#4102
@inkshuk, thats hell of an MG34. How many polys does it count, btw?
okay, the M8 Scott skin once again:
hopefully working download for M8 Scott Skins
@Eli: would be great if you hosted it.
Thanks HT! It means a lot coming from you.
Its altogether 586. It is a support weapon and the Relic weapons were made 6 years ago so they are not the same caliber. I think a normal setup should be able to handle it no pr.How many polys does it count, btw
It varies though, when the drum mag is on, the receiver assembly comes off, when the receiver is showing, the drum is off, the bipod is on and off. When it is on heavy role, no drum, no bipod but receiver is on, it is 558. Should be okay I think.
586 poly, ok how many triangles. Bare in mind to me a tri should be a 1 poly, but some people havent that knack and end up with 2 or 3 or even 6 per poly ..
Bah who cares its nice as long as its below 1000 who cares, in this day and age if your pc cant manage that you shouldent be playing lol
I'm not sure I fully understand your post, but I will try to answer it as best I can. Fortress Europe has not been released yet, but we are working on making Finnish, Hungarian and Romanian models for use by all mods - not just ours. There are a few Hungarian small arms and the StuG III can be used as a Finnish Sturmi (although it is missing a few key details).Originally Posted by NL123
You need to create attrib files for your new units. It does not matter that the art files are in "german" and "american" instead of "axis" and "allies". What does matter is that you link them in your EBP's "entity_blueprint_ext" the way they are provided. Your EBP can be located anywhere that works for your mod. There are tutorials on how to create attrib files and the included readme should provide you with the information needed to get them working correctly.
Sorry for offtopic but.. WHAT? Eli you guys are going to include Finns in Fortress Europe? That sounds just simply awesome. :P
There are roads which must not be followed, armies which must not be attacked, towns which must not be besieged positions which must not be contested.
Normally 1 poly = 1 tri if you are any good at modelling. Sometimes one cannot escape running higher on tris. This time with everything it is exactly 645 tris.ok how many triangles
I think the polycount is a little obsolete as I stated before, the models were designed for computers 6 years ago. Since technology is so far ahead of those days that i think a support weapon can run as high as 650 tris.
For a 1000 tris I could model every hinge and screw and bolt and rivet 3D, lol !
Should I make a new MG42...? Just kidding!
(Besides, Eli would kill me if he had to change every MG42 of every role ingame to a new model...)
@Inuk make a new MG42, I'm in the mood to see Eli with no hair and more wrinckles on his forehead.
645 tris is excellant, as I said below 1000 is adequate for most hmgs and tripods, some of course run a little higher. But im really impressed at 645 tri, I suspect your close to perfect on poly trimming and welding.
The pintle MG34 with folded bipod. I will have to give it a matt finish and post process every texture maps seem like, but the proportions are okay.
#4112
DMz, for the sake of this community, i forbid you from retiring!!Try, and i'll come over there and chain you to whatever is within chaining distance!
We need you! Until someone can do all you can do, while doing a funny little dance live on a webcam, you can never be replaced. Plus, your a great guy and we'd all miss you.
(yeah, i'm joking around again, i won't really try to stop you from doing whatever, but we'd all miss you!).
Wow Inuk, that looks great, and it's nice how this one doesn't have it's belt drum clipping through the gun shield. It looks truely great, i can't wait to see it on everything ingame.
@inuk
I don't care! If you want to make a new MG42, go for it. You are pretty good at getting things in-game on your own, just need a few pointers on bones and markers.![]()
a nice picture of the new StuG II ingame!
im not which scale is used for the fact that things (bushes walls) get destroyed if a vehicle drives over them
but i dont like the fact that stuf will damaged and the vehicle didnt even touch it
but the stug are well done at this point so this picture is possible
thx for all who are involved at this model
http://hq-coh.com/forum/index.php/topic,20769.0.html
(if anybody interested to create a late Tiger I model try this:
http://www.cohmods.com/tiger-i-late-t167.html)
Is there a way to toggle the drum to show up depending on where it's used? When used on the shielded, forward mg mounts of the SdKfz 250 and 251 halftracks, MG34's and MG42's didn't use the 50 round drums but rather the standard belts. As for the bipod, I've seen photos of them attached or detached when mounted on HT's. When used as AA weapons on tanks - pintle mount on the commander's cupola for instance - the bipod was not attached.
Okay, the texture maps are corrected, but another problem has just surfaced: namely. that when i correctly position the mg the drum mag will poke thru the shield, so I will remove the drum and make it belt-fed (model a belt for it and that is that) - I will, on second thought will also remove the bipod I guess, it looks kinda 'bulky' with it. I will export all relevant MG34 and test it, but i still want to send it to Eli for check ups. Then all is ready and we can release them in one bunch for those interested.
