Looks fine to me in the video.
anyone else having issues with the nebelwerfer variants, for some reason the crew does not move when i move the weapon, and when it fires it does not elevate the rocket barrels or makes any noise at all. im using the 210mm state too
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?
robotnik, make sure you have these anim_table values for the default weapon:
state_name - Nebelwerfer_State
track_horizontal - Nebel_Horiz
track_horizontal_speed - Horizontal_Turn_Rate
track_vertical - Nebel_Vertical
track_vertical_speed - Vertical_Turn_Rate
And these for the barrage weapon:
The rest of the values should be blank.
ok that fixed the elevation issues, but the nebelwerfer still makes no firing sound and the crew does not move at all, they are always in a standing position, they dont even move their feet when moving the weapon
Yes, I had that problem too; appearing out of nowhere with the vCoH Nebelwerfer. You have to take a new unmodified weapon of the Nebelwerfer, and also check the ebps/sbps for any missing entries, especially in team_weapon_ext and so.
seems like the new NW crew useartillery animation, not AT Gun? The Arty crews have no animation stored for moving, cause in vanilla they are just stationary.
If its like that, theres nothing you can do about it.
Well I had the same problem with my vanilla Nebelwerfer (so no new files or anything).
check the turret.
it seems when the rotation passes 180% the entire turret flips around instead of just keep on going.
could be tracking is not -180 to 180 or could be that wrap is not checked in OE with the .rgo for the horizontal tracking variable
Could probably set this up with a _sync model and copying animations from that file. Would take some time to properly setup though, as you would need to recreate the initial crew getting in position animation.The Arty crews have no animation stored for moving
Odd thing is that the M8 Scott works just fine on my end.
Its the first time ive seen it do that, so im with the setup theory.
Here is how the StuG III looks like in game. This is the post-export skin on it as the export process really wacks the TGA texture files so all exported models need a general facelift afterwards.
Ugly model, modeller should be shot, though the skins not bad.
Wow, great model, texture seems to be a little bright though. And how can it be so much bigger than the StuG IV ?
the tracking is as it was in the download. and as it is on any other weapon.
max left: -180
max right: 180
I just loaded the unit with the exact rgds as it was in the download. It still does it.
Perhaps I'm doing something wrong with the datasrc folder? I've never seen something like it.
I tried keeping that folder as it is, renaming the first_mod folder to the name of my mod and I tried to simply put all the files in the datasrc folder in the normal data folder.
I also installed the flakpanzer iv mobelwagen, which also uses this datasrc folder but that model has no issues.
Last edited by LeoPhone; 17th Nov 11 at 9:14 AM.
It's only slightly taller, otherwise dimensions are as they should be.
DataSrc is optional and has nothing to do with the model in-game. It's just the source file folder for those advanced modders that want to see how it was all put together.
Last edited by eliw00d; 17th Nov 11 at 9:52 AM.
Believe it or not the dimensions of a stug IV are :
Length 6.7 m (20 ft)
Width 2.95 m (9 ft 8 in)
Height 2.20 m (7 ft 3 in)
And a Stug III is :
Length 6.85 m (22 ft 6 in)
Width 2.95 m (9 ft 8 in)
Height 2.16 m (7 ft 1 in)
However the stug III depending on the Version varied in hieght dramatically, for instance an F is taller then a Stug III G and a Stug IV Because of the copula on top where as the C CD ect are Smaller in hieght then the G F and the stug IV because they had a different center hull which was lower overall, The dimensions on the III G shown in the picture look wrong.
I think its never got scaled down prior to the compile, because when i put my origional into max and import a stug IV onto it the III, Looks about 15% oversize.
However it was supposed to have been scaled down fractionally prior to compile. Probebly my fault for not doing it , As my origional was a fraction bigger overall (Though it was uniformally bigger so it could have been uniformally scaled down), i believe there is a scaling command you can use if youd like to recompile it, at the moment it looks to be about 10% to 15% too big.
What you have to remember is ive been working on 5 6 sometimes seven models at a time and doing edits for Eli aswell, Plus uvmapping and skinning, mistakes are bound to happen, and in this case i agree with you celestiel, it looks too tall and too wide. As for the blame Its all mine i think. I should have overlayed it prior to sending, not relied on my max scales.
Dunno, imho the scale's just fine - better for it to be 10 or 15% larger and match the oversized scale of the vCoH models than to be just right and seem toyish, like the new Chaffee (I am not dissing the Chafee in any way though, I think that the model is excellent, for what it's worth).
ok well that will be copulas ect, so is relics stug too small for a change ?
We will have to play with occlusion as well as the alpha parts of every map.texture seems to be a little bright though.
Here is your Ford GPD mate! Finally! I think I got all the uv issues sorted out, could make a dashboard and everything should be ready fo export. Hope you like it, if not I can adjust this and that. If you approve, I make the rest of the maps anr FedEx it to you quicklike.
Good work on the Stug and the dukw, although the commanders cupola could use more sides on the stug.
To be honest mate it looks fine, i doubt the occlusion will be a problem on the gpa, they only seem to play up on mixes, or complex stuff, As this is totally new apart from some fuel cans i should think it will be okay. But ill look at it and do it again incase. However the occlusion process is probebly what screwed the dash uv and other parts up in the first place. Also the map on the stug does seem a little bright, but as youve said you can sort that on the nrm, apart from that it looks fine, how did the camo one come out? And post a pic of the finnish plus fully loaded ones with all the extras too. .
And 8 sides is plenty, to add more would mean redoing the roof of the center section anyway, and i cant be bothered with that, as far as im concerned the stug is finnished all versions, Inuk will do the ABCD/F/F8 when hes bored enough to uv map the additional parts.
