Page 86 of 107 FirstFirst ... 36767778798081828384858687888990919293949596 ... LastLast
Results 4,251 to 4,300 of 5309

Defunct Community Model Project

  1. #4251
    Member VanAdrian's Avatar
    Join Date
    Jan 2012
    Location
    France
    Hey inukshuk ^^

    So firtly, realy great job mate, very impresive talent here

    ... and here some pic which can be interesting for the texture job, anyway i don't mean that your is bad, just want to help if you are going to improve the present texture, which can be only a placeholder, who know ?

    so here you go, i mean, for the zielgerat night vision system (especially optic) :

    Spoiler


  2. #4252
    Member
    Join Date
    Jul 2010
    Location
    Stuttgart, Germany
    @VanAdrian
    Thanks bud. This is pretty well what I found too. I can add a few rivets I suppose but I will not add any cables or anything because it is pretty well just useless polies, ingame you cant see any of it.

    And here is the final product of the scoped StG44.
    Attached Images

  3. #4253
    Member VanAdrian's Avatar
    Join Date
    Jan 2012
    Location
    France
    @inuk

    okok anyway i've read all the post of this great thread 2 or 3 times so, hell, i know you weren't planing any cable on this model mate

    It was just to give some help, but i fail lol, cause the scope texture seamed to be a little strange, that all, the whole texture is good man (btw, did you use the same uv map than Relic for the stg 44 (exept for the new parts ^^))
    The custom texture you've made is realy great, keep up the good job

  4. #4254
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    Great now the swines can massacare my poor airbourne even at night .

    It very good m8.

  5. #4255
    Member
    Join Date
    Jul 2010
    Location
    Stuttgart, Germany
    hell, i know you weren't planing any cable on this model mate
    Sorry, was I saying it too many times? lol

    cause the scope texture seamed to be a little strange
    Again, all I can say is that the Zeilgerat was a simple shaped thingo, an oversized scope with a black light stuck on top of it. In addition there is precious little reference available so I just kept it simple instead of making it into something it was not. I wish I could bring more out of this but i cant. On the other hand, I am sure skinners will improve the textures over time. Or I will...if or when I find something to work by. If you guys out there can help me with any Zeilgerat material/reference photos or anything pls sent it my way.
    I added a few details to it and I will call this done fro now. This will be just one black 'whats-its-name' slapped on top of the assault rifle. I included a distant view to show what it will look like further out.


    I was just wondering, can the stats be edited for the zeilgerat to actually put the troop carrying it in an advantage over others? Or its just an ornament that looks good ingame?

    I am pretty well finished with the roll I was on - end of vacation=end of time I will be here and work a little but not like with the speed I could have til now. Anyway, hope you like your new toys. Good games guys!
    Attached Images
    Last edited by inukshuk; 5th Feb 12 at 4:35 AM.

  6. #4256
    Member VanAdrian's Avatar
    Join Date
    Jan 2012
    Location
    France
    He ok you've not said it many time, it was just that i've not requested you any cable for it that all ^^

    So as i've said before, you're texture is realy great, i do not complain about but if you need some help i think i can do some job on the optic texture (so if you want to send me the diffuse tex i'll be open )... anyway, very nice toys as you said, and good luck now your vacations end up

  7. Company of Heroes Senior Member  #4257
    Moderator Lethal Dosage's Avatar
    Join Date
    Sep 2007
    Location
    In the back of my mind.
    i don't know about making the weapon give the unit using it an advantage simply during night phases on maps, at least not without scar, but i intend to have them as an Upgrade that increases accuracy, greatly reduces RoF (to be more of a fast semi-auto), and increases unit sight range.

    Damn that Vampir looks good, both the model and skin... ok, especially the skin. Now... can we attach an underbarrel V-1 launcher? :P

    I really do like this idea of remodelling and reskining the ingame weapons, allowing attachments and states the Relic weapons don't have. Perhaps when it comes to the rifles, they could get a similar treatment, with a scope, rifle grenade, and bayonet models added and toggled with states? I do realise we can't have proper melee combat, but i'd really like to see some of my infantry advancing in the field with bayonets fixed.