.sua is not set right maybe?but i dont like the fact that stuf will damaged and the vehicle didnt even touch it
I think its a little more than just a few pointers.just need a few pointers on bones and markers.
Yes i am! lol - it is basic when one want to model in 3ds Max.I suspect your close to perfect on poly trimming and welding
Last edited by inukshuk; 23rd Jan 12 at 1:55 AM.
lol i mean i could retire from doing Germa\Axis models, im so sick of sdkfz this sdkfz that. God they were unimaginative, and every vehicle had 300 differrent model varients, just because there were 4 extra rivits and a hole cut in it it, or necaause somone changed a rivit on a roof it becomes the next sdkfz lol . incase you havent noticed im sick of modelling axis and pe vehicles. I have a Drilling to finish and a 234-4 and 251-22 to weld and smoothe, then im done with the pesky axis.
There are surely some allied models where you can let off steamlol i mean i could retire from doing Germa\Axis models. Many players are grumbling about the axis getting too much toys to play with
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BLITZKRIEG MOD -
FOUNDER & PROJECT LEADER
http://forum.blitzkrieg-mod.de/
http://forums.relicnews.com/showthread.php?t=209582
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Not much to do really Xali, I can think of the Archer, Humber & Loyd carrier (not that there is a point in doing the Loyd carrier as we have a Bren carrier but...) if they aren't being done already.
Rest is in the process of being made.
well if the vehicles topic is more or less done.then how abaut some new buldings like bunkers and stuff like this or some infantry mixes ?
Belt-fed MG34
@SlipSon
Vehicles are faaar from done.
But, bunkers are definitely something we could use - especially gun-specific bunkers for Germans.
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A lot of pictures show the pintle-mounted MG34 with the bipod attached. I think MK meant that when mounted on Panzers they wouldn't have the bipod.
Does it mean guys, you would rather I leave the bipod on the gun folded up on the halftrack? The problem is that the mg34_pintle is also used by the stug and tanks so I cant leave it on - BUT! the rear pintle gun can be with the bipod and the drum mag ! The halftrack series (both 250 and 251 types) can have that variant of the MG34.
I could easily make some states for the Pintle gunners that can be changed for different vehicles. If you were on Skype we could discuss these things...![]()
#4127
I like the bipod on the MG34, bit i think a compromise like Inuk suggested would be great, that being front pintle MG34 without bipod and ammo belt, and rear MG34 with bipod and belt drum.
DMz, if your tired of German stuff, you could finish your M3 Grant/Lee, M31 recovery tank, or the DUKW, or you could model an Studebaker M29 Weasel. Or maybe the Pacific mod would like a LVT(A)-4 (the one armed with the M8 Scott's turret)? Wasn't there a Bishop SPG in the works? Or maybe alternate M4 Sherman hulls for a Sherman variatns package? The Hungarians would be very thankful for a 40M Zrinyi assault gun (or something else resonably capable).
There's plenty if your looking for something other than German kit to do, the question is, what do you want to see done, or that you would want to work on? Is there anything that has been started that you could help along some? And if your tired of modelling, would you fancy pulling some hair out over some reskins? I know there's plenty of released models that could either use a skin (those Italian tanks Eli released some time ago), or which would benefit from a reskin.
Of course, i don't mean to push anything onto you, but i know there's stuff around you'd like to get stuck into, and i also know your skins are better than you give yourself credit for. If none of that takes your fancy, take a week off and appreciate your work in a mod, there's plenty of those to choose from.
Now i'll get out of your ear and let your own thoughts duke it out.![]()
For the halftracks I take it? I like thatfront pintle MG34 without bipod and ammo belt, and rear MG34 with bipod and belt drum
On a side note, many early SdKfz 250's and 251's had their front MG34's fitted with a bipod, as the shielded mount was designed so that the MG could be readily detached and employed outside the vehicle by its crew and/or passengers if need be. Based on my readings, from late 1943 onwards, the Germans realized the true value of their halftracks and started treating them more like combat / support vehicles in their own right - rather than just armoured taxis - and the forward MG's generally were seen without bipods as at this point as they were intended to be used solely from the vehicle. However, the MG's could still be easily dismounted for repairs, maintenance or protection from the elements while the vehicle was in transit in rear areas.
@MK
The problem is, and this I discribed to Eli as well on skype, that the gunner_pintle is used by the stug and tanks as well as the halftracks. I might have to make a new entity called gunner_pintle_ht or something and separate the model from the other gunner_pintle roles.
