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Defunct Community Model Project

  1. #3901
    Member Mirage Knight's Avatar
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    Ill ambush camo it once its been around a week or so.
    ...and I approve of this message

    Btw, nice work on modeling the StuG III mate. The StuH's barrel is so much better than Relic's and everything else is just ace! Thanks also to eli for getting this animated and ingame

  2. #3902
    Member Jagdpanther's Avatar
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    Quote Originally Posted by eliw00d
    Well, we will have the Ausf. F, so I suppose I could fit in the Ausf. E as a state change - as most of what would be needed is part of the Ausf. F model.
    Yepp, that's correct, the E version is mainly a F version with the short gun of the C/D version. This makes some things easier.

    Quote Originally Posted by DMz
    Ill ambush camo it once its been around a week or so.
    Your camo would be a great feature. Good idea.
    Last edited by Jagdpanther; 5th Jan 12 at 1:47 PM.

  3. #3903
    Member DMz's Avatar
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    @Dartborne

    The interiors of all german tanks were white, that includes the copulas m8

    @Mirage Knight, thank you.

  4. #3904
    Member eliw00d's Avatar
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    @Dartborne
    Try setting the "body" material's shader to "dx9_unit_dirt_norm_oclu_spec_uvoff_1bit" in the RGM. That should fix the cupola.

  5. #3905
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    only one thing, inside the commander's hatch is white
    The interiors of all german tanks were white, that includes the copulas m8
    @Dartborne, DMz
    I will have to take a look at it, but I havent the time atm. It could be that the alpha of the diffuse got screwed up and the actual hole is not there. The interior was white and therefore it is actually quite authentic. The question is (I can not see from the angle of the screenshot) whether the hole is there or not where the hole suppose to be on the skin. Will see to it and remedy it if need be bud!

  6. #3906
    Member Mirage Knight's Avatar
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    As far as interior colours are concerned, this should help settle any doubts

    http://www.figuras.miniatures.de/cam...-interior.html

    According to the article, before September 1944, the upper half of the interior walls of the fighting compartment were to be painted an ivory / cream colour, with fittings to be painted black or dark grey, naturally to aid visibility in low light conditions. Hatch interior surfaces (NOT the cupola surface - the underside of the hatch) were painted according to the vehicle's base colour - dark yellow. Padding for the hatches was black leather. Between September and late 1944, vehicle interiors were instructed to be left in primer red and not coated in ivory at all - possibly to facilitate production.
    Last edited by Mirage Knight; 5th Jan 12 at 2:39 PM.

  7. #3907
    Member DMz's Avatar
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    Ive just figured out what he meant, looking at the picture, the commander is supposed to be in a tunnel which goes down into the inside of the stug, its tube shaped and part of the copula, it goes down quite a way, because ive always disliked relics cone style copula as it cuts the commander off at the waist. Judging from the picture, id say the alpha cutout on the top of the hull isnt there, ill take a look in photoshop now, but im pretty certain its not there or somthings screwed up on it.Scratch that its the shader, change it like Eli said and the alpha will work sorry .

  8. Company of Heroes Senior Member  #3908
    Moderator Lethal Dosage's Avatar
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    The StuG III is looking very good ingame! I see the schuerzen_racks state and states for each armoured plate is in the StuG III as well, Eli, do you plan on doing this with all future panzer updates? If so, that'd be really cool, but i don't know how useful most modders will get out of it, unless theres a Random state that randomly toggles some of the plates off on each vehicle when it spawns.

    DMz, i really can't remember, but didn't you make some alternate skins for a StuG III variant way back? I think one was with the StuG in plain green? I couldn't find anything with a quick look around, so maybe i'm imagining things again? lol. :P

    DMz, sent you a sorry PM, with lots of


    Edit: Hmm, looks like a tank commander is very possible with the Tank Commander model added to the .abp file. Cheers DMz for the solution to the lack of a hole in the cupola. That, and the fact that the hatch anims aren't really all that smooth when opening/closing lead me to ask in my previous post as to whether the Tank Commander was intended or was to be something to be finished in the future.

