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Defunct Community Model Project

  1. #3701
    Member DMz's Avatar
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    Very nice job Eli, They came out fine .

  2. #3702
    Member Mirage Knight's Avatar
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    I think I'm in love...must not cry... *sniff*

    Seriously though, excellent work guys! You captured the look of the vehicle very well

  3. #3703
    Member Jagdpanther's Avatar
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    Yeah, this looks good now, perfect!

  4. #3704
    Member eliw00d's Avatar
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    Thanks, guys! I'm sure DMz is happy to hear that as well.

    I recycled the animations from the Alkett version, so this is pretty much done. A release will come out soonish.

  5. #3705
    Member Mirage Knight's Avatar
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    I do believe a resounding "woot" is in order here

  6. #3706
    Member MajorWAA's Avatar
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    Love the Vomag Jagdpanzers. You guys should release a complete skin pack in that ambush theme camo pattern.

  7. #3707
    Member DMz's Avatar
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    Im pleased now, it looks like what we aimed for

  8. #3708
    Member Jagdpanther's Avatar
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    Mhmmm, looks like the Kingtiger (both variants) do not have sound for the hull_mg ("weapon\axis\small_arms\machine_gun\light_machine_gun\mg42_hull_king_tiger.lua") now or happens this only for me? And another question, which states are needed to show up the commander and what's his crew name?

  9. #3709
    Member eliw00d's Avatar
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    Ah yes, I changed the MG states. It had been so long since I changed them that I forgot to mention them. They are the same as all other German coaxial / hull MG states. I think the Relic version used hull_30cal_state or something stupid like that.

    The Commander is the same as for any other vehicle.

  10. #3710
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    Im pleased now, it looks like what we aimed for
    Rightly so, because the skins look absolutely fantastic!!!

  11. #3711
    Member DMz's Avatar
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    Nah its a recolour, you did the hard bit by making the Very first skin on my UV, as far as im concerned it showed me where all the details were and what to highlight. Strictly speaking its an advanced recolour i suppose, lol, cos i put it into max and unwrapped bits plus new parts to see where they go or are on the uv . But never the less, compared to you making the initial skin thats used as a base, it was relativly easy at only about 2 hours work .

  12. #3712
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    Nice of you to say that, I was glad to put time and effort into complementing your models.

  13. #3713
    Member Jagdpanther's Avatar
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    OK, the commander I have, but the sound is still missing. What can I do to get the sound back?

    Quote Originally Posted by eliw00d
    Ah yes, I changed the MG states. It had been so long since I changed them that I forgot to mention them. They are the same as all other German coaxial / hull MG states. I think the Relic version used hull_30cal_state or something stupid like that.
    Misteriously, so far as I can see, you only have changed the coaxial and top mg. The hull mg seems to be untouched. I'm not an expert like you mate, so I don't understand, what you want to tell me with your post. Come on @Eli, gimme some tips.

  14. #3714
    Member Mirage Knight's Avatar
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    Has anyone had any hiccups with the SdKfz 251 pack? I cannot seem to get the gunner for the SdKfz 251/17 Ausf. D to show up in the turret at all. If you take the ebps for the vehicle and place it in World Builder, the gunner does show up...but under the map and off to the side of the vehicle.

    Code:
    role_name            Gunner_KwK
    sync_action_name     Gunner_Attach_KwK
    sync_on_create       True
    Using Gunner_Attach_Quad for sync_action_name, the gunner shows up but in the position for the 251/17 Ausf. C's FlaK 38.

    Also, the gunner and loader for the 251/2's mortar aren't using the proper animations - they're using what looks to be the idle anims for the 251/9's gunner and loader. I'm pretty sure that I'm using the correct states and entities.

    Aside from these minor issues, I'm really digging the HT packs and I'm looking forward to seeing visible troops in the hold in the next version of this pack

  15. #3715
    Member eliw00d's Avatar
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    @Jagdpanther
    hull_mg42_state
    coaxial_mg42_state

  16. #3716
    Member Jagdpanther's Avatar
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    Mhmm, have tried these settings (also with ready instead of aim) but no luck:

    state_machine_name=hull_mg42_state
    do_action_state_name=aim

    state_machine_name=coaxial_mg42_state
    do_action_state_name=aim

    Mysteriously in wb as a nis animation the hull_mg works correct but not ingame. Any idea?