  8. #4258
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    @inukshuk
    Slayerknecht is correct, hidden meshes are in fact not rendered. You really shouldn't say something won't work if you're not sure.

  9. #4259
    Member
    Join Date
    Jul 2010
    Location
    Stuttgart, Germany
    You are perfectly right! Dont get mad, I shoulda asked first. My bad, sorry.
    I put together the stuff. One thingo, i cannot fit the Belt texture on the MG34 or MG42 map. I made a separate model for the pintle gun (this is for the front shooter on the sdkfz and the stug and stuff) with a map where the belt I could fit where the drum used to be. Other then that the Mg34 is one package, the MG42 is another, the MP40 with the stock open and folded, the StG44 with all the scopes, and I made every map for export (dif, scp, gls, nrm - dds, tga, psd).

  10. #4260
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    I'm not mad, just saying.

    You need to hop on Skype at some point.

  11. #4261
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    Inuk you dont need the belt texture.
    Relics ammunition belt is fine, its animated like the tank treads ie a moving effect texture, so as its only bullets, and as Beefy flipped and fixed relics default ammo box, and ammo belts uvmaps,ect, for the lafette. Its probebly not necessary.

    You can simly use the default ammunition as relics belts are never ever on the same texture as the gun. All thats on the gun is a small piece of belt texture that goes where the belt enters the ammo box, its a fake to give the impression of bullets being inside the box.

  12. #4262
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    Hmm...I'll just remove my mp44 variations from my thread then, yours are much better.

  13. #4263
    Member
    Join Date
    Jul 2010
    Location
    Stuttgart, Germany
    @BD
    Thanks, I didnt mean to compete Yesterday I only had a new StG44, then it evolved...

    @DMz
    Yeah, we discussed it with Eli on Skype. Then I guess its ready to go.

    I will make a new G43 with and without the scope (Eli and his states thingo, lol) and if already have a G43 its easy to convert it to a G41. Then I will convert the MP40 to an MP41 (although it was used mostly by early SS and rear echelon troops, it is worth a few hours work). I think the Fg42 is decent enough and with the ZF4.1 it can be converted into something fancier. Nothing else comes to mind... I think I am finished. lol

  14. #4264
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    The boyes at rifle sux, you could do that lol .

    Come to that the recoilis and the bazooka.

    Maybe the Thompson do a no stock version for airborne and several different mag types, 20 round 30 and a drum mag maybe.

    Greasegun could also do with some love.

    On missing links, a lewis gun . & maybe a lancaster smg . a decent dp28 as mine stinks lol .Also a decent vickers k as mine stinks aswell, maybe with the marine infantry version with bipod and ammobags for the uniform.

  15. #4265
    Member burtondrummerNY's Avatar
    Join Date
    Sep 2008
    Location
    A beach somewhere, watching the sun rise
    Haha no, no worries, I didn't mean it to sound like that, yours is far superior, so I'm glad someone made a better one!

  16. #4266
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    Oh, man. inukshuk, what have you done!? You've opened up a Pandora's Box of new possibilities in DMz's head...

  17. #4267
    Member Twitchy's Avatar
    Join Date
    May 2008
    Location
    NS,Canada
    @Inukshuk - For the sake of saying it,

    Maybe you could do a German AT rifle?
    http://forums.relicnews.com/showthre...SE-STILL-ALIVE!)

    Check out my stream!: http://www.twitch.tv/myriax

    "Torch Bearer" AKA Leader of European Theater: 1944 Modification (NEW THREAD)

  18. #4268
    Member Aidas2's Avatar
    Join Date
    Jun 2009
    Location
    Vilnius, Lithuania
    @Twitchy Burton has already released the Pzb39 http://forums.relicnews.com/showthre...n-for-Business

  19. #4269
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    Yes, but it is taken from Men of War. It was recently discovered that permission was not actually given for the use of Men of War models in any competing game.

