OK, no problem.
The position for the 2cm KwK 38 gunner is mostly correct. If infantry models were sized properly, he'd be positioned so that his head was to the left of the gun but what we have here will suffice.
Oops, I didnt know that. Sorry. I thought the server is down because for some reason I cant access your server Eli.That's because it hasn't been released, yet...
Fantastic job on the weapons ! And the Jagdpanzers look very menacing !
Inukshuk, if you could edit your camo texture to fit the new JP it would be nice, ill sort the default texture for it, it just easier for you to do your camo as you still have all your patterns and overlays, where as id have to do it by clone brush and dropper. Having the additional textures will give people some choice, as im sure my ambush alone isnt really to everyones taste. Dont forget to edit a PIV aswell so the engine hatches ect match thx.
What weapon stats does the MG30 use? I have tried adding it using the MG42 lmg as a base, but the weapon shows up at the feet of my soldier. I suppose that my mistake is due to something in the anim_table.
@Lasias
Did you download and install the Light Machine-guns package? Did you make the necessary changes included in the readme? If it is showing up, then your anim_table is fine. But if it is at the feet of your soldier, then you did not set up the LMG package.
@Eliwood
Yes I did, I also checked to lmg42 (which I changed according to the readme of the LMG package) and that works fine. But I'll check out the LMG package again. Might have made a mistake somewhere.
Thanks for the quick reply, by the way!
So, the MG 42 works fine? Where did you add the MG 30? And did you use "mg30_visible" for the weapon?
I added the MG30 to the .abp of the Fallshirmjager. And yes, I just changed the visibility_name in the Anim_Table. The weapon works fine, fires and everything. It's just the position that's wrong.
Have you tried putting the MG30 in commonmeshes or completemotiontree?
No, but I'll just go and do that. Does that generally make a difference?
Well, that is how I have it set up on my end, but it shouldn't. If that doesn't fix it for you, then we'll know something else is up.
Hmm, that gave me a blue 'missing rgm' box. This is really weird. But you know what, I'll just try to add it again from scratch tomorrow. Maybe I missed some small detail somewhere. Thanks for your help, it's much appreciated!
When you put it in commonmeshes or completemotiontree, be sure to remove the extra "..\" so that it paths correctly.
Okay, I got rid of the blue boxes. But I get the same result in the commenmeshes: the lmg is at the feet of the soldier. Would it help if I described how I set it up?
Okay, so I installed the lmg 1.0 pack and changed completemotiontree ( "FE\\Weapons\\LIGHT_MACHINEGUNS", "..\\German\\Weapons\\MG42\\MG42",). Then I changed the lmg42, and that works fin. Then I installed the mg30, made a copy of the lmg42 and changed visibility_nme. Then added "..\\German\\Weapons\\MG30\\MG30", to my fallschirmjager.
Edit:
I just tried adding the mg34 using the rgd files from my mg30. Same result. What the bugger am I doing wrong..?
@Inushuk
The lmg shows up at the feet of the soldier.
Last edited by Lasias; 21st Dec 11 at 10:51 PM.
You forgot to say what the problem is!
#3770
Lasias; I had this problem too with the MG34 when i converted over from Loran Korn's original LMG pack to these new releases. My problem was slightly different in that one squad worked perfectly when upgraded with it, but when my Fallschirmjager squad upgraded with the same slot_item and weapon had the same issue as yours, the MG was setup at their feet.
What i worked it out to be was the MG42_light line in the Fallschirmjager's .abp file. Open the .abp files of all the squad members of the squad your having these troubles with, and make sure the MG42_light line isn't in there. If it is, just highlight and delete that line.
@Lethal Dosage
Ah, thanks for the update. It is hard to work out issues like that when the setup on my end is entirely custom. Hopefully that solves Lasias' problem.
@Lethal Dosage&Eliwood
Removing the mg42_light line did the trick! Fantastic. And the mg30 looks great ingame. You guys excelled yourself.
#3773
Well i think i have a problem of my own on my end. I'm using the Jagdpanzer IV (v) with the early state enabled that has both hull MGs. I've setup individual weapons for both machineguns, using the hull_mg42_left_state and hull_mg42_right_state states in each weapon's anim table in the state_name field. Both guns appear fire ingame with their muzzle flashes visible, however the tracers for each gun appears to come from behind the L/48 gun, and not from either machinegun's muzzle. I beleive i've set everything up correctly, so the only thing i can think of is the XYZ co-ordinates for the weapon origin in the combat_ext. At the moment their using the Panzer IV's hull MG co-ordinates, what are the correct co-ordinates for both hull MGs on the Jagdpanzer IV (v) early?
I thought you'd also like to know that the Sdkfz 221 package has the wrong skin paths in the .rgms for the sPzB 41 gun and turret. The .rgms point to the default Relic 222 skin for the sPzB 41's gun skin instead of the correct textures supplied with the release, and the skins for it's "turret" are pink. These are easily fixed in the .rgm files, but i thought i'd give you a heads-up so it can be fixed in any future release of the package.
some update on my current work. PaK43 on cruciform mount is a beautiful big gun.
so far 1200 polys
Spoiler
Doesn't make it any less awesome mate
Looking forward to getting that ingame!
