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Defunct Community Model Project

  1. #3501
    Moderator Darkbladecr's Avatar
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    As i said no more dark splodges, well not except for the deliberate ones
    How did you fix the bad geometry? Just rebuild some of the mesh and smoothing? Or did you just use a different shader?

  2. #3502
    Member eliw00d's Avatar
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    It wasn't any of those things, just wrong alpha on the norms.

  3. #3503
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    just wrong alpha on the norms.
    That is how we began remember? lol
    During export from max the alpha channels get all screwed up or removed completely. Every time you have to make a post production of maps to correct everything.

  4. #3504
    Member eliw00d's Avatar
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    I've never once used textures exported by MAX. It was never about that.

  5. #3505
    Member DMz's Avatar
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    Norms had nothing to do with it, all the guff about smoothing and lighting not flipping was people clutching at straws. It was so simple i could have kicked myself.

    That said all the halftracks have flipped uvmaps anyway apart from the very early ones used. So the issue isnt really that apparant. The gepard and opel flak however were a different matter, as was the 17c and 17d plus any model which had a custom texture attatched for the addons

    When you export the dds, if you use the default alpha it makes, it screws up all the lighting, you strip the alpha off, make a greyscaled copy of the texture. Import it, add the grey as an alpha channel, and bam decent lighting and colour, after that you can add your black and white cutouts ect. The main thing is not to use texture sharpening or unsharp mask when you export, if you do, it makes white marks and scratches on the alpha, result is holes in your model.

    The really funny part was i kept looking at the ocls as being the problem, the only model that really needed an ocl edit was the flak blitz, and that was just a case of copy the alpha onto a blank texture and save.

    The normal maps were fine, just the same problem, alpha was wrong, dx5 interloped alpha is fine, but you must strip the alpha it makes off, and add your own, then the problems solved.

    These problems only appear to happen when the textures are not put on during the compile as diffuse, glossiness, specular, and normal.

    If you put them on as just shaders and try to add them as rgt afterwards you will end up having to adjust all your textures, theres just no way round it. DB should understand this as when he compiled and animated my SU76 he had no texture and lighting problems at all. Because he put the textures on the model while he was compiling it.

    Had he applied just the shader and tried to put them on aftrwards, then it would have had dark patches. Its swing and roundabouts, no ones fault, just different animators compile in different ways.

    ----------

    All that said i should have figured it out a long time ago :/ i was trying to ovecomplicate the problem i think.

  6. Company of Heroes Senior Member  #3506
    Moderator Lethal Dosage's Avatar
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    Wow guys! Don't work yourselves to death on these! I am rather excited about the 250 and 251 variants, as well as the prospect of DMz's camo skins becoming available for some of them at a later date. Seriously, that's a huge boost to the 250 and 251 variants packages!

    My wow factor is way up, so i'll resist writing any walls of text praising you and going on and on about how excited i am and how much i love you guys. I'm certain you guys know all of that, and i do feel some sympathy for everyone whom i make read my usual walls of text, so i'll leave it here.

  7. #3507
    this is a stupid question i know but: where can i dowload all this great stuff u made or are u just presenting ur great work without posting it online?

  8. #3508
    Member Aidas2's Avatar
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    All the released stuff is on the first post. The halftracks arent released.

  9. #3509
    are there only planned vehicles? i dont see much links just about 2-5.. and e.g the stug III isnt avaible there...

  10. Modding Senior Member Company of Heroes Senior Member  #3510
    Celéstial by heart Celution's Avatar
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    Because the StuG III isn't released yet. Though, eliw00d also didn't add all released models into the first post...

  11. #3511
    okay thats approve my thoughts

  12. #3512
    Member DMz's Avatar
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    Another one fixed, i also did a fair amount of work on the nrm, it was too intense\bumpy for my taste.
    But thats only my taste so dont take it wrong.

    Spoiler



    Spoiler



    Spoiler



    Spoiler


  13. #3513
    Member Mirage Knight's Avatar
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    Nice job there mate! I'd say that's good to go

  14. #3514
    Member Aidas2's Avatar
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    Yep, looks great. Looks like there will be quite a few toys for christmas

  15. #3515
    Member kapulA's Avatar
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    Lovely work. And, also, if I may note, your skinning skills have improved ostensibly, I really like these new colour tones, and the faded look as well.

  16. #3516
    Member eliw00d's Avatar
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    37.M Pistol, Version 1.0

    Screenshots



    Readme



    Download
    * Requires: Pistols, Version 1.0
    Last edited by eliw00d; 23rd Dec 11 at 9:21 PM. Reason: updated

  17. #3517
    Member Pajeu's Avatar
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    @eliw00d
    Hi, man! Great job!
    But the link doesn't work...
    P.