  20. #4270
    Really? Someone made an oopsie. I always did find it weird that MoW would allow anyone to use their work, since that legally opens up a huge can of worms.

  21. #4271
    Member ChickenNuggets's Avatar
    Join Date
    Mar 2011
    Location
    Your closet
    I know this may make me seem rather stupid but, how do you use states?

  22. #4272
    Member Jagdpanther's Avatar
    Join Date
    Dec 2008
    Location
    Berlin
    In the ebps of a unit you can set a desired state via an (critical or upgrate) action (animator_set_state). The possible states are described for each custom_vehicle and often special to this unit. This state thingy is useful if a unit has different variants.

    A good example is Relic's Stubby Panzer IV. Take a closer look in the ebp file under "actions_apply_ext\upgrade_actions" and you will get a feel how it works.

  23. #4273
    Member ChickenNuggets's Avatar
    Join Date
    Mar 2011
    Location
    Your closet
    Oooh, thanks a ton Jagdpanther!

  24. #4274
    So what happens to the models or mods that are using MOW models? Are they shutdown or if not run a risk of some form of copyright?

    I'm ok as I dont use any, but I know alot of ppl and mods jumped on that wagon and started to use them, kinda curious as to then what happens now!

  25. #4275
    @sirpsychoj
    I think they will ask them to drop their models before starting to shutdown mods.

    @inukshuk
    Good job! These weapons look great !

  26. #4276
    Member Muad'Dib's Avatar
    Join Date
    Aug 2007
    Location
    Wherever I Lurk
    Would MOW really make that big a deal about it given the fact that nobody is actually making money from their models and that the only users are modders and not Relic itself which is a competitor? IMO, lets not jump the gun and start shutting down mods until we get something official from MOW that actually says along the lines of "STOP USING OUR MODELS".

  27. #4277
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    MOW never gave concent to use theyre models, what was given was a consent by theyre community to share community models, IE if we made somthing they didnt have they could use it, and if they made somthing we didnt have we could use it.

    As for if the actual developers say stop using our models, the response I and several other members of our forum recieved when we asked if we could use models from MOW, was catogorically, no we do not want our content developed or used in any other game apart from the Men of War series, have you considered modding men of war as there is a big following.

    So where this illusion that its was fine to rip MOW apart, and using every other model the game has came from is beyond me.

    Its not about if they say outright remove our content or not anyway.

    Its about common courtesy. My answer to all of this has always been, there is nothing that they have, that we ourselves cannot make with a little effort, and in most cases we can do it better, as from a mod point of view the game engines are completly different, and MOW models tend to have much higher detail aswell as a higher poly count.

    As far as i know most of the mods in COH using MOW models are using mainly community models, ie models made by people like ourselves, only in the MOW modding community.

    Apart from a few rifles and the odd tank floating around here and there id say its fine. And if the worst comes to the worst, those can be removed and replaced by our own.
    Last edited by DMz; 6th Feb 12 at 12:50 AM. Reason: cant spell

  28. #4278
    Member
    Join Date
    Jul 2010
    Location
    Stuttgart, Germany
    As the present situation dictates I would like to put out a public declaration as follows:

    I, Inukshuk (real name and full address is on the registration form of Relicnews) solemnly declare that all models and textures I have ever showcased and especially released is fully of my work and cannot be associated with the models and 2D art of any third party. For my textures I have used photos publicly available on the internet, if there is any copyright claim on those photographs, I am not aware of the fact, and to my best knowledge any of those photos that are partially used for my skins are free of such claims! In any case those pictures have been post-produced to the point that any possible lawful copyright owner could not lay any claim! I also declare that I am not, or have ever been a member of, or in any contact with any other modding community, thus I could not and did not 'carry', 'import', 're-release' even my own possible previous work.

    Having said that I must also state that for my 'Hungarian gears' addons I have used an MOW trenching tool skin only as highlights on a second layer. I will reskin that model fully and (once with the much appreciated help of Eli they will be set up properly - bone attachment, skin modifiers and all) I will re-release them to the community.
    lol, I dont think that too many of those are kicking around anyway!

