How did you fix the bad geometry? Just rebuild some of the mesh and smoothing? Or did you just use a different shader?As i said no more dark splodges, well not except for the deliberate ones
#3501
How did you fix the bad geometry? Just rebuild some of the mesh and smoothing? Or did you just use a different shader?As i said no more dark splodges, well not except for the deliberate ones
That is how we began remember? loljust wrong alpha on the norms.
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.
I've never once used textures exported by MAX. It was never about that.
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.
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All that said i should have figured it out a long time ago :/ i was trying to ovecomplicate the problem i think.
#3506
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.![]()
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?
All the released stuff is on the first post. The halftracks arent released.
are there only planned vehicles? i dont see much links just about 2-5.. and e.g the stug III isnt avaible there...
#3510
Because the StuG III isn't released yet. Though, eliw00d also didn't add all released models into the first post...
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.
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Yep, looks great. Looks like there will be quite a few toys for christmas![]()
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.![]()
Screenshots
37.M Pistol
Readme
37.M Pistol, Version 1.0
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Credits:
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Custom Models by nachocheese
Custom Textures by nachocheese
Animations and Attributes by eliw00d
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Includes:
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37.M Pistol
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Installation:
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Extract contents into your mod's root directory. Some assembly required.
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Weapons:
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37.M Pistol
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visibility_name: 37m_visible
fx_tracer_name: 37m_tracer
Download
* Requires: Pistols, Version 1.0
Last edited by eliw00d; 23rd Dec 11 at 9:21 PM. Reason: updated
@eliw00d
Hi, man! Great job!
But the link doesn't work...
P.
Screenshots
43.M Submachine-gun
Readme
43.M Submachine-gun, Version 1.0
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Credits:
********
Custom Models by inukshuk
Custom Textures by inukshuk
Animations and Attributes by eliw00d
*********
Includes:
*********
43.M Submachine-gun
*************
Installation:
*************
Extract contents into your mod's root directory. Some assembly required.
********
Weapons:
********
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43M Submachine-gun
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visibility_name: 43m_visible
fx_tracer_name: 43m_tracer
Download
* Requires: Submachine-guns, Version 1.0
Last edited by eliw00d; 23rd Dec 11 at 9:21 PM. Reason: updated
...and I approve this messageIncludes 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!
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...
Well... that's a different type of conflict, though. If you set those up right, there should be no conflicts.
The problem with what we have at present is the difficulty in setting things up so that there are no conflicts.
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.
A download for the new Jagdpanzer IV L\70(A) skin maybe? perhaps? If you don't mind? Pretty please.....
Thankyou
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
#3527
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.
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.
@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.
DOH....
i was referring to the First Tank mentionedFrom DMz's post
38(t), MarderIII, Alket JagdPanzer,PIV, & flak38 in
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)DMz
Gods sakes. (38t) as in FLAK PANZER 38t), Or if i must Flakpanzer Gepard..... NOT PANZER (38T) .
DMz, can those Panzer IV textures be used on the Panzer IV's that you and Eli worked on?
These look sharp, DMz, thanks a lot for putting them up!38(t), MarderIII, Alket JagdPanzer,PIV, & flak38 in ambush camo.
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:
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#3540
You forgot to include the Vampire in that picture. Anyway, nice job.
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.
#3542
That's good, because I obviously only use pink camo with yellow spots...
it just doesn't make sense
I didn't show the 250/3 because it is unchanged from the default one. Almost all other variants have changed in some way.
wasnt that camo used only by the infantry?i have never seen it on vehicles before.
Doing some nice work. I like the minimalist type camo. Keep it up.
Don't forget the Balkenkruez on the sides of the fighting compartment of the Marder III![]()
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?
#3550
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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