  18. #3518
    Member eliw00d's Avatar
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    43.M Submachine-gun, Version 1.0

    Screenshots



    Readme



    Download
    * Requires: Submachine-guns, Version 1.0
    Last edited by eliw00d; 23rd Dec 11 at 9:21 PM. Reason: updated

  19. #3519
    Member Mirage Knight's Avatar
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    Includes a modified Pistol RGO that removes conflicts with other pistols. This means you can have a Luger, a Colt and a 37M all on one ABP!
    ...and I approve this message

    On a related note I'd love to see a release of the MG34, M1919A6 and such that doesn't have modders going nuts trying to resolve conflict issues with existing weapons...

  20. #3520
    Member eliw00d's Avatar
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    I can look into it.

  21. #3521
    Member Mirage Knight's Avatar
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    Much appreciated

  22. #3522
    Member eliw00d's Avatar
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    Well... that's a different type of conflict, though. If you set those up right, there should be no conflicts.

  23. #3523
    Member Mirage Knight's Avatar
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    The problem with what we have at present is the difficulty in setting things up so that there are no conflicts.

  24. #3524
    Member eliw00d's Avatar
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    I think I wrote a tutorial on it once. It works fine for me. Still, I will look into it and see what I can do.

  25. #3525
    Member MajorWAA's Avatar
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    A download for the new Jagdpanzer IV L\70(A) skin maybe? perhaps? If you don't mind? Pretty please.....







    Thankyou

  26. #3526
    Member DMz's Avatar
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    Spoiler



    38(t), MarderIII, Alket JagdPanzer,PIV, & flak38 in ambush camo. 23meg. RGMs are altered on 38(t) & Alket. Thers reads in every folder. No attribs you should have those already.

    Download

  27. Modding Senior Member Company of Heroes Senior Member  #3527
    Celéstial by heart Celution's Avatar
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    They actually look really good mate! Well done! Just too bad that the armor flaps of the Flakpanzer 38(t) aren't animated. Besides, maybe you could slightly adjust the textures on the roadwheels as well, as they stand out a bit right now.

  28. #3528
    Member MajorWAA's Avatar
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    Thanks very much awesome and cheers.

  29. #3529
    Member Mirage Knight's Avatar
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    Christmas came a bit early it seems

    Thanks DMz!

  30. #3530
    Member Blackw00lf's Avatar
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    sorry to nit pick on the pz 38(t)
    The Pz 38(t) had a smaller 3.7cm gun as it's main Armament, that barrel makes the pz 38(t) look like the pz IV.
    The Pz 38 nA had a 5cm Gun as one of it's main Armaments.
    The PZ IV had a 7.5cm Gun main as one of it's Armaments.

    As I said the Pz 38(t) just looks werid with that 7.5cm barrel makes it look more powerful then it really was.


    The Panzer 38(t) was a conventional pre-World War II tank design, with riveted armour and rear engine. The riveted armour was mostly not sloped, and varied in thickness from 10 mm to 25 mm in most versions. Later models (Ausf. E on) increased this to 50 mm by bolting on an additional 25 mm armour to the front. Side armours received additional 15 mm armour from Ausf. E onward.

    The two-man turret was centrally located, and housed the tank's main armament, a 37 mm Skoda A7 gun with 90 rounds stored onboard. It was equipped with a 7.92 mm machine gun to the right of the main ordnance. This turret machine gun was in a separate ball mount rather than a fixed coaxial mount. This meant the machine gun could be trained on targets independently. Alternatively, the commander/gunner could couple the machine gun internally to the main gun and use it as a coaxial machine gun. The driver was in the front right of the hull, with the bow machine-gunner seated to the left, manning a 7.92 mm machine gun. As with many 1930s tanks, the bow gunner was also the radio operator. The radio was mounted on the left of the bow gunner.

    Minor adjustments, such as adjustable seats for the driver and firmer footing for the commander/gunner and loader was provided in German service. A total of 2,550 rounds were carried for the bow and turret machine guns. The driver could also fire the hull machine gun with a trigger fitted on the left tiller bar.

    In German service, a loader position was added to the turret by reducing ammunition capacity by 18 rounds. All future Panzer 38(t) tanks were rebuilt according to this specification, whereas those already in service were modified accordingly. The commander had to aim and fire the main gun.