  29. #4279
    Member Jagdpanther's Avatar
    Join Date
    Dec 2008
    Location
    Berlin
    Lads, can we close this type of discussion now. Do we not lean anything from the past? It's not productive and whenever it comes to such discussions, it was endless and as a result one or more members are leaving the forum.

    If someone means, he must take thirdparty stuff, then it is his problem. He is knowing about the copyright problematic. Endless postings about this matter will not solve anything.

    That's my two cents about.

  30. #4280
    Member
    Join Date
    Jul 2010
    Location
    Stuttgart, Germany
    To the contrary Jagdpanther, I urge every fellow modder to post a similar declaration on his own.
    You are German and as such you must be aware the shitstorm going on in our own country with regards to copyright infringement. I am sure you have friends too, who got nice letters from lawfirms stating the individual downloaded or used something that he must pay for in a form of a hefty fine of thousands of Euros!
    But I also understand where you stand...each member of this community should be aware of whats is right or wrong and act accordingly. We, the general public should be held responsible. That is what my disclaimer is for.

  31. #4281
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    You know my views on using others work so its pointless me saying anything.

    Irrespective of that, and back on topic.

    THE FIXED STUG III !

    Spoiler


    Spoiler


    Spoiler


    Spoiler


    Spoiler


    Spoiler


    Spoiler


    Spoiler


    Spoiler


    Spoiler


    Spoiler



    Yours will be better ingame, these are displayed ingame in DX9. Its just Fortress Europe which I used to test wont display DX10 atm.

    Stug III Model For Company Of Heroes Tales Of Valor.

    Fixed Textures & Shaders - Version 2

    Readme:
    There has been an awful lot of work fixing these so give credits for any file you use / modify.

    Credits:
    - Model & UV Map - DMz.
    - Animation And OE Work - Eliw00d.
    - Default StuH & Stug III Skin Plus some UV Edits - Inukshuk.
    - Grey Hairs New .dif, .nrms, .spc, .gls, Alphas etc. - DMz.
    - Ambush And Despecled Re-Skins \ Re-Colours - DMz.
    - Grey Hairs, Some Testing, Nagging & allot of Fault Finding - Beefy^.
    - New Skirt Mesh Type Textures Ambush - DMz.
    - New Skirt Mesh Type Textures Despecled - Beefy^.
    - All New Treads textures - DMz

    Changes:
    - All textures have had the Alphas & Black Background's removed, then new Alphas Created.
    - The New Stowage .nrm is by DMz.
    - The .rgm now has all correct shaders assigned & the new .ocl's.
    - The .abp has a change to the smoothing, its now set to 2.
    - It was originally set to 3, on a scratch built pre-smoothed model it should always be set to 1 or 2.
    - Setting 3 is for Relic models or model mixes only.

    Install:
    - Each folder contains all files for the model. Two of the folders, the "Ambush" & "Despecled", have an extra folder each.
    This contains the alternate skirt textures only:
    - In "Ambush", it contains the .dif, .spc, .nrm, .gls & .ocl for a set of "Solid Skirt Textures".
    - In "Despecled", it contains the .dif, .spc, .nrm, .gls & .ocl for a set of "Mesh Look Through Textures".
    You can decide which you prefer.
    - Some of the textures in each folder are clones of those in others. I thought it easiest to include all necessary
    textures in each folder , to avoid confusion. There is also 1 additional folder with the new tread textures only in.

    Any way its hours galore of work so I hope you like what we have done.

    DMz.

    Download

    Theres also full size version of the screenies in the 7zip file, res 1920x1080. Just for Lethal Dosage .

    Fix for the drive and tail wheels, alpha cutouts now correct so teeth show all the way round ect. Sorry forgot to include it in origional download.

    Wheel Fix
    Last edited by DMz; 6th Feb 12 at 10:54 AM.