    Just an additional note for others who missed the Shader discussion some way back, to fix it and get the hole, open the StuG III's .rgm file, and in each part of the model, where it says data\shaders\dx9_unit_dirt_norm_oclu_spec_8bit, you change that to dx9_unit_dirt_norm_oclu_spec_uvoff_1bit. I changed that on the StuG_III_Suspension, Schuerzen, Body, and Barrels.

    Don't change the shader field on any of the parts that use the dx9_unit_norm_spec_1bit shader such as the Stowage, MG34, or Tools, as it will make these parts invisible.
    Last edited by Lethal Dosage; 5th Jan 12 at 4:58 PM.

  9. #3909
    Member eliw00d's Avatar
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    The individual armor plates were a lot of work, so I'm not sure if it's really worth it. I didn't put anything in the readme about it because it wasn't 100% tested or finished. I was planning on randomizing it, which would be "random" for "upgrade_armor", but it was also a lot of work and I never got around to it.

    There is a texture variation inukshuk made for the StuH. I didn't get around to adding any texture swapper behavior yet, which I was planning on doing for other things. I will include it when I have set up the texture swappers and stuff. But, I am on break for a while.

  10. #3910
    Member DMz's Avatar
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    Did this cos i dont like blue.

    Eli said he would host but till then i will do it on my hotfile account.

    RGM is altered aswell so it takes all textures from the armored jeep texture ... And why is it spelt armored and not armoured ???? .

    Spoiler



    Download

    Credits in rar.

    Model Animation and Attribs By Eliw00d .
    Shield Addon Models UV & Texture\Skin Plus Colour Match by DMz .
    Origional Jeep Model Relic .
    Custom Jeep Texture By GnigruHs .

    Removed Star from GnigruHs jeeps hood, also had to remove the alpha from GnigruHs Jeep and made a new alpha,
    as it left a faint outline of a star on the jeeps hood ingame.

    Used relic default nrm spc gls, to avoid further problems with this issue.

    Colourmatched my shields to GnigruHs texture , not perfect but will do.

  11. #3911
    Member eliw00d's Avatar
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    Not very patient, are we?

  12. #3912
    Member DMz's Avatar
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    No its just youve become extremly forgetful recently

  13. #3913
    Member Jes's Avatar
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    The Phalanx.
    US UK
    armor armour
    color colour
    aluminum aluminium



    And now you know. :P

  14. #3914
    Member eliw00d's Avatar
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    Front page updated with Armored Jeep v1.2.

  15. #3915
    Member Jagdpanther's Avatar
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    @Eli: Could it be that the wreck of the StuG do not have any sound attached for both states (crushed and appearance)? Or do I miss something? At the moment any destroyed vehicle appears silently.

  16. #3916
    Member eliw00d's Avatar
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    As I told Halftrack, it's not finished. But, since I am taking a break, I thought it could at least see the light of day.

  17. #3917
    Member Jagdpanther's Avatar
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    OK then, yes it's a good idea to take a break sometimes.

  18. #3918
    Member DMz's Avatar
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    Some fixes for a couple of older vehicles. The flak blitz will be redone with new anims at a later date, it is however a hundred times better than it was before.

    Eliw00d, please add to front page and host thanks. I believe my hotfile has only one month left anyway, and i probably wont renew it.

    I suspect the Autocar will have to be re-animated at a later date, to fix the door shutter, as its unsightly, besides that there are a couple of other small errors anyway.

    Whichever way you look at it, its better then it was.

    The British\Canadian Autocar is lighter then in the picture, that screenshot was done a long time ago and ive altered lighting and alphas since then.

    Spoiler


    Spoiler


    Spoiler


    Spoiler



    Readme credits in rar as below.


    Autocar SP & Opel Flak Truck Fixed Texture Versions.

    Animated - Eliw00d
    Autocar And Flak 38 Model & UV - DMz.
    Original Halftrack Model - Relic.
    All Alterations to Opel Blitz and M3 Halftrack DMz.
    Autocar British Skin\Recolor - DMz.
    Autocar US Skin (T12/M3 75mm GMC) - GnigruHs With Edits and colour match by DMz.
    Flak38 Original Skin Relic Recoloured\Reskined - DMz.
    Additional Smoothing work and guidance - Beefy^.