#3778
Looks great indeed, but isn't it basicly another 88mm Flak 36 (but then as PaK43)?
@Celestial
For a "Kung-Fu Modder", you certainly seem to question variety a lot.
@Celestial
Not really, as the 8.8cm PaK 43 was a dedicated, low profile AT gun whereas the FlaK 36/37 was a dual role weapon, serving as a heavy AA gun and an AT gun.
I can really see this model being useful for someone looking to add some options to say PE's Tank Destroyer doctrine![]()
@Celestial: Yepp it is indeed a Flak88 but not a variant of the 88mm Flak 36 (Rheinmetall-Borsig). It's a separate development by Krupp directly designed as an at-gun.
@Adiya: Nice model. Looks good.
I was under the impression that the 8.8cm FlaK was developed by Krupp but that Rheinmetall-Borsig was authorized to build it under contract to supplement production.
#3783
For an animator, you certainly think you are the most important around here a lot. Sorry to put such a tone up, but how you said that was kind of rude towards me asking a simple question. Though I do not care so much for if a tank ingame has an exhaust more or less, but this was just a question to get a confirm of an expectation.Originally Posted by eliw00d
Besides, my title of Kung-Fu Modder, which previously was my custom title underneath my name, was given by Moe on the day I was made Senior, and basicly others have been using that relating to me answering their questions, or solving attribute problems.
I rather feel like how you react towards other members including myself that as you are the one in this thread animating (which is awesome, don't get me wrong), you crown yourself as supreme person who makes the rules out here.
Of course you decide what you make and what not, but sometimes your answers towards people come over that you feel better than the rest, as you have the 'power' of being the animator who brings out the final product.
I feel like people often forget that animating is not everything about modding and definately not the most important. In the end you can have the beautifull models you guys release, but without proper - how 'easy' it might be compared to animating - attribute coding you are nowhere. I feel like lately this community went to a state where everything is focused towards new models and animating them, and not so much anymore about creating the actual mod or the gameplay/balance for it.
Certainly it is true that seeing renders or ingame footage of newly created content is more exciting than reading a wall of text about creating attributes or AI, but those things surely aren't less important in modding a game.
Yes, I perhaps have asked a lot about new models in this thread, but does that really matter, and should I be treated differently than others for asking? This is an open forum, always has been, meaning that as long as it is a related question I can ask or comment about it. If you want to have a thread which only has comments telling you how awesome your new content and animations are, then that's fine and I will no longer try to ask or comment here except for saying that I like your new stuff without any opinion or question behind it.
Maybe it is just me being overreacting to this, but it for me it feels like you downgrade everything to a lower status except for new high quality 3d models added to the game.
@Mirage Knight: My statement above was only about the development. Like many other weapons and vehicles more than one companies are producing it. The development of Flak88 (Rheinmetall-Borsig) and the Pak88 (Pak43 Krupp) are both a result of an announcement. The Flak88 was successfully agreed, the Pak88 not. After further development the Pak88 was also agreed.
The pak43 is good, will save me messing about anymore, make a wreck once youve uvwrapped it, the concellation we have is the croix mount and the 2 wheel version are as alike as chalk and cheese, thus i dont have to worry about scrapping anything. We will go with the one in the render.
Also make the towing array and wheels, it will look better with those next to it or in the vacinity along with some ammo boxes. I think that probebly answers your pm aswell.
its not just another 88, its a dedicated tank killer, lower profile differrent hydrolics, completly different rifeling and traverse mechanisam, not to mention almost 2 feet longer, 20 inches lower.Plus a totally different shield & towing array. It warrants a slot ingame.
As for the squabbling, we make models here. And post them for release, models are not the end all of the game. But there is nothing being released anywhere else at the moment. So i suppose that tends to make the models the center of attraction.
Rest assured i know how much of a pain in the arse, and how brain knumbingly boring, attrib and coding work is . I will be suitably awesmacked when Modern Combat is released, and when East Front release theyre ostheer. But till then i have to settle for models. Im sure no one meant to smite anyone. Granted the response was a bit abrupt, but then Eli has always been as subtle as a brick coming through the window of your lounge. So you should really have got used to him by now.
Also an in depth study into the production of the pak43, and how many different shaped rivits it had compared to the 36,isnt really needed. i like it, Eli likes it, thus it will be made, unless Adiya loses intrest.
#3786
I really like the model and would love to see it ingame, perhaps I stated wrong that I asked where the pak43 has the same role as the 88, not being just another 88. Sure that question has an quite obvious answer, but it's always cool to have more information about to, to also keep more depth in the thread.
