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Defunct Community Model Project

  1. #4151
    Member DMz's Avatar
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    Could probebly use the one off the 17 tbh, just clone 3 times weld the verts together, just delete securing ropes in between, then clone the support stakes and do the same, theres some leaves an bits and pieces you could add in between, they are in enviroment art ambient, same thing import, trim clone, and weld, much quicker then doing it from scratch and just as effective. plus it has a skin on it and an alpha cutout you can copy.

  2. #4152
    Member Mirage Knight's Avatar
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    @Bhong
    I appreciate your suggestions and respect that fact everyone has likes and dislikes with regard to design aesthetics. However...

    I don't see anything wrong with historical accuracy, that's kind of what we do here.
    This. I can be fairly flexible on certain things, but historical accuracy is not on that list of things, so don't take offense. I'll adjust what I have to fit into the game as need be, but the overall look and feel of that particular model is not going to change. However, there are a couple of additional models I'm pondering doing that you might find more appealing and are still historically accurate. Here's one.



    This was a Bauform Vf600 ringstand, designed to be fitted with surplus 5cm KwK / PaK 38 guns. In this instance the gun was pedestal mounted and used a different shield. If I model that though, it will require a gun specifically modeled for it.

    @escforreality
    You mean at the base / edge of the emplacement? I can look into that. Keep in mind that as I do these bunkers and emplacements, I need to take into account the fact that someone might want to build them on hills, so this might not be feasible.

    @eli
    You'll be happy to know that a Bauform H667 casemate is on my "to do" list...and possibly one of the massive PaK43/1 bunkers that were part of the Atlantic Wall.

    Will there be a camo net tent above it?
    Wasn't planned, but I'll think about it. I feel it would be kind of a shame to hide the guns this model was planned for.

    Thanks for the feedback so far guys. Let me know if it needs any more gubbins inside

  3. #4153
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    Welcome change, is there Mirage? Nice to see you modelling. Bunkers are good! Looking forward to see more!

  4. #4154
    Member Mirage Knight's Avatar
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    Cheers mate! It feels good to finally give something substantial back to the community

    turrets and other emplacements used in the Atlantic Wall
    I might be persuaded to do this capped with a Hotchkiss turret

  5. #4155
    Member eliw00d's Avatar
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    Things like this would be useful, too:


  6. #4156
    Member Zupadupadude's Avatar
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    Quote Originally Posted by Bhong View Post
    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
    Bunkers are designed to be boring. I don't get how you can find bunkers exciting, it's just some concrete. Btw, nice work on the bunker Mirage knight!

  7. #4157
    Member DMz's Avatar
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    Add some scantily clad relic female infantry to the bunker ,it will no longer be boring

  8. #4158
    Member Zupadupadude's Avatar
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    Quote Originally Posted by DMz View Post
    Add some scantily clad relic female infantry to the bunker ,it will no longer be boring
    And boobies.

  9. #4159
    Member Mirage Knight's Avatar
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    How about some french graffiti? Oh wait, that's POST World War II

  10. #4160
    Member 130Th Panzer's Avatar
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    HOLY C#AP!! i have missed out so much ah... why you stupid life? WHY?

  11. #4161
    Member Zupadupadude's Avatar
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    Quote Originally Posted by 130Th Panzer View Post
    HOLY C#AP!! i have missed out so much ah... why you stupid life? WHY?
    Heeeey, you're back too! Awesome. Everyone's suddenly coming back.

  12. #4162
    Member eliw00d's Avatar
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    @130Th Panzer
    Oh, hey! Long time, no talk!

  13. #4163
    Member 130Th Panzer's Avatar
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    lol... damn i hope i wont disappear this time. :S Final exams still coming but i can take it easier for now. I have improved my UVW skills a lot... so i guess i have to finish some stuff that i left unfinished. :S Oh yeah this reminds me that my old PC exploded when i was overclocking it but i made backup before so yay i didn't lose my stuff.

  14. #4164
    Member eliw00d's Avatar
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    Do you have Steam?

  15. #4165
    Member 130Th Panzer's Avatar
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    yeah - panzer130

  16. #4166
    Member Gurdy's Avatar
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    Ferdi/elefant is skinned!

    Last edited by Gurdy; 29th Jan 12 at 10:25 PM.

