Well, I animated the models, so they have RGA files and animations. I set up some things, but never added engine sounds, tread dust, things like that.
As for the treads, I think the texture files used have that.
Well, I animated the models, so they have RGA files and animations. I set up some things, but never added engine sounds, tread dust, things like that.
As for the treads, I think the texture files used have that.
I might try my hand at it when I have time. Which should be soon, since final exams are almost over. I really want to give the community something in return for what it has given me.
Screenshots
Sd.Kfz. 221 mit 2,8cm sPzB 41
Readme
SdKfz 221 variants, Version 1.0
********
Credits:
********
Custom Models by DMz
Custom Textures by DMz
Animations and Attributes by eliw00d
*********
Includes:
*********
Sd.Kfz. 221
Sd.Kfz. 221 mit 2,8cm sPzB 41
Sd.Kfz. 222
Sd.Kfz. 223
*************
Installation:
*************
Extract contents into your mod's root directory. Some assembly required.
******************
Entity Blueprint:
******************
alternate_sua: Races\PanzerElite\Vehicles\Sdkfz_222\Sdkfz_222
animator: races\german\vehicles\sdkfz_221\sdkfz_221
*****
Crew:
*****
Loader01
*******
States:
*******
do_action_state_name: 221, 221_mit_2,8cm, 222, 223
state_machine_name: sdkfz_variation
do_action_state_name: 280rpm, 480rpm
state_machine_name: rate_of_fire
Note: rate_of_fire is meant for the Sd.Kfz. 222 variant, determines whether it is using a 2cm KwK 30 or KwK 38.
do_action_state_name: invisible, ready
state_machine_name: main_gun_state
Note: main_gun_state must be set to ready in order for the sPzB 41 to show.
********
Weapons:
********
***************************
SdKfz 221 mit 2,8cm sPzB 41
***************************
state_name: main_gun_state
track_horizontal: spzb41_horiz
track_horizontal_speed: spzb41_horiz_speed
track_vertical: spzb41_vertical
max_down: -5
max_left: -15
max_right: 15
max_up: 5
launcher_marker: marker_spzb41_barrel_end
Download
Last edited by eliw00d; 13th Dec 11 at 8:41 AM.
Is the turret fixed or turnable on the 221?
Oh and many thanks for DMZ's Tiger B release.
@Jagdpanther
There is no turret, the 2,8cm sPzB 41 was bolted onto the hull. From there, it has a small range of movement (see readme).
![]()
Ah ok, this I didn' know and had it overlooked in the readme.
Edit: Some notice about the Tiger B package.
It's only a minor mistake but it could irritate someone.Code:This is the path setup to show the textures: art\models\races\german\vehicles\tiger_b\textures\tiger_b_(henschel)_parts_dif ... and this is the real included folder structure: art\models\races\german\vehicles\tiger_b\tiger_b\textures\tiger_b_(henschel)_parts_dif
Last edited by Jagdpanther; 12th Dec 11 at 5:52 PM.
This is getting silly thats 2 plus a halftrack pack in like 5 days lol .Well done m8 looks good.
Yeah I see it, here the next question:
where are the skin files for the SdKfz. 221, the reference seems also not to be correct? Isn't it?
It looks ok so far, because the PzB41 has a skin, but which one I can't say.Code:art\models\races\german\vehicles\sdkfz_250\textures\spzb41_dif![]()
Last edited by Jagdpanther; 12th Dec 11 at 7:54 PM.
very nice job with the SdKfz 250 variants, here are a small demonstration of his performance in game
@Jagdpanther
I'm not sure how that double folder issue happened! It has now been fixed. Good catch.
Also, the sPzB 41 textures were not included, but are part of the Sd.Kfz. 250 package. I will rectify this soon.
As for the main_gun_state, I will amend that part.
The main_gun_state thingy I have solved, it works now correct, cause I simply had not added the weapon itself, in which this seems this to be the default. It's all right there. Which of the crew members is used as gunner? Is it the loader?
Same as Sd.Kfz. 250: loader01. I will add that to the readme as well.
OK thanks mate. For the 250, it seems I use the old version, they do not have any textures inside.
