Very nice job Eli, They came out fine .
I think I'm in love...must not cry... *sniff*
Seriously though, excellent work guys! You captured the look of the vehicle very well![]()
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.
Love the Vomag Jagdpanzers. You guys should release a complete skin pack in that ambush theme camo pattern.![]()
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?
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.
Rightly so, because the skins look absolutely fantastic!!!Im pleased now, it looks like what we aimed for
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 .
Nice of you to say that, I was glad to put time and effort into complementing your models.
OK, the commander I have, but the sound is still missing. What can I do to get the sound back?
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.Originally Posted by eliw00d
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.
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.Code:role_name Gunner_KwK sync_action_name Gunner_Attach_KwK sync_on_create True
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![]()
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.
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.
Oh man, I feel me so dumb. Shame on me.
Now all my mgs's are working correct. Thank's mate.
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?I am not sure I know what you mean about the gunner, he is in the right spot.
![]()
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.
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.
What about replacing the contents of the one shader file with the other?
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![]()
the flak 38 wreck seems to have no skin.
@Mirage Knight
The problem will be, what will happen to the other units that use the original file and work fine with it?.
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.
Pink wreck of flak 38 and as Mirage Knight say Problems to get the gunner for Sdkfz 251 17 d on the right place.
Screenshots
Armored Jeep
Readme
Armored Jeep, Version 1.2
********
Credits:
********
Custom Models by DMz
Custom Textures by DMz
Animations and Attributes by eliw00d
*********
Includes:
*********
Armored Jeep (M2HB), 82nd Airborne Divisional Reconnaissance
*************
Installation:
*************
Extract contents into your mod's root directory. Some assembly required.
******************
Entity Blueprint:
******************
alternate_sua: Races\Allies\Vehicles\Jeep\Jeep
animator: races\american\vehicles\armored_jeep\armored_jeep
*******
States:
*******
do_action_state_name: off, on
state_machine_name: upgrade_armor
Download
* Requires: Vehicle Gunner, Version 1.0
Last edited by eliw00d; 6th Jan 12 at 10:11 AM. Reason: coming soon
#3734
Eli, your last release isn't really clear what it actually is. Mind to add a little discription?
Screenshots
07/31.M Heavy Machine-gun
Readme
07/31.M Heavy Machine-gun, Version 1.1
********
Credits:
********
Custom Models by inukshuk
Custom Textures by inukshuk
Animations and Attributes by eliw00d
*********
Includes:
*********
07/31.M Heavy Machine-gun
*************
Installation:
*************
Extract contents into your mod's root directory. Some assembly required.
Open commonmeshes.abp or the .abp of the Soldier you want to carry the HMG and add the following line:
"..\\Hungarian\\Weapons\\Schwarzlose_MMG\\Schwarzlose_MMG_Sync",
Add additional "..\\" where needed to the path above according to your local structure.
Location: data\art\models\races\common\commonmeshes.abp
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Entity Blueprint:
******************
animator: races\hungarian\weapons\schwarzlose_mmg\schwarzlose_mmg
********
Weapons:
********
**********************
07/31.M Heavy Machine-gun
**********************
visibility_name: schwarzlose_visible
fx_tracer_name: schwarzlose_tracer
Download
* Requires: Heavy Machine-guns, Version 1.0
Last edited by eliw00d; 23rd Dec 11 at 9:23 PM. Reason: update
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.
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)
hi there, i'm sort of coming back! what's on your hands?
PaK43 is still on my to-do-list, shall i proceed?
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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).
Screenshots
Jagdpanzer IV
Panzer IV/70 (Vomag)
Readme
Panzer IV/70(V), Version 1.0
********
Credits:
********
Custom Models by DMz
Custom Textures by DMz and inukshuk
Animations and Attributes by eliw00d
*********
Includes:
*********
Jagdpanzer IV
Panzer IV/70(V)
*************
Installation:
*************
Extract contents into your mod's root directory. Some assembly required.
******************
Entity Blueprint:
******************
alternate_sua: Races\Axis\Vehicles\Panzer_IV\Panzer_IV
animator: races\german\vehicles\panzer_iv_70(v)\panzer_iv_70(v)
*******
States:
*******
do_action_state_name: ausf_h, ausf_j
state_machine_name: panzer_variation
do_action_state_name: early, mid, late
state_machine_name: jagdpanzer_variation
do_action_state_name: off, on
state_machine_name: upgrade_armor
Note: upgrade_armor only works on the SdKfz 250/10 variant. It toggles the shield for the 3,7cm PaK 36.
********
Weapons:
********
*********************************
7,5cm PaK 39 L/48 and PaK 42 L/70
*********************************
state_name: pak42_state
track_horizontal: pak42_horiz
track_horizontal_speed: pak42_horiz_speed
track_vertical: pak42_vertical
max_down: -5
max_left: -10
max_right: 10
max_up: 15
launcher_marker: marker_7,5cm_pak39_l48_barrel_end
launcher_marker: marker_7,5cm_pak42_l70_barrel_end
*************************
Left and Right Hull MG 42
*************************
state_name: hull_mg42_left_state, hull_mg42_right_state
Download
Last edited by eliw00d; 20th Dec 11 at 11:25 AM.
URL not found :/
---------------------------
Now good!!![]()
Screenshots
31.M Light Machine-gun
Readme
31.M Light Machine-gun, Version 1.0
********
Credits:
********
Custom Models by inukshuk
Custom Textures by inukshuk
Animations and Attributes by eliw00d
*********
Includes:
*********
31.M Light Machine-gun
*************
Installation:
*************
Extract contents into your mod's root directory. Some assembly required.
********
Weapons:
********
**********************
31.M Light Machine-gun
**********************
visibility_name: mg30_visible
fx_tracer_name: mg30_tracer
Download
* Requires: Light Machine-guns, Version 1.0
Last edited by eliw00d; 23rd Dec 11 at 9:22 PM.
The dl link for the 43M submachinegun does not work Eli!
That's because it hasn't been released, yet...
Patience.
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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!
Thank you very much eliwood. Btw, the package of the mg34 v2.0 contains the mg30 files.
The link for the Alkett Jagdpanzer IV Ver 2.0 seems to be broken.
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OK Cheers
Will be then the Alkett variant a part of the Jagdpanzer IV package. This would be a nice thing.![]()
They will be separate. They are similar, but not enough to warrant mixing.
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