  17. Company of Heroes Senior Member  #4167
    Moderator Lethal Dosage's Avatar
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    Those are quite nice skins there Gurdy, and should fit well in the Summer terrain textures we have ingame. Modelled and Skinned so quickly, i'm sure it'll only be a matter of time until we see these beasts ingame!

  18. #4168
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    Got tired of the jolly good German para model and this is what I did by model mixing. A long coat, parka/tunic over it, von der Heydte's troops style.
    If this is of any interest, I will package it up and upload it.

    The Mg34 model is in the shop, Eli is checking my work over and adds his expertise, lol, i would expect it to be released soon (all various roles).
    Attached Images

  19. #4169
    Member SlipSon's Avatar
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    @Gurdy
    The elefant/ferdinand look really good,i m glad it will make it to the game !

    @inukshuk
    Do you think it's possible you make it look like this one

    Spoiler


    by cuting the voss coat a bit and "paint" it in the same camouflage pattern as the the jacket ?
    because the the one you show is more of winter consept.

  20. #4170
    Member Aidas2's Avatar
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    That's one awesome Ferdi!

  21. #4171
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    That is awesome Ferdinand/Elefant! Excellent job! Cant wait to try it out!
    Do you think it's possible you make it look like this one
    Tried it with various results. The problem is to make the big baggy pockets. Just editing the texture maps doesnt help that much. Would be easier to model one perhaps...But I have no idea (perhaps Eli does) how to get in ingame. Maybe if I made it a little bigger and just add it to the human model by attaching it the various bones. That seems more feasible.

  22. #4172
    Member DMz's Avatar
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    @Gurdy the Elefant is excellant as i said on steam, very well done.

    @Inukshuk, i was given your mg34 yesterday to flip the uvmap on and resmooth, so eliwood could make a standalone set of anims that would be complatible, I am a little concerned about the poly count. With the standard drum magazine and bipod you made for it. Comes to just under 1400 poly. You yourself must see the implications of halftracks armed with these plus a dozen squads of grenadiers running round with 2 lmgs each in a 4 v 4 ..... 1000 poly would have been fine but with the tripod on it you go over 1800 poly for a hmg\lmg.

    My own dhsk with the carriage and shield is only 1400 and i was in two minds, as to if i had overdone that, as technically it was just an overgrown HMG.

  23. #4173
    Member TigerTanker's Avatar
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    @Inuksuk: That looks very nice, I wonder if it can be converted to a Hungarian paratrooper lieutenant thought. (http://www.szrfk.hu/rtk/folyoirat/20...opoczi_3-1.jpg) (http://i78.photobucket.com/albums/j9...ford/para2.jpg)

    @Gurdy: Those are real beauties, good job! I can't wait to see them ingame.

  24. #4174
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    @DMz
    Yeah, when i reworked the model I got a little carried away, lol.

    But what are you saying?

    I sent them over to Eli to set up the hmg and the hmg_sync cuz those I could not do. I also sent every rgt, reference, ingame data file and tga, psd. I am buffled what work it must need still but that is beside the point right now. If this will be released everyone can decide for himself.
    There are models around i dont use because i have found no purpose for them. I am sure others are like that too. If someone doesnt wanna use my '34 but rather the older version, is fine with me really.
    I tried every version (even hmg - the old way of setting it up) on a skirmish map. 4 US player against one Axis player (me) on a 8v8 map. I spawned halftracks, motobikes and HMGs to see if it gives me any trouble. It did not. That is my test result. I can imagine it could be different for someone else.

  25. #4175
    Member DMz's Avatar
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    Its up to you but the bipod alone is 200 plus poly, when relics was sufficient, btw you need to add bottom faced to the ejector cover, it will be visible ingame during reload, and atm has no faces.

  26. #4176
    If you do make open bunkers, be sure to add lots of combat slots for crew, in case the gun crews are large. It's odd to see a gun crew of 9 get shoved into a bunker, but you can only see the gunner and loader because there's not enough slots for everyone. The excess crew could defend the bunker with their rifles and sidearms.

    For the PaK38 in the open bunker, I don't think we need the changes to the gunshield right away. Easier to just model and rig the bunker so that it can accept any gun team, and then later on if people really want that extra step of accuracy they can make a new PaK38.