    Note regarding Autocar & Opel Flak.

    The Autocar has a warped\twisted uvmap on the right cab window shutter, I can only assume this happened
    when the ocl was made or during final compile.

    The Opel Flak has a couple of welding\smoothing errors on the mudguards. I am assuming they occurred during compile.

    Both these will be addressed at a later date in a final recompile.

    Also every texture including the mix ones now comes out of each models own texture folder.
    The rgms have been altered to reflect this. Several shaders in the rgm have also been changed.

    The epbs files came from NHCToV, these are for my reference use only.
    I have however got the Autocar working in NHCToV with different skins for British & Allies.
    So ab2531 feel free to use these files if you want to update your mods attrib and data archives.

    YOU MUST USE THE TEXTURES & RGMS SUPPLIED, OR THESE WILL NOT WORK. DO NOT ALTER THE FOLDER ORDER,
    OR THESE WILL NOT WORK. IN SHORT IF YOU'VE RTFM YOU'LL KNOW THIS, IF NOT I CAN'T HELP YOU.

    If they are to be used for public release please include the appropriate credits above.

    Download

    Added a texture fix for the US Autocar, Removes the hole in the floor on the GnigruHs Version.


    Download Texture Fix
    Last edited by DMz; 9th Jan 12 at 4:18 AM.

  19. #3919
    Member Aidas2's Avatar
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    Awesome, thx for fixing the Flak truck DMZ, finaly works and looks great! The smoothing errors are barerly noticable.

    Is there a way to turn the headlights off? If not, would be great if you guys could remove them when recompiling it for the last time.

  20. #3920
    Member Jagdpanther's Avatar
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    @Aidas: This should be

    state_machine_name=headlights
    do_action_state_name=off

  21. #3921
    Member DMz's Avatar
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    Thank you been wondering where the command was clever man.

  22. #3922
    Member Xalibur's Avatar
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    Also has anyone actually got the 3rd crewman to work. Call me thick but no matter what i do in my game he just will not appear......
    Hi DMz, same for me... I`m not getting the 3rd gunner to show up for the M15A1!

    I was quite inactive the last month and I`m glad to see that you all are still working here on this ambitious project!

  23. #3923
    Member DMz's Avatar
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    @Xalibur , if you download the syncpoint file from the 1st page of the thread . That sorts it mate. I got my gunner to work after that, but watch out for the pathing, ie FE\Common if not it wont work. The syncpoint in my rar doesnt seem to work. but as i said the syncpoint on the 1st page does work, had to restart the mod a couple of times but the 3rd gunner works all the time now.

    Glad to see you back m8 , you can start doing some textures instead of me hehehehehe

  24. #3924
    Member TigerTanker's Avatar
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    Holy ...! Those models are extremely awesome, thank you guys. Going to test these beauties ingame soon.

  25. #3925
    Member Aidas2's Avatar
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    @Aidas: This should be

    state_machine_name=headlights
    do_action_state_name=off
    Doesn't work.

  26. #3926
    Member eliw00d's Avatar
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    That is the default Opel Blitz headlight state, so it should work, since the Opel Blitz is the mix. I didn't change anything there.

  27. #3927
    Member Aidas2's Avatar
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    I've only tested it in Wb, probably ingame it's fine then. Ran into another problem. Dled your American halftrack pack and when I set it up for an M3 I get a missing rgm box. The halftrack shows up, but the m2hb doesn't. I've modified relics M3_halftrack rgd, changed the entity blueprint and added canopy off state and a m2hb state.

  28. #3928
    Member eliw00d's Avatar
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    Try the original Gunner_50cal then. That package is so old, but we will update it eventually.

  29. #3929
    Member Aidas2's Avatar
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    Still same thing. Tried the M5 state, it shows up with no errors, but there's no mg and the gunner is in the middle of the halftrack, clipping through, half of the body is above the floor, the other half is below. Same happens to the M3 with your gunner.

