@DMZ
Any chance of releasing the 234/3 skin from post #3994 please?
Cheers
Thanks
@DMZ
Any chance of releasing the 234/3 skin from post #3994 please?
Cheers
Thanks
@MK
There's a thread on the M8 somewhere with pictures. The M4A3(76)W can be seen here: http://www.youtube.com/watch?v=SJxuLwuLarw
Here is the thread, if anyone wanted to see it: http://forums.relicnews.com/showthre...-Motor-Carrier
Eli the new m5 is in my folder on ftp totally finished.
The fixed 234-3 is there aswell, up to you if you want to release it.
so any idea when the mg34 pintel version 1.0 will be out?
i still have no idea how to get rid of that missing rgm box, or how to "swap it" for the relic mg42.
Look at the Relic 251 .abp and look for the gunner references there and replace the custom ones in the CMP 251 .abp with them.
didnt work...and whats a CMP?
also any plans to make a stug with a stubby 75mm cannon? like 1 of the a-d models?
this is how my stug 3 abp looks now
Spoiler
model =
{
-- Main Mesh
"StuG_III",
-- Gunner
"..\\..\\Soldiers\\Vehicle_Gunner",
"..\\..\\Soldiers\\Vehicles\\Gunner_Pintle",
}
simvis_attributes =
{
vehicle_physics = 1,
vehicle_width = 3.0,
vehicle_length = 3.6,
vehicle_nr_wheels = 3,
vehicle_spring_constant = 0.4, -- 0 to 1 (1 = Rock Solid)
vehicle_damper_constant = 0.2, -- 0 to 1 (0 = no resistance)
vehicle_wheel_travel = 0.22, -- the distance from flat ground and the wheel anchor
vehicle_acceleration_factor = 0.1, -- sensitivity to change in velocity
vehicle_gravity = 1.0, -- normal earth gravity = 1
vehicle_render_offset = 0,
vehicle_debug_render = 0, -- 0 = no, 1 = yes
vehicle_smoothness = 3, -- the higher the smoother (minimum 1)
vehicle_render_offsetX = 0, -- x offset of rendered model from wheel base center
vehicle_render_offsetY = 0, -- y offset
vehicle_render_offsetZ = 0, -- z offset
}
Community Model Project.
Should be:
Spoiler
model =
{
-- Main Mesh
"StuG_III",
-- Gunner
"..\\..\\..\\Axis\\Soldiers\\Vehicles\\Gunner_Pintle",
}
simvis_attributes =
{
vehicle_physics = 1,
vehicle_width = 3.0,
vehicle_length = 3.6,
vehicle_nr_wheels = 3,
vehicle_spring_constant = 0.4, -- 0 to 1 (1 = Rock Solid)
vehicle_damper_constant = 0.2, -- 0 to 1 (0 = no resistance)
vehicle_wheel_travel = 0.22, -- the distance from flat ground and the wheel anchor
vehicle_acceleration_factor = 0.1, -- sensitivity to change in velocity
vehicle_gravity = 1.0, -- normal earth gravity = 1
vehicle_render_offset = 0,
vehicle_debug_render = 0, -- 0 = no, 1 = yes
vehicle_smoothness = 3, -- the higher the smoother (minimum 1)
vehicle_render_offsetX = 0, -- x offset of rendered model from wheel base center
vehicle_render_offsetY = 0, -- y offset
vehicle_render_offsetZ = 0, -- z offset
}
Last edited by eliw00d; 18th Jan 12 at 4:38 PM.
sigh.. ok i downloaded the 251 pack. (i think)
still got that missing rgm.
droped it in the data art... blah blah..