  27. #4177
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    Its up to you but the bipod alone is 200 plus poly
    Well maybe its just me but I am not happy with how Relic did the weapons. Every Relic weapon is only a stick with another stick across it and that suppose to look like a weapon. An MG34 bipod (and mine is very simplified) is not two square sticks hanging from the gun. It was what it was so that is how it should look like. The MG42 Relic made imo is a shame. And that is a very simple shaped gun. I am not into that. And that maybe also means I have no place here but that is where i stand.
    btw you need to add bottom faced to the ejector cover
    I remember now. I was thinking i would rather skip the 'open the feed cover-close the feed cover cuz I am bored and have nothing to do' hmg gunner anim, lol. If it is needed then I guess I would have to texture it. Might find a place where the drum mag should be on the uv map.

  28. #4178
    Member DMz's Avatar
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    Its ok, was only saying because eli will use it on a lafette, and that will mean lifting the ejector\reciever cover every time it reloads, doesnt really matter, its just ingame it will be lookthrough from the back. Only needs a tiny bit of grey texture really.

  29. #4179
    Member Beefy^'s Avatar
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    And that maybe also means I have no place here but that is where i stand.
    inuk, nobody thinks that at all, its actually the total opposite. As you said people can choose which one to use in their mod as there are two versions its not an issue for anybody, it actualy adds more choice for the modders we have here and nobody has a problem with it at all.
    The only reason the old man was asking was if its the correct model because the tri count was substantially higher than you said earlier on in the thread. We thought it may be a high poly model that you did to project the low poly model over for burning the ambient occlusion & the normal map.

  30. #4180
    I found a couple of bugs with the m1941 Johnson LMG - I've noticed that when it shoots, the tracers fire into the shooter, rather than their target. (I think the barrel_end marker might be off?) Also, there's a loud 'pop' at the end of each burst that it shoots, very weird/distracting. Glad to have it, though. Fun for use with the Canadian troops.

  31. #4181
    Member eliw00d's Avatar
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    @Crasius
    Are you using "bar_target" for "fx_action_target_name"? Are you using "m1941_lmg_tracer" for "fx_tracer_name"?

    Also, the loud "pop" is not a bug, that is actually the intended "ringout" sound, or at least it was named as much.

  32. #4182
    Hah, wow. The tracer name was correct, I mistyped the action_target_name as 'bra_target'

    I derped that one. Thanks, eli.

  33. #4183
    Member eliw00d's Avatar
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    Hahaha! Bra target, huh? I dunno what game you're playing...

  34. #4184
    Haha yeah I knew there was a joke in there somewhere...

  35. #4185
    Member Mirage Knight's Avatar
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    Spending too much time on those imported Japanese "dating" sims eh...?

  36. #4186
    Member Gurdy's Avatar
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    Just a little something:


  37. #4187
    Member DMz's Avatar
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    the barrel \ nozzle is too long, may want to adjust the mantlet\backeplate end too, it was almost like an additional cone shaped mantlet mounted on the back plate, then the nozzle went through the center of it (so the cone section would be a seperate entity). apart from that it looks fine.

  38. #4188
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    We thought it may be a high poly model that you did to project the low poly model over for burning the ambient occlusion & the normal map.
    Yeah, exactly. Then it stayed like it. I kind of goofed this one up a little because IT IS much more on the poly side that I intended it to be. Sorry about that. Yesterday I was testing it again because I have to give it to you, what 'the old man' was saying has ground, and i found that I did it for nothing really as when zooming out there is nothing that justifies such polycount! Nothing! You cant see a thing when zoomed out and therefore i am seriously thinking in tweaking it. Also I will probably have to do something about my weapon skins too because sure they look nice perhaps but boy do they stick out from the CoH environment. I will have to adjust my entire approach to what I do because i think I am not helping with the direction i took.
    I will make a new MG42 and that i will make with all these in mind.

    Only needs a tiny bit of grey texture really
    Actually it is a very simple texture, the inside of the feed cover has one elongated S-shaped gider and nothing else. I will finish that. Since the MG34 is only an option I might leave it as is but I have learned a valuable lesson. I think because this one particular weapon is my favorite, most sexy weapon of WW2 I got really carried away, I only wanted to make it superb but it is totally needless. I want you to know that your expert opinion is much valued by me and that I am thankful for the pointers you made. I was perhaps a little moody yesterday but I have to tell you: you are right in every way in your opinion!