I dont know if someone has had any experiment with this but I have just done something that might bare some value:
- the halftracks (sonderkraftfahrzeug - or 'specially made or special purpose vehicle') were delivering supporting infantry with the speed of the tanks (thus reversing the old theary of mounting tanks to support the infantry) and i figured why not do exactly that. So by modifying and playing with the pe_munitions_goliath ability my sdkfz can now spawn a squad of infantry at a place where i point. So now a tank can roll down into the fog of war with a 'loaded' halftrack in the van. If this has long been figured out i will be embarrassed to jump up and down in joy for nothing... lol
I'm not quite sure what you mean - having the ability to produce/call-in a loaded halftrack?
If so, Halftrack already did that with the halftrack that comes with the Kampfgruppe Peiper call-in in BotB - he is probably more knowledgeable on the issue![]()
Oh, you guys. I'll make states for the MG34, no need for "compromises".![]()
@kapulA
Call-in abilities are different. if you modify the call-in abilities (like stuh or tiger) you will see that you can rename and add whatever squads and vehicles to a call-in ability.
Vehicle abilities like the mine laying or goliath spawning are different. What I did was:
1, I renamed the pe_munitionspanzer_goliath ability to whatever and changed the spawned squad from a goliath to a specially made grenadier_squad. Now my sdkfz251_halftrack moves with the tanks, and when I click on a spot the vehicle spawns a squad of grenadiers to have infantry support.
I hope this explanation now makes more sense, sorry if I wasnt clear on that.
No comment. This is the prejudice that I have only one adjective for but it is pointless to write it down for people who, like yourself, clearly has a premature opinion about someone's effort or discoveries before even try it out. i never said you have to use it. Makes no difference for me one way or another. I added this for people who will not brush it away on grounds of 'what can he know, c'mon' !he is probably more knowledgeable on the issue
I'm sorry if my comment came off as prejudiced, I really did not mean it that way. I simply meant that it might be more suitable to have it carry a visible Gren squad like in BotB instead of spawning one out of the crew compartment. Besides, I noted that he would be more knowledgeable on the issue IF the previous statement was correct, which I'm still not sure of?
I did not, however, mean to offend your modding/modelling/skinning abilities as I hold all of them in the highest regard.
@inuk
By the way, you'll need the following models, anyways:
MG34 for Pintle Gunner
MG34 for Rear Pintle Gunner
MG34 for Turret Gunner (Panzers)
MG34 for HMG
MG34 for LMG
Anything else can be done with states for any of those to toggle the bipod, belt, whatever.
Pintle gun is an MG34 belt-fed, no bipod, rear pintle gun is Mg34, drum-fed bipod folded!
@kapulA
Thank you. My approach to this a different one thats all. I dont need to 'see' the squad but my halftrack afford me still with an infantry squad without added human model, thus added polies. It is not a halftrack model with the loaded squad visible, and it is not a call-in ability. it is a normal halftrack model with a vehicle ability.
@Eli
MG34 for Pintle Gunner - done (MG34 with no bipod and a belt of ammo) >>> for Sd.Kfz. fron tgunner and Stug and stuff
MG34 for Pintle Gunnar Rear - done (MG34 with bipod folded and drum mag) >>> for Sd.Kfz. rear gunner
MG34 Turret Gunner - aye Sir (MG34 with no bipod and drum) >>>> THIS SHOULD BE FITTED WITH AN AA SIGHT!!!! (which I could add in 5 minutes)>>> for panzer turret MG34 HMG - done (MG34 with bipod and no ammo belt or drum) >>> for lafette
MG34 LMG - in the works (MG34 with bipod and drum mag) >>> for squad support weapon ---- this I play with a little: the bipod legs each must be attached to the appropriate bones for anim and the drum mag for reload anim.
These are the same model with different options and roles and since i have to physically add or remove parts of the mesh of the gun I am not sure if you wanna play with states this time. The role requires a different appearance anyway and different options and for these roles we have a various .rgm and .rgo anyway. No what I mean?
I have just noticed that for a 'gun_lid_bone' I should have textured the inside of the feed cover. I didnt so the animation when the mg gunner opens and closes the feed cover is not gonna happen, or I would have to remodel the feed cover and texture it from inside as well - which I am tempted to do actually. It is a cool anim. I like it. It only effect the HMG and the LMG. But those would need a remodelled feed cover.
Last edited by inukshuk; 24th Jan 12 at 10:01 AM.
@inuk
Looks awesome! Soon the Pintle / Turret Gunner packages will be ready.
Maybe you could touch up the Relic MG 42 with these changes, such as the belt for the front gunner.
Great work guys - your efforts are much appreciated![]()
Now it has a decent skin, took forever to get Xalis new one onto this, he didnt cater for default or mine lol.