  30. #3930
    Member DMz's Avatar
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    Only does that in worldbuilder i think.

    Once its ingame he stands up, blitzkriegs files are currant and pretty good, you may want to look at them and see what they did. Cross if iron also managed to get most of the halftracks working alright. I know its cheeky but looking cant hurt.

  31. Company of Heroes Senior Member  #3931
    Moderator Lethal Dosage's Avatar
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    Aidas2: I remember some troubles with the American_halftracks_v2 pack when i played around with it. The most common issue was with models listed in the .abp file that weren't included in the pack. Open the .abp files and check that all the models there (that aren't commented out with --). The vehicle_gunner model and the M1917 and m1919a4 weapons included in that pack are ok, so use them instead of the regular Relic gunner. Looking at the M3 Halftrack, the problem is mostly likely the "..\\MGMC_M13\\MGMC_M13", line, which refers to a model that isn't included in the pack. Just comment it out with a -- like the MGMC_M16A1 line below it, and that should fix the missing .rgm box.

  32. #3932
    Member Aidas2's Avatar
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    Yea, tried out the same thing you mentioned earlier and it does remove the box. Now what to do about the missing hmg? The gunner is in the middle of the halftrack cliping through the floor and there's no weapon nor its mount.

  33. #3933
    Member Thiky83's Avatar
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    I find a new US rocket launcher vehicle :

    GMC-353 T-27 "Xylophone"


  34. Company of Heroes Senior Member  #3934
    Moderator Lethal Dosage's Avatar
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    Aidas2: I don't know what's going wrong for you, maybe it's a bad download?. I installed american_halftracks_v2, removed the bad line in the M3 Halftrack's .abp file, tossed it into WB, added the 50cal_state and turned the canopy off, and got this.

    M3 Halftrack



    This is how it should look, so if it looks any different, then there must be something wrong on your end, either the Attribs your using is screwing it up, or the files themselves are bad, in which case you should redownload them.

  35. #3935
    Member DMz's Avatar
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    Updated #3918 with a texture fix for the US autocar, sorts the hole in the floor.

    Also ive reworked this and changed a few things, i think its now quite good. And consider itt final.

    Spoiler


    Spoiler




    /*===== CREDITS =====*/

    -= Maxson M45D on M55 Trailer =- -= Fixed Final Version =-

    Animated By Eliw00d
    Model by DMz
    Alpa Cutout Fix On Dif by Xalibur.
    Skin by DMz and Relic.

    Basically gave it a makeover added Xaliburs dif & wreck textures, made a new nrm with much better details, and changed the shader plus ocl paths
    in the rgm , also added ebps file.


    Download Final Maxson

    Yes yes i pinched Xaliburs alpha channel on the dif and wreck so it has the cutouts, couldent be bothered to make a new one . I dont think he will mind lol.

    Eli if you could add to first page and host it would be good thanks.

    Aidas2 if you hold fire on your halftracks, im working on the pack at the moment sorting lighting alpha and skins. Once its done ill rerelease it.

  36. #3936
    Member Aidas2's Avatar
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    @Lethal, maybe you can send me the epb for it? I'l try to redownload the files and see if it helps.
    @DMz good to know that you're fixing them.

  37. #3937
    Member kapulA's Avatar
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    Wow, that Maxson looks great! It sure would be nice to see it entrenched in an emplacement, tearing through scores of Volksgrenadiers in the Ardennes! :hint hint:

  38. #3938
    Member Gurdy's Avatar
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    Hey guys! Here's my first asset in a long string of assets for the CMP: the kuebelwagen!

    Low-poly:

  39. Modding Senior Member Company of Heroes Senior Member  #3939
    Celéstial by heart Celution's Avatar
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    Gurdy, you have incredible talent!

  40. #3940
    Member Thiky83's Avatar
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    Gurdy, awesome job!!!

    An other idea? KFz. 15 (Mercedes-Benz G5)



  41. #3941
    Member eliw00d's Avatar
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    @Thiky83
    Don't worry, we have a list of ideas.

  42. #3942
    Member firefish's Avatar
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    Quote Originally Posted by Thiky83 View Post
    Gurdy, awesome job!!!