  39. #4189
    Member VanAdrian's Avatar
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    Hello community

    firstly i must say wow, realy great job here !

    Thanks to all of you for this project and the hard job you've done

    So as i want to help a bit here it's what i can present to you for the moment, as i was working on a little project with some friends i've done a new skin for the panther ausf.G, with full stell wheels and new historically tracks :

    Spoiler



    Note : the main texture of the tank is based on the great skin Xalibur made in his own skin thread, so i credit him here for his extremly detailed job !
    PS : sorry for the link instead of images but i have not imageshack account for the moment

    Hope it can help in the future and hope you'll love it

    VanAdrian
    Cheers
    Last edited by VanAdrian; 2nd Feb 12 at 7:15 AM.

  40. #4190
    Member eliw00d's Avatar
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    @DMz
    Barrel is fine: http://www.wehrmacht-history.com/ima...zer-38-t-2.jpg

    Maybe a little on the thick side, but length-wise it is fine.
    Last edited by eliw00d; 31st Jan 12 at 5:44 AM.

  41. #4191
    Member VanAdrian's Avatar
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    Here you go


  42. #4192
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    @VanAdrian: Your links direct me towards a Error 404 site. You can also attach your pictures to your post.

  43. #4193
    Member VanAdrian's Avatar
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    Thanks Slayer ^^

    So i've done my account on imageshack, hope it will be ok



    So as you can see the texture is only for the panther ausf.G model

    Credit to Xalibur for the original texture and to DarkBladerc for the original tread texture i've modified, good job guys

    ----------

    Little edit ^^

    Notice the full steel late war style wheels, wanted to feature this to have a late war panther Ausf.G
    Last edited by VanAdrian; 2nd Feb 12 at 7:17 AM.

  44. #4194
    Member Mirage Knight's Avatar
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    Nice job there! I take it the wheels are going to be cammo'd as well?

  45. #4195
    Member DMz's Avatar
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    @Inukshuk, dont scrap the gun alter it. You may listen to this you may not but here is what id do with it. The bipods, id shave 60 polys off, it doesnt need the second angle running to each of the feet, will never be visible ingame. The barrel, from tip to toe, reduce it from 6 sides to 5, make it a seperate entity from the rest of the gun aswell, will be easier for animator. The top ejector cover, lose the camber on the top of it, it will never be seen and doing that gives you the polys back you will use on the missing bottom face. The buttstock, lose one side on it a couple of stacks and adjust the angles of your verts slightly, it will shave 40 polys for hardly any loss of quality ingame. The grip, its always covered ingame so 5 sides max this will save you another 40 polys, if you include the fact that your going to lose one complete box off the trigger guard. Finally the cocking handle doesnt need 5 or 6 sides, it can have 3 or 4, and be angled to have the cambers face forward, this goes for any 5 or 6 sided cylinders used as just pins on the models, with proper smoothing you will never notice any of these changes. Plus if you have the origional nrm burnt, you can re-adjust the altered weapon to fit it. And there will be hardly any loss of detail. You can easily get it down to 1000 poly, and it will still be 10x better then what we have ingame at the moment.

    Regarding your skins and that you seem unhappy with the way they are coming out ingame. Simple solution is darken your nrms, your working on the basis that they are blue not green, a green nrm will always need to be slightly darker then a blue or purple one, so if your using say 300 as your lighting setting, drop it to 200. , the gls and spc also cause severe issues if you dont get them light enough or dark enough. For the gls, pick the axis 251, halftrack and match your lighting and grey shade to that, do the same with the spc. Then try it ingame. If its not satisfactory adjust up and down accordingly.may take six or seven goes but it will work. Remember they are DXT4 1 bit alpha, Unlike the nrm and dif, which are DXT5 8 bit interloped. if you do them dxt5 they will A . Look darker, & B . Have shadows moving along them continually ingame.

