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Defunct Community Model Project

  1. #3651
    Member eliw00d's Avatar
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    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.

  2. #3652
    Member Lord Wiffleby's Avatar
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    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.

  3. #3653
    Member eliw00d's Avatar
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    Sd.Kfz. 221 variants, Version 1.0

    Screenshots



    Readme



    Download
    Last edited by eliw00d; 13th Dec 11 at 8:41 AM.

  4. #3654
    Member Jagdpanther's Avatar
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    Is the turret fixed or turnable on the 221?

    Oh and many thanks for DMZ's Tiger B release.

  5. #3655
    Member eliw00d's Avatar
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    @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).


  6. #3656
    Member Jagdpanther's Avatar
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    Ah ok, this I didn' know and had it overlooked in the readme.

    Edit: Some notice about the Tiger B package.

    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
    It's only a minor mistake but it could irritate someone.
    Last edited by Jagdpanther; 12th Dec 11 at 5:52 PM.

  7. #3657
    Member DMz's Avatar
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    This is getting silly thats 2 plus a halftrack pack in like 5 days lol .Well done m8 looks good.

  8. #3658
    Member Jagdpanther's Avatar
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    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?
    Code:
    art\models\races\german\vehicles\sdkfz_250\textures\spzb41_dif
    It looks ok so far, because the PzB41 has a skin, but which one I can't say.
    Last edited by Jagdpanther; 12th Dec 11 at 7:54 PM.

  9. #3659
    Member Dartborne's Avatar
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    very nice job with the SdKfz 250 variants, here are a small demonstration of his performance in game


  10. #3660
    Member eliw00d's Avatar
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    @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.

  11. #3661
    Member Jagdpanther's Avatar
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    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?

  12. #3662
    Member eliw00d's Avatar
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    Same as Sd.Kfz. 250: loader01. I will add that to the readme as well.

  13. #3663
    Member Jagdpanther's Avatar
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    OK thanks mate. For the 250, it seems I use the old version, they do not have any textures inside.

  14. #3664
    Member eliw00d's Avatar
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    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).

  15. #3665
    Member Jagdpanther's Avatar
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    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?!

  16. #3666
    Member eliw00d's Avatar
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    If you have the 250 package, then you have those textures.

  17. #3667
    Member Jagdpanther's Avatar
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    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?

  18. Company of Heroes Senior Member  #3668
    Moderator Lethal Dosage's Avatar
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    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?

  19. #3669
    Member eliw00d's Avatar
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    @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.

  20. #3670
    Member Noorbi's Avatar
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    Hi Eliw00d!

    http://250kb.de/6Zv5cli
    The sPzB 41 are missing or the Worldbuilder not show it?

  21. #3671
    Member eliw00d's Avatar
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    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.

  22. #3672
    Member Mirage Knight's Avatar
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    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?

  23. #3673
    Member eliw00d's Avatar
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    @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!

  24. #3674
    Member firefish's Avatar
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    Finally a sPzB 41 for my Fallis. Thank you so much for that eli!

  25. #3675
    Member eliw00d's Avatar
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    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!

  26. #3676
    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.

  27. #3677
    Member eliw00d's Avatar
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    @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.

  28. #3678
    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.

  29. #3679
    @ 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?

  30. #3680
    Member eliw00d's Avatar
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    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.

  31. #3681
    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?

  32. #3682
    Member eliw00d's Avatar
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    No, of course not. Just not supported.

    If you're using it that way, I guess you don't need to change projectile.

  33. #3683
    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.


  34. #3684
    Member eliw00d's Avatar
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    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...

  35. #3685
    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.

  36. #3686
    Member eliw00d's Avatar
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    The weapon anim_table supersedes any state changes at the EBP level.

    I can't help you, I'm sorry.

  37. #3687
    What about removing the gunner using a remove_crew_action on upgrade actions? I wonder if that would cause trouble.

  38. #3688
    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

  39. #3689
    Member Mirage Knight's Avatar
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    You mean "crew_name turret_gunner" right?

  40. #3690
    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

  41. #3691
    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?

  42. #3692
    Member eliw00d's Avatar
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    A little surprise from DMz and myself:

    (see new picture below)

    Last edited by eliw00d; 14th Dec 11 at 8:34 AM.

  43. #3693
    Member -250 wh div-'s Avatar
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    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)

  44. #3694
    Member eliw00d's Avatar
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    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.

  45. #3695
    Member Jagdpanther's Avatar
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    They are looking cool.

    Mhmm, but the Schürzen seems to be a little bit too large for my personal feeling ...



    The skin is sexy.

  46. #3696
    Member Mirage Knight's Avatar
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    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

  47. #3697
    Member eliw00d's Avatar
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    The Jerrycan shouldn't be there, it will be fixed.

  48. #3698
    Member SlipSon's Avatar
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    maybe some track sections instead of the jerrycan?

  49. #3699
    Member Mirage Knight's Avatar
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    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

  50. #3700
    Member eliw00d's Avatar
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    Based on feedback:


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