I have been informed by DMz that I included the wrong skin for the sPzB 41, anyways (the camo being for the carriage version). So, when I update the 221 variants, I will include the proper one.
Speaking of sPzB 41:
People will have to use their imagination when the gun packs up or sets down, as I am not aware of a good method to reposition the crew (and won't waste my time on it). It is about 95% animated, just needs the wheels to turn. This should be great for Fallschirmjäger, as it is the specially designed carriage for them (leichter Feldlafette 41).
That's the one I also see, but I have no idea from where the model takes its texture files. Both folders (250 and 221) are having no textures subfolders on my end?!![]()
Lol, wrong directory searched. There's another one called sdkfz250, without the important underscore. The correct one does have the subfolder. From somewhere had to come the texture.
Btw. which function does have the state texture_swapper (on/off) for the Kingtiger and how is it to use?
#3668
Wow, i get distracted for a week or so, and you guys go and release a heap of packages without me... i love you guys!
I'm also particulary happy with the new layout and extra information in the Readme document, and including the Readme in the download as well as in the thread! I have yet to actually test these puppies out, but they'll be keeping me busy for quite a while coding them in. Looking in the release package, it looks like the 250/8, 252 and 253 have their own skins aside from the standard 250 skin, or are those just for their variant specific extra parts?
@Jagdpanther
texture_swapper determines whether to use custom skins or default skins with the models. I would recommend on for the King Tiger.
@Lethal Dosage
Variant specific extra parts. I will eventually work on a texture_swapper state for that package, but it's too much work atm.
Hi Eliw00d!
http://250kb.de/6Zv5cli
The sPzB 41 are missing or the Worldbuilder not show it?
You need to add the Loader01 from the Sd.Kfz. 250. Then, switch main_gun_state to ready.
----------
I have updated the Sd.Kfz. 221 variants package with a slightly more informative Readme as well as the proper textures for the sPzB 41. Please re-download.
Cheers eli - most helpful
For your SdKfz 222, are the motion names for the KwK 38 the same as that used for the vCOH 222's?
@MK
Not sure what you're asking.
On another note, I have released the Sd.Kfz. 251 variants package and an updated 2cm FlaK 38 by tankdestroyer. See front page for links!
Finally a sPzB 41 for my Fallis. Thank you so much for that eli!
Turns out there was an unforeseen conflict with the Sd.Kfz. 222 and the Gun Crew which caused the muzzle flash marker to be static. This has been fixed and the package has been re-uploaded. Sorry for the inconvenience!
I have a question about the Sturmpanzer. I understand the states:
States
hull_variation: early, late
panzer_variation: ausf_h, ausf_j_(early), ausf_j_(late)
schuerzen_upgrade: off, rails_only, on
need to be changed under action_apply_ext, but what about these:
Anim Table
state_name: stuh43_state
track_horizontal: stuh43_horiz
track_vertical: stuh43_vertical
Projectile
marker_ax_stup_iv_stuh43_barrel_end
Tracking
max_down: -5
max_left: -10
max_right: 10
max_up: 30
I couldn't find these in any rgd file. I got the Sturmpanzer to physically replace the StuH without any problems, but when it fires the shell kinda just comes out of its body, and there's no sound or firing animation from the Sturmpanzer's gun.
Also, the King Tiger release looks awesome, but I can't seem to switch the turrent MG off. In-game, the commander will be there (in commander stance), but in front of him the MG42 will be firing on its own.
I've already set the states to:
do_action_state_name: off
state_machine_name: turrent_MG42_state
do_action_state_name: off
state_machine_name: turret_mg42_visibility
Still no avail.
@Crimson
Those are all located in the weapon file you have to create. I would use the StuH 42 weapon as a base, and then modify those fields. In time I will update all the old readmes and packages to the new format.
Did you download the Turret Gunner listed on the front page? Try turret_mg42_state: invisible.
Hi Crimson,
Anim Table
You will find this on the weapon of the unit, look for it on combat_ext on the ebps. There are like five hardpoints, usually the first one has the main weapon, the others are used to store barrage weapon variantions or secondary weapons like hull or coupola mgs. If there is no weapon file present, create a new one using an existant weapon file(maybe StuH???).