    In addition the position of the coaxial mg seems to be not fully correct and looks a bit weird but at least it works correct.


    Also the position of the top mg gunner is a little bit incorrect (something left from his correct one), the commander is ok.

  17. #3717
    Member eliw00d's Avatar
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    Those states are for the weapon, not for the EBP... so just change the hull and coaxial weapon to the ones used by every other German tank.

    That coaxial MG is supposed to be hidden for the Porsche variant, I will fix that. However, the muzzle flash is correct.

    Also, I am not sure I know what you mean about the gunner, he is in the right spot.

  18. #3718
    Member Jagdpanther's Avatar
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    Oh man, I feel me so dumb. Shame on me.

    Now all my mgs's are working correct. Thank's mate.

    I am not sure I know what you mean about the gunner, he is in the right spot.
    This is only for the Porsche variant. For the Henschel turret it's ok and the commander is perfect for each. Maybe it's because of the mg position. Is it possible to activate the coaxial mg for the porsche turret again in their old posion and swap it to invisible if the Henschel turret is active?


  19. #3719
    Member eliw00d's Avatar
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    Oh, I see now. Okay, this will be fixed in a 1.1 release.
    Last edited by eliw00d; 16th Dec 11 at 10:19 AM.

  20. #3720
    Member eliw00d's Avatar
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    Also, as I was working on a 1.1 fix for the King Tiger, I came up with a method to fix the team color "haze" of some of our releases. Replace the "dx9_unit_team_tint_dirt_norm_oclu_spec_1bit" Shader in the supplied Relic RGM with "dx9_unit_dirt_norm_oclu_spec_uvoff_1bit". This fixes the haze that fits over the King Tiger's hull and makes it uniform with the turret.

  21. #3721
    Member Mirage Knight's Avatar
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    What about replacing the contents of the one shader file with the other?

  22. #3722
    Member eliw00d's Avatar
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    What?

  23. #3723
    Member Mirage Knight's Avatar
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    I did a bit of digging and it seems that the .shader files are .lua files with script and file references. What I was thinking is this: open up both shader files in mod studio (open as text files) and replace the contents of one file with the other. Then save and see what happens. Worth a try I think

  24. #3724
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    the flak 38 wreck seems to have no skin.

  25. #3725
    Member eliw00d's Avatar
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    As in, it is pink? Or what?

  26. #3726
    Member Mirage Knight's Avatar
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    Pink probably. Ran into that a little while ago.

  27. #3727
    @Mirage Knight
    The problem will be, what will happen to the other units that use the original file and work fine with it? .

  28. #3728
    Member Mirage Knight's Avatar
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    Good point, guess I'll go find out

    Edit: This seems to have resolved some other skin issues - notably with the older Halftrack packs / skins that were released. It does indeed get rid of that haze - "correcting" any and all instances of that particular shader issue. I've only tested this on a couple of maps, but I don't seem to be able to find any negative side effects from using this fix, even with stock models and textures. The only drawback is that it does require the use of a custom shader file and the RGM's still retain the shader used.
    Last edited by Mirage Knight; 16th Dec 11 at 8:07 PM.

  29. #3729
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    Pink wreck of flak 38 and as Mirage Knight say Problems to get the gunner for Sdkfz 251 17 d on the right place.

  30. #3730
    Member eliw00d's Avatar
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    Armored Jeep, Version 1.2

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    * Requires: Vehicle Gunner, Version 1.0
    Last edited by eliw00d; 6th Jan 12 at 10:11 AM. Reason: coming soon

  31. #3731
    Member Jagdpanther's Avatar
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    For which models (or variants) is the "Syncpoint" made?

  32. #3732
    Member eliw00d's Avatar
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    251.

  33. #3733
    Member Mirage Knight's Avatar
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    Miami, Florida
    Thanks eli

  34. Modding Senior Member Company of Heroes Senior Member  #3734
    Celéstial by heart Celution's Avatar
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    Eli, your last release isn't really clear what it actually is. Mind to add a little discription?