this is how the CMP 251 looks
Spoiler
model =
{
-- Main Mesh
"SdKfz_251",
"SdKfz_251_Variants",
"..\\Gun_Crew\\Gun_Crew",
"SdKfz_251_7",
"SdKfz_251_9_C",
"SdKfz_251_9_D",
"SdKfz_251_17_C",
"SdKfz_251_17_D",
-- FlaK
"..\\FlaK38\\FlaK38",
-- Common Meshes
"..\\..\\..\\Common\\Vehicles\\Driver",
"..\\..\\..\\Common\\Vehicles\\SyncPoint",
-- Gunners
model =
{
-- Main Mesh
"SdKfz_251",
"SdKfz_251_Variants",
"..\\Gun_Crew\\Gun_Crew",
"SdKfz_251_7",
"SdKfz_251_9_C",
"SdKfz_251_9_D",
"SdKfz_251_17_C",
"SdKfz_251_17_D",
-- FlaK
"..\\FlaK38\\FlaK38",
-- Common Meshes
"..\\..\\..\\Common\\Vehicles\\Driver",
"..\\..\\..\\Common\\Vehicles\\SyncPoint",
-- Gunners
"..\\..\\Soldiers\\Vehicles\\Gunner_Pintle",
"..\\..\\Soldiers\\Vehicles\\Gunner_Pintle_Rear",
-- Toggle Weapon
"..\\..\\Weapons\\MG34\\MG34_Pintle",
"..\\..\\Weapons\\MG34\\MG34_Pintle_Rear",
}
simvis_attributes =
{
vehicle_physics = 1,
vehicle_width = 2,
vehicle_length = 4.8,
vehicle_nr_wheels = 4,
vehicle_spring_constant = 0.4, -- 0.0 is soft, 1.0 is max hardness
vehicle_damper_constant = 0.2,
vehicle_wheel_travel = 0.2,
vehicle_acceleration_factor = 0.1,
vehicle_gravity = 1.0, -- normal earth gravity = 1
vehicle_debug_render = 0,
vehicle_smoothness = 2, -- the higher the smoother (minimum 1)
vehicle_render_offsetX = 0, -- x offset of rendered model from wheel base center
vehicle_render_offsetY = 0, -- y offset
vehicle_render_offsetZ = -0.7, -- z offset
}
-- Toggle Weapon
"..\\..\\Weapons\\MG34\\MG34_Pintle",
"..\\..\\Weapons\\MG34\\MG34_Pintle_Rear",
}
simvis_attributes =
{
vehicle_physics = 1,
vehicle_width = 2,
vehicle_length = 4.8,
vehicle_nr_wheels = 4,
vehicle_spring_constant = 0.4, -- 0.0 is soft, 1.0 is max hardness
vehicle_damper_constant = 0.2,
vehicle_wheel_travel = 0.2,
vehicle_acceleration_factor = 0.1,
vehicle_gravity = 1.0, -- normal earth gravity = 1
vehicle_debug_render = 0,
vehicle_smoothness = 2, -- the higher the smoother (minimum 1)
vehicle_render_offsetX = 0, -- x offset of rendered model from wheel base center
vehicle_render_offsetY = 0, -- y offset
vehicle_render_offsetZ = -0.7, -- z offset
}
eliw00d do you have a team speak or xfire... or something i can use to get a hold of you?
Not sure why your .abp has double the references, but you have to think of the "..\\" as folders going upwards. For example, "..\\..\\" from "data\art\models\races\german\vehicles\sdkfz_251\" means "data\art\models\races\german\", since you went up two. So, since you need to use the Relic gunners instead of the missing custom gunners, you would want to navigate to "data\art\models\races\axis\". This can be done by going up three folders and then adding "\Axis\" before the "\Soldiers\" part, like so:
"..\\..\\..\\Axis\\Soldiers\\Vehicles\\Gunner_Pintle",
"..\\..\\..\\Axis\\Soldiers\\Vehicles\\Gunner_Pintle_Rear",
Sorry, I just noticed I left out an extra "..\\" in my post above.
i have no idea thats just how it came. any way thanks for that explanation it really helped..
the gun is floating a little bit above the tank, but after what it took to get that to work i dont care. im just glad that missing RGM box is gone..
thanks.