    The engine was mounted in the rear of the hull and drove the tank through a transmission with five forward gears and one reverse gear to forward drive sprockets. The track ran under four rubber-tired road wheels and back over a rear idler and two track return rollers. The wheels were mounted on a leaf-spring double-bogie mounted on two axles. Despite the large wheel size, the tank did not use a Christie suspension.

  31. #3531
    Member SlipSon's Avatar
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    it's the FLACK panzer 38(t)

  32. #3532
    Member eliw00d's Avatar
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    @Blackw00lf
    What DMz meant was Marder III Ausf. H, which was based on a Panzer 38(t) - not the Panzer 38(t) itself, which has not been modeled. You should know this, as the Marder has been in COH for a long time. Also, the Panzer 38(t) neuer Art was not a production model.

  33. #3533
    Member Blackw00lf's Avatar
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    DOH....
    From DMz's post
    38(t), MarderIII, Alket JagdPanzer,PIV, & flak38 in
    i was referring to the First Tank mentioned

  34. #3534
    Member DMz's Avatar
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    Gods sakes. (38t) as in FLAK PANZER 38t), Or if i must Flakpanzer Gepard..... NOT PANZER (38T) .

  35. #3535
    Member Blackw00lf's Avatar
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    DMz
    Gods sakes. (38t) as in FLAK PANZER 38t), Or if i must Flakpanzer Gepard..... NOT PANZER (38T) .
    Doh... Sorry thought you meant the panzer 38(t)

  36. #3536
    Member Mirage Knight's Avatar
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    DMz, can those Panzer IV textures be used on the Panzer IV's that you and Eli worked on?

  37. #3537
    Member eliw00d's Avatar
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    Yes, he released them above.

  38. #3538
    38(t), MarderIII, Alket JagdPanzer,PIV, & flak38 in ambush camo.
    These look sharp, DMz, thanks a lot for putting them up!

  39. #3539
    Member eliw00d's Avatar
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    Sorry for the lack of updates.

    I will be updating the first post soon to make it easier to find and download our work.

    Just a few things left to wrap up the SdKfz 250 variants package for release:


  40. Modding Senior Member Company of Heroes Senior Member  #3540
    Celéstial by heart Celution's Avatar
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    You forgot to include the Vampire in that picture. Anyway, nice job.

  41. #3541
    Member DMz's Avatar
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    You are being awkward arnt you . As of now your not allowed to use any of them unless you use pink camo with yellow spots.

    Oh i took you up on the Gepards dropping sides, i redid them, reseperated them and reuvmapped them, then sent them to Eli for reanimation, so there will be a new Flakpanzer (38t) coming with all the sidepanels dropping down when in action. Again you wiill only be allowed to use it if it as pink and yellow camo Celestiel. Its your own fault for being awkward .

    The 252 has excellant anims on it as i remember, the doors on the back open and close as a munitions halftrack. I cant remember but he may even have made them opening and closing as a command halftrack aswell. The 2x20mm halftracks alt and neu (/9) are very good (considering Beefy helped on them, id say its a miricle) lol.

    The 253 came out nice, i think Aidas will be stealing it and getting Halftrack to make it sand colour.
    The 250/8 is spot perfect for lighting now, as are the rest. I think once he releases these you will all be pleasantly surprised.

  42. Modding Senior Member Company of Heroes Senior Member  #3542
    Celéstial by heart Celution's Avatar
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    That's good, because I obviously only use pink camo with yellow spots...



    it just doesn't make sense

  43. #3543
    Member eliw00d's Avatar
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    I didn't show the 250/3 because it is unchanged from the default one. Almost all other variants have changed in some way.

  44. #3544
    Member DMz's Avatar
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    Spoiler


  45. #3545
    Member SlipSon's Avatar
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    wasnt that camo used only by the infantry?i have never seen it on vehicles before.

  46. #3546
    Member MajorWAA's Avatar
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    Doing some nice work. I like the minimalist type camo. Keep it up.

  47. #3547
    Member Mirage Knight's Avatar
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    Don't forget the Balkenkruez on the sides of the fighting compartment of the Marder III

  48. #3548
    Member DMz's Avatar
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    Spoiler


    Spoiler


  49. #3549
    Member Jagdpanther's Avatar
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    The Kingtiger and the Marder also looks really good. Good work.

    About the Kingtiger addons (command vehicle antenna and the bags): are they available in any way? Do I miss something?

  50. Modding Senior Member Company of Heroes Senior Member  #3550
    Celéstial by heart Celution's Avatar
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    It's a new model DMz made, but don't we already have a Henschel turret? Looks awesome though.
    Last edited by Celution; 4th Dec 11 at 12:00 PM.

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