  35. #3735
    Member eliw00d's Avatar
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    07/31.M Heavy Machine-gun, Version 1.1

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    * Requires: Heavy Machine-guns, Version 1.0
    Last edited by eliw00d; 23rd Dec 11 at 9:23 PM. Reason: update

  36. #3736
    Member Jes's Avatar
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    By 'team haze' I guess you mean the color change that affects the the color of Wehr camo lines and PE vehicle metal?

    Any more info on that would be greatly appreciated - I'm kind of a sucker for the stock PE player hues for my own homebrew.

  37. #3737
    Its called vehicle tint I believe, and what slot you are in effects it. For example, if you start a game as slot 3 player, you will get a different tint than slot 2 or 4.

    To turn off vehicle tints, go to the vehicle's RGD file. Go to action_apply_ext, upgrade_actions.

    Under any of the actions, make the reference: action\upgrade_action\animator_set_variable.lua
    Add Child variable_name (put the name as team), variable_value (put the value as 0)

  38. #3738
    Member Adiya's Avatar
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    hi there, i'm sort of coming back! what's on your hands?
    PaK43 is still on my to-do-list, shall i proceed?

    ----------

    btw. is that possible to make animation to change the state between fortification(unmounted) and carriages(wheel mounted) PaK43/1? since it is said that PaK43/1 is able to fire in its carriages state (less accurate for sure). so here it is:

    PaK43/1 fortification: better defense, better accuracy (even better reloading speed)
    PaK43/1 carriages: mobile (can be very slowly pushed, or mounted to vehicle, if the system finalized), lower accuracy

    changing states takes enough long time (animated).

  39. #3739
    Member eliw00d's Avatar
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    @Adiya
    We should talk on Steam when you get a chance.

  40. #3740
    Member eliw00d's Avatar
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    Panzer IV/70(V), Version 1.0

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    Last edited by eliw00d; 20th Dec 11 at 11:25 AM.

  41. #3741
    Member Noorbi's Avatar
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    Hungary,Szigetszentmiklós
    URL not found :/

    ---------------------------

    Now good!!

  42. #3742
    Member eliw00d's Avatar
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    31.M Light Machine-gun, Version 1.0

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    * Requires: Light Machine-guns, Version 1.0
    Last edited by eliw00d; 23rd Dec 11 at 9:22 PM.

  43. #3743
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    The dl link for the 43M submachinegun does not work Eli!

  44. #3744
    Member eliw00d's Avatar
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    That's because it hasn't been released, yet...

    Patience.

    ----------

    Okay, a lot of little things were released today, but some of them won't get their own post (yet). These are:

    M1919A6, Version 2.0
    MG 26(t), Version 2.0
    MG 34, Version 2.0

    These are all models made by Loran Koran in the past. I have updated their RGO files to be compatible with a brand new Light Machine-guns package that should eliminate any and all conflicts across all mods. Please see the front page for details. You can find each weapon in their respective country of origin.

    Also, I will be releasing Hungarian small arms throughout the day, the first of which is the 43M Submachine-gun by inukshuk. Next up is his MG 30, which has already been uploaded and is part of the Light Machine-guns package mentioned above, I just need to create a post for it. I am still working on his 95/30 and Schwarzlose, but they should be ready soon as well.

    Stay tuned for more!

  45. #3745
    Thank you very much eliwood . Btw, the package of the mg34 v2.0 contains the mg30 files.

  46. #3746
    Member eliw00d's Avatar
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    Oops! Fixed.

  47. #3747
    Member MajorWAA's Avatar
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    The link for the Alkett Jagdpanzer IV Ver 2.0 seems to be broken.


    ---------

    OK Cheers

  48. #3748
    Member eliw00d's Avatar
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    Has not been released yet.

  49. #3749
    Member Jagdpanther's Avatar
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    Will be then the Alkett variant a part of the Jagdpanzer IV package. This would be a nice thing.

  50. #3750
    Member eliw00d's Avatar
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    They will be separate. They are similar, but not enough to warrant mixing.

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