Last edited by DMz; 18th Nov 11 at 5:23 AM. Reason: Terrible Spelling
maybe stupid question, as it has propably been mentioned here before:
will the StuG III contain more variants? like 75mm KwK 37 Stummel or the edged gun mantlet?
awesome. btw, eli, did you receive my pm about 2 weeks ago?
I am pretty sure I sent you a reply. I will send you my e-mail, it is easier and never full.
To tell you the truth @DMz, I havent got it in the package from Eli therefore I totally forgot. Could be that I didnt even send it to him on the first place. Dunno. But it is only a dif map so I will send it to him. Thanks for reminding me because I totally forgot the whole thing.how did the camo one come out
@Halftrack, i thought everyone had seen these already, but i quess you missed them, In order below, A B CD F F8.
Okay. So, I scaled down the Y (length) and the Z (height) axis of the model, each by 10%, and this is what I came up with:
They now conform to the 6.7m/6.77m (length), 2.95m/2.95m (width), 2.16m/2.20m (height) measurements of the real StuG III and StuG IV, respectively.
This was only a test, so I will not be using it like this. If DMz wants to play with the vertices a little and get the same result, I would be willing to re-animate it (pretty simple stuff). If he doesn't want to, then the scale remains untouched on release.
The thing about this model is that it uses the StuG IV model's superstructure (as a base), MG shield and some other bits for standardization. I've even started an edit of the StuG IV that uses a handful of the new StuG III bits. That's my only concern on scaling it down, as it will make the shared bits and shared animations incompatible.
This looks about perfect I'd say!!!
So much work has been invested in this, I say, it looks way better smaller. My concern is that the early StuG models I am about to uvmap and skin will be either different size which will look goofy, or will be larger than a Panzer IV chassis which will even look wierd. I do not wanna push for scaling it down if the work is beyond what you and DMz want to do but with the logs and skirts this StuG III will make a StuG IV look like its small cousin. Therefore, provided DMZ is partner in this, I vote: pls size it right.
Keep in mind, that was a TEST... DMz's reworked model has a better height, but is still slightly longer than the StuG IV. This is all we are willing to do, otherwise too much detail would be compromised.
Here is the FINAL product, with some minor editing by DMz:
And, actually, the TEST I did above did not need such a drastic height reduction. The StuG III was actually taller than the StuG IV, anyways.
Well I guess when you edit the StuG IV and add DMZ's much better cupola the damn thing will look just about fine! One of the reason why the Stug IV is such dwarf is because of its crapy cupola IMO!
It will make the StuG IV higher too is what I mean so the StuG III models will not tower over it. That was my thinking.
It's a shame you can't scale models the way one could in Dawn of War. All you needed was a simple file that changed the visual scale of the unit ingame (amongst other things).
The thing with dawn of war is its imaginary, so you can make things pretty much any size you like within reason, the problem with this is its supposed to have accuratly sized vehicals, pity relic didnt notice that when they made the PIV and Stug IV rediculously out of proportion.
I'm almost inclined to think that the scaling was intentionally done that way to 1. make certain units look more imposing in comparison to other units and 2. so that buildings wouldn't dwarf infantry by too large a factor.
I personally think they never intended it to become as fussy as we make it, origionally it was supposed to be a fun rts game that anyone could play multiplayer and have fun doing, the models looked good for what they were, and the buildings plus vehicals matched each other in size, however the infantry were a little large. But that didnt really matter because it was meant to be fun, plus if they were a bit on the big side youd be able to pick them out on the battlefield easier. Its us that have a problem with it not relic, if wed just match what we make approximatly to theyre stuff in size, and accept that we will always have to make crewed stuff 20% larger and ignore the inacuracies, there really wouldent be a problem. I myself from now on will go back to picking the vehical i want to make, selecting a relic wheel or track of a similar type vehical in size to it that relic have and make, and size my model around that wheel ect, stuff the scale, it causes nothing but problems.
Anyway 5 minute whines over, Inuk ive edited the last errors out of the uv, seperated the jeep glass which for some reason i attatched to the screen, remapped the wheels, & under the dash, plus the dash again, lost the hub caps cos they spoiled the wheels, and sorted the edging errors on various tops backs and sides of things. Oh i added a tiny bit to the texture for the ends and sides of the exhausts plus jeep glass, and remapped the top of the exhaust collector plus made a new ocl.
I'm not sure why that got merged with this topic, as it is not my model / work. Please read the M15 thread for answers, it's all there.
Hmm. That wasn't a very good idea...
All I can say is, you should be able to extract the syncpoint archive to your mod folder and it should work. Outside of that, I have no answers for you.
Oh, and add the gunner02 in the "crew_ext" as you would a gunner01.
Last edited by eliw00d; 21st Nov 11 at 9:59 AM.
["role_02"]["animator_bp"] = [[Races\Commonwealth\Soldiers\Tommy]]
["role_02"]["death_action_name"] = [[Death_crew]]
["role_02"]["desync_action_name"] = [[Detach_Skeleton]]
["role_02"]["role_name"] = [[Gunner01]]
["role_02"]["sync_action_name"] = [[Attach_Gunner01]]
["role_02"]["sync_on_create"] = true
["role_03"]["animator_bp"] = [[Races\Commonwealth\Soldiers\Tommy]]
["role_03"]["death_action_name"] = [[Death_crew]]
["role_03"]["desync_action_name"] = [[Detach_Skeleton]]
["role_03"]["role_name"] = [[Gunner02]]
["role_03"]["sync_action_name"] = [[Attach_Gunner02]]
["role_03"]["sync_on_create"] = true
data\art\models\races\common\completemotiontree.abp -> changed on line 64: "Vehicles\\SyncPoint", to "Vehicles\\SyncPoint_New",
It's not working.
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