Projectile
You will find this on the projectile that uses the weapon. You can find it on ebps/projectile folder, on projectile_ext->launcher_marker property of the selected file, you should put that. You can check what projectile uses by checking the projectile section of the weapon file. If it doesn't have, create a new one using another projectile file as template(maybe StuH one? but remember to assign it to the weapon->projectile node) and change the aforementioned property.
Tracking
In the weapon file there is a section named tracking, there's a node inside it called normal, add these values there.
@ Eli
I'll try out that invisible state, thanks for the assistance so far.
@ Blackbishop
I changed the anim table, but does the projectile type affect combat stats? Like do different projectiles have different damage stats attached to them? If so, I fear it will sync my game. Same with the tracking. Maybe if the Sturmpanzer gun cannot track as fast as the normal StuH would there may be problems?
Projectile controls which marker to use when launching, so it's usually a good idea to make one for a custom vehicle so that it comes out of the right spot.
I am not sure why you would need these custom models in an online vCOH game, as they are not designed for that.
The same reason why people put on skins. Aesthetics / cosmetic reasons. All of your models that I've used up to the 252 and 253 have worked so far, I just need to make sure I don't tamper with the actual unit combat stats. Do you object to me using them for that purpose for private use?
No, of course not. Just not supported.
If you're using it that way, I guess you don't need to change projectile.
Just tested. The Sturmpanzer works 100% fine for me now. With only the anim table changed, the firing animation and sound appeared.
But the King Tiger's MG42 is still appearing, even after the states are changed to:
do_action_state_name: invisible
state_machine_name: turrent_MG42_state
do_action_state_name: off
state_machine_name: turret_mg42_visibility
I even downloaded the MG34turrent files for the King Tiger too. Still this appears.
![]()
Well, if you are basing it on the vCOH King Tiger, it's because it has a weapon that updates turret_mg42_state to ready. Nothing you can do about it.
Edit:
Well, I suppose you could edit all turret MGs to not have a turret_mg42_state in the anim table...
Hmmm....I got away with no turrent MG when I was using Halftrack's KT though (I love your work, and I'm NOT dissing your work, and I do NOT mean to be offensive at all here)
Plus, I've already set the turrent_MG42_state to from Ready to Invisible though.
The weapon anim_table supersedes any state changes at the EBP level.
I can't help you, I'm sorry.
What about removing the gunner using a remove_crew_action on upgrade actions? I wonder if that would cause trouble.
It wouldn't cause any trouble, I'm pretty sure of that, but how would it be spelled out?
Reference: action\upgrade_action\remove_crew_action.lua
crew_name gunner
or
crew_name turrent_gunner
In order to remove him, you need to know it's role name, usually it is "Gunner". so you will need to do something like this:
Crew name pic
Upgrade Action pic
Meh...couldn't get it to work in the end, so I had to make do with Wolfgang holding the MG himself. I'll live with that.
Anyone know where I can download some Sturmpanzer UI by any chance?
A little surprise from DMz and myself:
(see new picture below)
![]()
Last edited by eliw00d; 14th Dec 11 at 8:34 AM.
Jodidamente increible , the jagdpanzer 4 l/48 and l/70 with amazing skins, guys your work is worthy of a museum.
Celeritas et subtilitas patrio (U.E.I)
They are a modified version of the Alkett version DMz made, so that they all look somewhat uniform in game. We added both the early MG layout (one on each side) and the late (pictured). Also, this means the Alkett version will be getting a hull MG as well.
Last edited by eliw00d; 13th Dec 11 at 5:54 PM.
They are looking cool.
Mhmm, but the Schürzen seems to be a little bit too large for my personal feeling ...
The skin is sexy.![]()
Very nice eli! Only thing that bugs me is the jerrycan on the side there...seems a bit out of place. Oh and any chance of getting that prominent angled and reinforced nose in there?
Great news all the same![]()
Spare track sections would go on the nose and the rear plate just above the exhaust assembly. Besides, I'd rather not see anything extraneous on the superstructure sides...I feel it would spoil the clean lines of the Jgpz IV![]()
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