Hmm, that is not how it comes, as far as I know. It should have been:
Spoiler
model =
{
-- Main Mesh
"SdKfz_251",
"SdKfz_251_Variants",
"..\\Gun_Crew\\Gun_Crew",
"SdKfz_251_7",
"SdKfz_251_9_C",
"SdKfz_251_9_D",
"SdKfz_251_17_C",
"SdKfz_251_17_D",
-- FlaK
"..\\FlaK38\\FlaK38",
-- Common Meshes
"..\\..\\..\\Common\\Vehicles\\Driver",
"..\\..\\..\\Common\\Vehicles\\SyncPoint",
-- Gunners
"..\\..\\Soldiers\\Vehicle_Gunner",
"..\\..\\Soldiers\\Vehicle_Gunner_Rear",
-- Toggle Weapon
"..\\..\\Weapons\\MG34\\MG34_Pintle",
"..\\..\\Weapons\\MG34\\MG34_Pintle_Rear",
}
simvis_attributes =
{
vehicle_physics = 1,
vehicle_width = 2,
vehicle_length = 4.8,
vehicle_nr_wheels = 4,
vehicle_spring_constant = 0.4, -- 0.0 is soft, 1.0 is max hardness
vehicle_damper_constant = 0.2,
vehicle_wheel_travel = 0.2,
vehicle_acceleration_factor = 0.1,
vehicle_gravity = 1.0, -- normal earth gravity = 1
vehicle_debug_render = 0,
vehicle_smoothness = 2, -- the higher the smoother (minimum 1)
vehicle_render_offsetX = 0, -- x offset of rendered model from wheel base center
vehicle_render_offsetY = 0, -- y offset
vehicle_render_offsetZ = -0.7, -- z offset
}
Which gun is floating?
k i corrected it according to that. and its the Mg 42.
see.
Spoiler
[img]![]()
but when the upgrade for the gunner comes up it looks fine. see
edit: oops i guess i didnt take a pic of the gun up.
if you know how to fix that cool. if not eh, doesn't bother me.
That's a problem with the way Relic made all MG gunners. They were only meant to be upgrades; not toggled on or off. You could set pintle_mg42_visibility (I think) to off or pintle_mg42_state to invisible. That might fix it. But, it has been so long since I even looked at the Relic gunners that I have forgotten how they work.
First of all, I want to say AWESOME WORK and thank you all for these great models. You are amazing.
Although, I'm a little confused. Some of the german vehicles require this "Pintle Gunner, Version 1.0" (model, I presume), but I cannot find any link to it. I apologize, cause I havent got the time to read all the posts in this thread, in case anybody has already asked for it (I also tried the search tool but had no luck). So please, if anyone could point me in the right direction, I'd be very thankful.
Congratulations again for this great work.
I simply love this beauty... Thx a lot to all who make all those custom stuff possible!![]()
#4019
You can get the shield up when the StuG III spawns by adding a animator_set_state to ebps with the childs filled in like this.
visible
pintle_mg42_visibility
If your using Eli's pintle MGs, use this state instead.
unarmed
pintle_mg42_state
If your looking for Eli's pintle MG34 and MG42, his stug_iv_v3 package has them included.
Look what the cat brought in!
Sturmi skin - hope you are happy Eli this is for you!
I will have to adjust and work on it a little more of course (chipped paint, wear, weathering and especially matching the various parts so that the camo will be continuous - now some parts dont match) but as a sneak preview it is presentable. It doesnt have the cement reinforcement and the Sturmi tool box in the back but it will do for now. I will model and skin those and Eli can incorporate them as part of the sturmi_state or something.
As a tribute to the heroic stand of the Finnish against the tzunami of the Russian invaders I gave this Sturmi the number Ps531-14 --- its name was "Vappu"...something (this is all we know). It destroyed 3+2 Russian T-34s on June 25th and 29th, 1944 at Leitimojarvi and Portinhoikka. Its gunner and commander was E. Paakkinen and A. Merivirta (found no data on the driver)! I salute them with this skin!
Last edited by inukshuk; 19th Jan 12 at 5:59 AM.
@LD thanks been wondering about that pintel stuff=P
lol, the reason probably is that there are not too many Sturmi pictures on the net and one is bound to make it look like the very few examples. Okay i admit, i hacked your computer and got the stuff off you, lol!
If you have a Sturmi skin, why not share it? Or even offer it for download. I am very interested what the community will make of the original StuG skin I made. I think we will have some pretty good ones!
Here is a Finnish site with excellent reference pictures of all remaining Sturmi in Finland: http://www.andreaslarka.net/assaultguns.htmlOriginally Posted by inukshuk
He even has a drawing to better show the colors and camo layout.
That said, however, yours is picture perfect! It is awesome!!!
Now it just needs the concrete and stowage box plus a DT-28 machine-gun for the loader.![]()
Skin is excellant inuk, dont forget the wheels and suspension are on a seperate texture m8. Does this mean i can ambush camo it now
![]()
Knock yourself out!
