types... Depending on how late in the war. I know what they look like. Theres these, which are 8 spoke. there was a 6 spoke version, There was a 2x4 spoke back to back version,Half thikness with camber left then right alternatly per spoke. finally there was a 1943 on, pressed steel version with 5 Recesses back to back, made primarily to reduce weight but later on to save on materials.
I think we will use thes and include the others in the max.
Going to use Elis phrase now..
Last edited by DMz; 8th Nov 11 at 11:29 AM.
You really did your homework there mate - kudos
And yeah, that will work fine! So...ETA...next week? Just kidding
Your RSOs are awesome!!!
Today Tank Destroyer sent me an early Christmas Prseant
And i think he did an excellant job animating it.
And i agree it looks better without the canopy on the cab.
No more pesky henschels raping my armour at will .
Wow, looks fantastic, really great with the double crew in the gun compartment!
And messerschmitts and Focke-Wolfes too. Awesome.No more pesky henschels raping my armour at will .
I tried to change the skins, but in doing so the model appears invisible, only see the crew and the tracks ....
NOTE: I can hear the 37mm sound, but not the dual cal50 ...
Thats probebly because it has a custom texture. YOU CANNOT USE A STANDARD HALFTRACK TEXTURE, youll screw it up .......
Thanks for posting this up DMz...and special thanks to Tank Destroyer! That model looks ace
Work continues on the StuG III, albeit slowly (as I am on vacation). Still more to do, but it's coming along nicely!
The updated StuG IV will also be receiving the commander's cupola and other nice things from the StuG III (for standardization). However, I might need a skinner to touch up the StuG IV skin to match the changes. Any takers?
nice Pak 40, just one small whish if I might: when you go for it..pleaaase increase the detail level of the wheels,
a few polygons more dont hurt and round wheels will make the overall model look so much better.
Hey, Christmas is early! Thanx DMz, nice stuff!
Ok, each set has 12 sides now, thats max im willing to do, besides, they have alpa around them anyways, to give them that perfectly round look.
Oh while im here Eliw00ds to blame for this not me, and again i know we have one, but he wanted one with the new pak on it .
Looks great, hopefully you can keep the original Halftrack UV.
Son of a...DMz, why must you torture us with such goodies?
Now you're going to have to work on an SdKfz 251/21
We've had that in the works, but other projects have taken priority.
Celestial, halftracks uv is unaltered, the interior addons are on a seperate texture, basically just altered versions of the addons i used on the new 251C/9. Ive agreed to try and put the gun onto Lorans pak texture. But the barrel may have to be on a seperate matching texture as its off my StugIII .
Mirage Knight, the 251/21 (Drilling is the next thing im doing, probebly the last of the halftracks. If i do many more M3, 250 and 251 variants, ill have to ask Halftrack to swop names lol .
Doing a great job guys, love the way the Stug looks.
It's very good but I think one of crew members are lost.
Though I know you have a lot of models on the list already , but considering that you guys also did the Opel Blitz mit 20mm Flak, I think it wouldn't be too much work to create this?:
DMz, tried the M15a1 in WorldBuilder and it seems like the .50cal sound volume is very low. Can you confirm it works properly ingame?
Already planned, but lower on the list since the Allies had air superiority. Trust me, I have a list, and a lot of what you might suggest is already on it.
This is a great model. Where do I find the weapons "m1a2_37mm_autocannon" and "dual_50_cal_m2hb"?
They are not in my allied weapons folder and without them there in no animation for the guns.
There is a Gunner02, it just isn't pictured.
Also, the "weapons/50calx2/50calx2_shots" sound is referenced, but not included. That is why it is "quiet" (actually nonexistent is a better term).
OMG I LOVE YOU GUYS, that thing is one of my favorite vehicles of the war, such an interesting combination armaments
also an interesting page with some info on this spectacular piece of equipment
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?
Also, I should clarify about the Gunner02... you will need a modified Syncpoint.rgo for him to work.
Is there any chance you could provide that for us, eli? It would be greatly appreciated
Yuk. ITS FREE FRENCH 40 converted by theyre own engineers for use in North Africa Sicily & Italy, No one else used it, never made it to western Europe apart from the Toe.
Oh, I only took a quick glance. We are going to do a 40mm Bofors SP on probably a Ford chassis.
...just a short interim solution for the missing .50cal sound
BLITZKRIEG MOD -
FOUNDER & PROJECT LEADER
Thank you Xalibur.
Eli could you upload your modified Syncpoint.rgo so we can have the 3rd gunner showing, thanks.
Everyone else thanks for the comments.
I downloaded and extracted the archive (without changing anything) in the my mod folder, but I can not show up the 3rd gunner. in crew_ext it's present .
I have a problem with the autocar 75mm sp, shells are not synchronized with the recoiless, nor does it seem that the marker is correct ... how I can fix this?
DMz, can post the full credits for the M15a1? It'd be good (and right) to be able to mention everyone involved in the Credits list.
Credits are in the read me in the rar ???????? I always leave those. And only people involved are TD Me and relic, Eli just now posted an edited Syncpoint.rgo & prior to that Xalibur posted a sound fix, i seriously don't think any more needs to be credited apart from model & Skin DMz Using relic halftrack & Texture as a base, Animated By Tankdestroyer........ And the credits text in the .rar says that.
Credits if the they are not clear enough:
Relic for the original Halftrack
DMz for the Model, Smoothing, UV Maps, Skin & Overlay Textures
Tankdestroyer for OE & Animations
The following is in the Credits.txt file inside the m15a1_halftrack.rar:
M15a1 Multiple gun carriage for Company of Heroes Tales of Valour.
Animations/halftrack Edits/Coding -Tankdestroyer.
Model/Skin - DMZ Using relic halftrack as basis and highly edited relic texture.
Just a curiosity question because if you did not notice this did annoy me, did you actually download the file and look or simply post with the assumption.
lol, sorry about that DMz! I did download the file, but i posted that before i actually looked in rar. I felt really silly though as soon as i did look in the rar. My bad, but many releases lately (main Eli's ones) don't include a readme, and i still remember a lot of Tankdestroyer's releases where there was neither a readme nor a full list of credits posted with the release. It can turn into quite a hassle when it comes to adding a older model to a mod, and there's no mention of who to credit. So i thought i'd ask, thank you for posting that part of the Readme for all of us who aren't bright enough to check the rar (yes, namely me!).
I extracted the new syncpoint.rgo, but the gunner02 doesn't show, can I that have done wrong?
If you have, then i have too, cos i cant get him to show up lol.
At LD, i shouldent have jumped out of my pram mate, you wernt to know, plus i should know no one ever reads the bt that says credits.txt. .
Your weapon(s)' wind_up time is too long. Reduce it a little bit.
Can't help on the marker though.
Dartborne, I believe the Autocar's barrel marker is marker_al_75mm_gun_barrel_end
I can't remember any delay between the recoil and the projectile leaving the barrel, but go into the weapon file's Fire table, and adjust the wind_up and wind_down. Adjusting the value of the Wind_up should increase or delay the time between the firing anims and the projectile leaving the barrel. I can't remember what it's set to originally, but i have a wind_down = 1.5, and wind_up = 0.
Merged the M15a1 MGC thread into this one, as per DMz's request.
my marker is the same, but the shots are like in the video
Last edited by Dartborne; 13th Nov 11 at 7:39 AM.
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