    An other idea? KFz. 15 (Mercedes-Benz G5)


    These are neither Kfz. 15 nor Mercedes G5

    Both of them are le. gl. Pkw which were built by a whole bunch of German manufacturers except Mercedes. The both of them look like Kfz. 1 to me...

    This is a Mercedes G5:



    It looks very similar to the l. gl. Pkw but Wehrmacht only had few exemplars of this vehicle.

    And this is a m. gl. Pkw in the version of a Kfz. 15:

    Last edited by firefish; 9th Jan 12 at 3:21 PM.

  43. #3943
    Member Jagdpanther's Avatar
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    @firefish: It seems you are right, especially the first picture shows the BMW 325 (Hanomag Typ 20 B or Stoewer Typ R 180 Spezial) which are the same vehicles produced under BMW license and all are mainly designated as SdKfz. 1.

    The second picture seems to be the same vehice, but I'm not absolutely sure.

  44. Company of Heroes Senior Member  #3944
    Moderator Lethal Dosage's Avatar
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    Aidas2: I've attached the necessary Attribs for the M3 (ebps, sbps, slot_item, weapon). I made these about a year ago for Eli as part of some attrib packs i whipped up for some of his releases. I'm pretty sure i didn't pass Eli the attribs i made for the american_halftracks_v2 pack because i wasn't totally happy with how i had the M4a1 Mortar Halftrack attribs i'd made. According to my own notes, i did fix the passengers model for the M3 so that passengers show up seated in the vehicle when infantry are loaded inside. That said, my memory is sketchy, so i offer no guarantees.

    Either way, just drop the Data and DataAttrib files into your mod, and try the M3 out for yourself. For the passengers to work, you'll probably need to use the .mua and .muax files i edited, but overwriting the ones you have installed shouldn't hurt anything. If you don't want to use them, just don't install them, and the Attribs should work fine of the M3 model files you have installed.

    Edit: No extra documentation is included, the credits are the same as the official american_halftracks_v2 release, except for the attribs, which are all me (and relic ).

    Extra Edit: Just did my own test, it all works as it should. The passengers model (the seats) are pink (just need to peek into the .rgm to sdjust the path to fix that), but otherwise, it's all good. The .50cal appears and is manned when infantry get in, the passenger slots are occupied by the infantry, and when the infantry get out the gun is uncrewed and the gun disappears. You can easily change that if you want the gun to remain, and as i said, the seats texture is real easy to fix too. If you keep having problems, let me know.

    One extra note, the M3 Halftrack uses a pintle mounted MG. Because at the time Eli animated it as a ring mounted MG (like the M3a1), the .50cal has to have very little traverse left and right, otherwise it swings off the pintle. Which is why i had made it's own slot_item and weapon.
    Attached Files
    Last edited by Lethal Dosage; 9th Jan 12 at 11:36 PM.

  45. #3945
    Member Thiky83's Avatar
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    Sry!!
    Both have truth! I didn't listen properly what I put up!

  46. #3946
    Member DMz's Avatar
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    Spoiler



    Spoiler



    Spoiler



    Spoiler



    Spoiler



    Few bits to add to the flatbed yet plus the cargo.

    Now finished, new pics above are finals, the white on the wreck is where the canvas has holes in it, its the alpha showing in the render, so dont worry wont be like thqat ingame.
    Last edited by DMz; 13th Jan 12 at 7:46 PM.

  47. #3947
    Member Mirage Knight's Avatar
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    Yay! Goodies for the Commonwealth

    Nice work DMz

  48. Modding Senior Member Company of Heroes Senior Member  #3948
    Celéstial by heart Celution's Avatar
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    Very nice to see some clean Chevrolet CMP Truck! Maybe you could give the canopy a littlebit less metal shape, as it currently is pretty boxy?

  49. #3949
    Member eliw00d's Avatar
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    @DMz
    Looks good! Might need to separate the bed of the truck from the cab a little, like so: http://www.o5m6.de/chevy_c60l.html

  50. #3950
    Member Aidas2's Avatar
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    Oh my, looks great!

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