It now looks like its supposed to, alpha extras added to Xlis alpha, treads reshaded and sharpened, stowage matched up better ice cream poles dulled down.
Funny really as i wasnt going to bother, i was just matching up a few parts to make it fit a default tiger for my own art sga and got carried away. I could alpha the default spare treads out, ive tried that way and think it looks better, but i think ill just supply the additional texture for that in the rar, when Eli releases it.
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Adding picture with the default spare treads alphad out.
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Last edited by DMz; 25th Jan 12 at 9:04 AM.
Your skin will work fine so long as you make two textures: one for just the Henschel turret and another that is a reskin of Relic's KT texture.
Doesnt because the default relic style reskin will have relics treds showing under the rear stowage rhs, and on top of the lhs tow cable at the back, therefore alphaing out the relic default textures spare treads is the obvious choice, because we dont want huge spare treads on the turret, and tiny tread links on the hull messing up the stowage. Anyway enough arguing about the does and donts of the texture swapper, ive tried for 7 hours to get a decent semblance of a skin, for this, with and without texture swopper on, the result is you need texture swopper off, or end up with a huge ugly tread showing on the left side of the turret, where the copula used to be. Or a huge ugly tread on top of the extra tow cable and under the stowage. Theres no way round that, so ive set texture swapper to "off" to get this result .
Picture of the above Xali skin with my zimmeritt applied to it, and the spare relic treads alphad out. i personally prefer it without zimm , but again can supply it as an option.
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Last edited by DMz; 25th Jan 12 at 10:51 AM. Reason: cant spell
Not trying to argue.
Send me the hull and turret skins and I'll set them up.
By the way, I discovered something interesting a week or so ago in regards to the PaK 38 (while briefly working on the PaK 97/38). Apparently, Relic messed up the skeleton of the PaK 38 - which uses the same skeleton as the Anti-tank Guns setup. So, when the gun is deployed, the recoil guide is actually moved up into the barrel! I'm not sure if this has ever been mentioned before, but I have come up with a solution that fixes it. It will be part of the PaK 97/38 package.
It's pink because the UV on the meshes has not been flipped yet, and still requires some smoothing.
I also added more source files to the front page for anyone interested.
Last edited by eliw00d; 26th Jan 12 at 7:28 AM.
Ive redone this, Turret and turret addons are on one seperate texture now, plus ive fixed the cockups i made. Also reuvmapped the disgusting relic hull mg port,
along with a few other things, anyway the turrets a lot better now as is the uvlayout on some things, on the map they look the same but ive reuvmapped them.
Theres also two or three other major differance, but ill see if anyone actually spots whats different before i say anything.
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Reuploaded pics, had the wrong ones posted :/
Last edited by DMz; 27th Jan 12 at 3:34 PM.
A little something I'm working on for Adiya's PaK 43, DMz's PaK 43/1 and Gurdy's PaK 44: An open concrete AT pit.
Naturally the PaK 43 and its ammo are Adiya's fine work. The open ammo crates are taken from Relic's 88mm FlaK 36. The weapon locker and concrete pit though are mine. Comments and suggestions are very much welcome. Keep in mind I'm still learning, so don't expect miracles from me just yet
Next up will probably be an AT bunker for DMz...I think he knows which one
Special thanks to Gurdy for the crash course in 3DS Max and kudos to Adiya and Gurdy for the amazing job they did on their models![]()
n1 Mirage Knight! But give it a Pentagon shape, the boxy square look for the concrete bunker looks awefull. You could make the sides 90* degrees aswell and just have the arrow front for the pak barrel that would be sick aswell, but please get rid of the boxy look ......
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The boxy look is what a pak 43 bunker that style had, the pentagan shape we alredy have with the standard Axis howitzer emplacement.
Well it looks ugly and booring. I would rather play with a cool looking bunker than a ugly bunker just because its historical accurate. Relic didnt go hitler on the historical accurateness themselves either. Awesomeness > Historical accurateness
@Mirage Knight awesome to see you jumping on the modelling band wagon too, good stuff! It looks cool, might I suggest covering up the outside concrete with grass? Most of the pictures I've been able scrounge up seem to have been either complete concrete bunkers or dug outs. The few I did see that look like what you are going for where both modern pictures with the outside was covered in grass. It looks cool though.
@Bhong
I don't see anything wrong with historical accuracy, that's kind of what we do here.
@Mirage Knight
Looks good so far. It would be nice to see some concrete PaK bunkers as well as turrets and other emplacements used in the Atlantic Wall.
I'm in love with the open concrete bunker
Will there be a camo net tent above it? In case you don't understand my explanation I mean the same kind of thing that the 17 pounder AT emplacement has.
I'm not requesting it, just curios
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