    Im not saying this because i know how to skin, simply put im an aweful skinner, but i do know how to beat\cheat this game engine and make it do things it doesnt want to. Also another little cheat and its basic. Take the existing mg34 nrm and yours, put them into photoshop, and on yours, select match colour, select the existing nrm as the colour to match, set the fade to 20% and apply. DO NOT US UNSHARP MASK WHEN MAKING YOU DDS WITH THE NVIDIA TOOLS, it will screw it up every time, sharpen it yourself before hand. Dont let the nvidia tools make your alphas, make your own, Xalibur has some excellant examples of good alphas on his work, i looked at several of his to see how he got them and what shade of alpha paint or grey he used. His, GnigruHs, & Slayerknect, are the best skins to look at to see how they do theyre lighting and alpha. Or believe it or not just the plain simple old relic default skins. Although people complain about them, the details and the shades plus nrms ect are excellant. Occlusion channels i cant help you with, im aweful at them, i should really lay them out and burn them as an additional layer, but for the parts i use and the size of the models, i find this a lot of work for little gain, so i generally let the relic tools do it, transfer the alpha, to a plain white or grey and suffer the consequences. If you still cant get a decent match to what you want, take tne allied 50 cal, copy everything apart from the ammo box onto a new texture, and then match colour on you mg42 to the new texture adjusting fade untill you get somthing that looks reasonable. Although that seems pathetic, it will give you somthing that looks like the rest of the guns ingame shade and light wise.

    ----------

    @Gurdy, i cannot find any decent photos of the thing ,as i said yesterday. But i have found one quite good scale model which will help with the flame nozzle mounting. Plus a couple of other silly little pics to show the size of the nozzle.

    The first pic is probebly the best for nozzle size and mounting system, Yours i suspect is too fat, which is why i thought shorten it, but the second pic does seem to confim that.




    And the 3rd pic seems to confirm what i thought the copula above the sponson was, a view port for the flame gunner.



    Also weld the front faces underside, seem to be 2 or 3 verts that have seperated.

  46. #4196
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    @DMz
    Thanks for the pointers.
    What i meant is the weapon skins a different style then those Relic used.
    I started using Crazybump for nrm maps, one can also generate a diffuse from the alpha of the nrm map and add it to the diffuse map of the model adding more 3D effect and shadows and stuff.
    I also wonder: with the export we use .tga and the .psd of the same. i started replacing the .tga with .dds and guess what? the alpha of the maps dont get all srewed up like it does with .tga. Probably I re-discover certain things that has been done before but i arrive to certain discoveries all the time.

    I will completely redo the whole thing if I do anything. I am working on an MG42 too because I literally hate the Relic one. I will keep all in mind when finishing them.

    Added:
    Okay, I have redone the entire barrel assembly, the trigger assembly with the pistol grip, the rear sight, the bipod assembly and the cocking handle. I edited the feed cover so it can be textured for the reload anim. The entire gun now, including both, the belt ammo and the drum also the bipod is a little more then one-third of what it was in polygons before. The tris count on the other hand is 990 - I didnt weld as much as before because I can afford not to now...lol. I will not touch the butt, and I really wanna leave the receiver as it was too. I think with 546 polies (including everything that belongs to this model) it is now acceptable. With the lafette included it will be under 1000 polies!
    With the skin redone one wont even notice the dif.
    Attached Images
    Last edited by inukshuk; 1st Feb 12 at 5:08 AM.

  47. #4197
    Member DMz's Avatar
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    You managed to get it down to under a 1000 poly with the Lafette & both mags plus ammo belt ??? what did you do RAPE it lol . It looks good, but i would weld if i were you, it will help the smoothing and give you more visible details and a nicer barrel shape, no need to go mad welding, just spend 5 mins doing a bit extra, youll be surprised at the differance it will make to the overall appearance.

    While you were doing that, i broke this.


  48. #4198
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    Looking good. The skin is okay but modeller should be shot, lol!

  49. #4199
    Member eliw00d's Avatar
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    I agree.

  50. Company of Heroes Senior Member  #4200
    Moderator Lethal Dosage's Avatar
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    In the back of my mind.
    thats a bit drastic don't you think? lol. I'm sure stringing him up by a noose would suffice.

    The skin is quite lovely, but one thing that really annoyed me with the road wheels is the fake shadows skinned on them. I don't think such fake shadows belong on a skin, certainly not on the wheels. With half the wheel lit, and the other half in shadow, when the wheel goes around, the shadows rotate around with it, and it looks really bad (IMO). DMz, if you find yourself in the mood, perhaps you could have a look at how it looks without those shadows skinned onto the reoad wheels, drive sprocket, idler gear, and return rollers (in other words, the "running gear").

    I still can't wait to see what camo patterns people come up with for the StuG III, i think it'd look really sexy with it's body n shields done in an ambush pattern!

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