Havent got to it yet. I am almost finished though. The camo pattern runs across the loader's shield, the commander hatch and the engine compartment. It takes a lot of adjustment to match the camo outlines but almost done now.dont forget the wheels and suspension
Finally!
Took me almost a day to match every different part of the uv layout (which is all over the uv map) so that at the end the camo is continuous and runs down as one line. lol ! I had fun. Now I will have to match the tool box's different parts as well. I am soooo happy about it, lol!
But I think at last it looks what I wanted. The Hakaristi (Finnish swastika) is added to the sides as well but are hidden now behind the logs. It is the same as on the front.
I think they also had the Hakaristi on the top of the boxy mantlets and the rear hull, like so:
Not sure where they would have put it for the smoothed mantlets.
Okay as there have not been too many custom skins for some of the new models I decided to upload some of mine (those which I consider finished). Feel free to use them as you like to. If you want to edit them I can also upload my PSD files (You can simply paint a completely different camo on it while all weathering and details persist in the upper layers).
Thanks to DMz, Beefy and inukshuk for their original textures, which were a great basis.
![]()
![]()
Download FlaKpanzer IV Skin
Download Jagdpanzer IV Skin
Download Sd.Kfz. 250n Skin
A zimmerited StuG III will follow, but it still needs some fine detail and a proper wreck.
If it's okay for you I'll include the textures in my skin thread.
#4034
Wow, amazing quality Slayer, especially love the StuG III!!
@Slayerknecht
Very nice! Amazing quality. I love the detail you gave to the Jagdpanzer's hull MG port. Also, I hope you like the Sd.Kfz. 250 Ausf. B! I remember you gave me the idea to make that series.
If you don't mind, perhaps I could include them in the packages along with the defaults? Or at least provide links to them on the front page?
It is totally fine for you to release them in your own thread, no problems there.
Like? I think I love it, my favorite custom model
And yeah feel free to include them, that's what they are made for.
DMz did a great job on it. Ironically, he made it not knowing it was a different variant from the normal 250, and only after you mentioned anything did I realize he had made an entirely new hull. lol
Does the 250 skin pack contain skins for all the extra variants as well, such as 250/9?
No only the textures for the version shown in the pic are included. But I just took a look at the files and there are only 3 simple diffuse textures, which have to be adjusted. I've even got a suiting Sd.Kfz. 222 so it's not a big deal.
Is the Sd.Kfz. 222 also a skin of yours? It would be nice to have a matching set for the 250/9 series. I will go check your thread.
I never released it, it was part of a vehicle skin pack I started but never finished: Gallery Link
#4042
Are you planning to finish the vehicle pack, slayer?
Nice to see you back here Slay. Very amazing skins for the custom stuff. I like all of them.
...to everyone who experience some "black" errors within the Stug III“s right tracks: The stug_iii.rgm provided within Eli`s download package is missing an occlusiontex entry. Also replace all others occlusiontex enties with the correct path:
This will fix the "black track"Code:art\models\races\axis\vehicles\shared_textures\white![]()
BLITZKRIEG MOD -
FOUNDER & PROJECT LEADER
http://forum.blitzkrieg-mod.de/
http://forums.relicnews.com/showthread.php?t=209582
![]()
tex_ax_StugIIITreads_OCL.rgt & tex_ax_stuggiii_treads_OCL.rgt its my cock up i named each treads texture differently. but both are in the rar.
And is the mg Emplacement better now ?
Excellant skins btw.
@Xalibur
Thanks for spotting that! It wasn't really ready for release, so there were some things missing.
But it was time to release this beauty, even if she is in an alpha stadium. It's pure fun to play with.It wasn't really ready for release, so there were some things missing.![]()
#4049
thought I could as well publish some of my recent skins for the custom models, as long as I didnt completely winterize them...
here is the first one: the Flakpanzer IV "Moebelwagen"
I also added historical Panzer IV/Stug IV tracks to the download.
download Flakpanzer IV Moebelwagen Skin
Last edited by Halftrack; 20th Jan 12 at 9:55 AM.
Good idea and welcome stuff. Looks also sexy. I had seen this in your own thread before and was thinking the same. When ever someone create a skin for the new custom models they are a nice addition. Good work man. Thanks for sharing.
Edit: something seems to be wrong with the linking (maybe it's the missing URL-Tag?). The link is only usable as a direct copy.
Last edited by Jagdpanther; 19th Jan 12 at 7:10 PM.
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