I agree on what you said DMz, but you must know that that post above wasn't even about the pak43 or any model in specific. You have always been an awesome and polite person who I respect!
i spent a hell lot of time to figure out how the hydrolic and traverse system on this pak43 works in order to model it, not mention there aren't many graphical materials to reference from. as a result, i found this completely new mechanic design much superior than the one before (on flak36, and 2 wheel version Pak43), which makes this pak43 looks much cooler.
i am wondering if towing ATgun in coh is already practically achieved (e.g. in FE mod).
@Celestial
I have never thought of myself as more important or better than anyone here. It just seems like every time we show off a new project, it is always you asking, "Why this?" or "Why that?" Perhaps I took the question differently than it was intended, so I apologize for being rude.
Also, there are plenty of other animators in this community and I definitely do not see myself as better than any of them. I hold tankdestroyer in high regard and consider my work far inferior to his. A lot of my releases have been subpar, but I taught myself how to animate so that I could work on things that others had no interest in, so obviously I am not a professional. Like sweeten, I would rather be coding than animating, but I have invested a lot of time into these projects and I know the community could use them.
However, I disagree with you on the subject of custom models. Of course new gameplay features or code are important in any mod, as that is the core of the game. Although the game has quite a few vehicle models that are usable in 1944, what about 1940? What about Soviet or other nations' vehicles and equipment? Where would Eastern Front be without custom models? The whole purpose of this project is to provide the community with a variety of additional or alternative models to use as they see fit. If you see no value in an alternative to the 8,8cm FlaK 36, you don't need to use it.
I have a specific way of doing things in regards to my work, and sometimes I may be a bit harsh when people do not follow my instructions to the letter, but it is all for a good reason. I screw up sometimes. I am only human, after all.
Anyways, I am sorry I answered the way I did. If you feel the need to discuss it further, please PM me.
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@Adiya
Towing is possible, just needs tweaking to work properly (hiding the crew).
I have another problem (but not with the mgs!) The crew of the FlaK43 I have installed is standing in the middel of the gun, is that what is noted in the Readme? That the crew cannot attach properly?
Yes, unfortunately that is a known bug and I have not been able to fix it (yet).
Ah, a shame. I hope you get around to fixing it at some point.
I hope so, too. I have learned a lot since I first worked on it, so perhaps next year I can fix it.
I have finished working on inukshuk's Schwarzlose MG, and in doing so have corrected the MG 42 import and created this:
The last MG 34 release was a mix and therefore did not work correctly when carried and sometimes when deployed. This will be an independent model with no mixing, so no conflicts. It should help out early and mid war mods quite a bit, I am sure. Hopefully it will be ready for release soon.
Eli well done, but i say it with no disrespect, eeeew smooooothing, the tripod, terrible errors everywhere, welding too by the looks of it, if its independent they will all show when you put it ingame mate
. I suspect i know wht your respnse will be so send it over.... Gun has some errors too but i cant see properly in oe unless its pink
.
None taken, because I haven't touched the smoothing! That is just how it imports.
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I promised inukshuk I would release his Hungarian weapons this week, so today I have released his Schwarzlose model! Enjoy!
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Quick update on the Schwarzlose to 1.1; decided to add new RGM files using the new MG 42 import skeleton. If there is enough interest in the skeleton, I can upload the reference files for anyone to use. Let me know!
Does this mean we could also start seeing proper infantry crewed .50 cal HMG's with tripod Too?Eliwood
Quick update on the Schwarzlose to 1.1; decided to add new RGM files using the new MG 42 import skeleton. If there is enough interest in the skeleton, I can upload the reference files for anyone to use. Let me know!
Probably not, since their tripods are too low to the ground for the HMG animations. I tried to make an M1919A4, but there were complaints about it not looking right, so I abandoned the idea. I remember seeing hartkeks make custom animations for prone fire, but I don't think it ever got finished.
The fixed skeleton I am talking about is just a correction of the way it is imported. If you import the MG 42, the bones are all backwards with the meshes forwards. Same thing with the Jeep, the bones are upside down.
easy solition, put 2 default relic ammo boxes under the tripod, and some sandbags in front of the mg, that way when its deplyed its deployed in light cover and at the right hight.
i am struggling with modeling pak43's towing wagen, opened suspension drives me crazy![]()
eli maybe you want to release my 50 cal on the tripod until we got a animation for the real mount?
only thing that needs to be done is a custom visibility state.
Dont do the suspension as it looks, just do each spring as a rectangular box, the rest will be done by texture and smoothing, do not overcomplicate it, and try to make it look like it is on the actual vehicle, youll be there all year and get grey hairs, look at some of relics open suspension, it sux in max but is fine ingame. Remember its an rts not fps, any errors on somthing that small are unlikly to be noticed, where as you girl or wife will deffinatly notice your grey hairs.
As for the50cal tripod, look at Modern Combats shout cast, they got round the mg tripod the way i suggested, by sticking it on sandbags when deployed, and to be honest it looks great ingame plus makes the mg have some cover.
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