  32. #4282
    Moderator Darkbladecr's Avatar
    Join Date
    Nov 2005
    Location
    CoH:Modern Combat
    The .abp has a change to the smoothing, its now set to 2.
    Is there a big difference between smoothing being set at 0-3 ? I don't really notice any difference

  33. #4283
    Member Beefy^'s Avatar
    Join Date
    Feb 2009
    Location
    Some where in Essex
    What it does is it determines the strength that the Normal map's lighting is applied to the mesh causing errors on most low poly, fully welded, pre-smoothed models.

    Smoothing 3


    Smoothing 2

    Last edited by Beefy^; 6th Feb 12 at 9:23 AM.

  34. #4284
    Your Stugs looks so pro Dmz! Nice work.

  35. #4285
    Member TigerTanker's Avatar
    Join Date
    Dec 2009
    Location
    Budapest, Hungary
    Epic Stug III guys! Love it. Also, DM, I can't use DX10 with FE either. Ain't that a shame.

  36. #4286
    Member doom44's Avatar
    Join Date
    Apr 2011
    Location
    Florida, USA
    StuG III! Helluva lot better than that dull StuG IV. Great job guys!
    (\__/)
    (='.'=) This is Bunny. Copy and paste Bunny into your
    (")_(") signature to help him gain world domination.

  37. #4287
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    We will be releasing an updated StuG IV at some point soon that will share parts with the StuG III.

  38. #4288
    Member
    Join Date
    Jul 2010
    Location
    Stuttgart, Germany
    Will you check out these beauties?
    (The '34 sits a little high but I didnt wanna reposition it, the screenshot serves its purpose regardless)
    Eli will set these babies up properly, but the MP40 and the StG44 variants work ingame flawlessly. The only thing is, i will let Eli do those too, because I cant set them up without a conflict whereas he will do this like a pro he is!
    I will make some ingame screenies of these new toys and post them here for eyecandy. The new MG42 is matched in lenght to the Mg34 as they were exactly the same. This way the new MG42 is about 10-15% longer but not bulkier then Relics'.

    @Eli,
    could we for God's sake get rid of that annoying, totally unnecessary, Relic fantasy little something that looks like a hook coming right thru the MGs for no good reason whatsoever? You are editing the lafette anyway, I meant to ask you this a long time ago. What is that thing? Anyone knows? And why is it there? The Lafette had no part of even remotely similar to this little thingo.
    Actually if I had a little time I would just remodel the entire lafette because it is like the stock '42 - has nothing to do with the real thing other than faintly resemble the thing.
    Attached Images

  39. #4289
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    Excellant Dont forget to use the mg42 texture we gave you for the lafette, it has a proper fixed ammo box uv and texture

  40. #4290
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    @inuk
    If you want to make your own Lafette, by all means.

  41. #4291
    Member Beefy^'s Avatar
    Join Date
    Feb 2009
    Location
    Some where in Essex
    @inuk, I flipped & smoothed it & fixed a couple of bugs in the UV (which I can see your not using the textures I included for it) that fixes the mg box. As eli said though by all means if you want to make a Lafette that looks like this, go ahead because to be quite frank, that thing they attempt to call a Lafette sucks (a couple of reference pages as your into small arms at the moment one has tonnes of decent reference pictures for WWII era guns full stop):

    http://www.deactivated-guns.co.uk/de...-/prod_98.html

    Small Arms Reference pictures:
    http://forum.axishistory.com/viewtopic.php?t=34139&start=315

  42. #4292
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    I think I know what that "hook" is there for: So that common anims could be shared between the M1917 HMG and the sMG42.

    But yeah - it doesn't belong there...

  43. #4293
    Member DMz's Avatar
    Join Date
    Feb 2009
    Location
    Colchester UK
    So delete it, its like a dezen verts, select and hit delete. And you might want to move the 34 down, its sitting way too high, the 42 is not sitting level, the butt needs to come down and the barrel up.

    Also why bother making a new one, you can adjust the old one to look the correct way by moving a few bits and adding a few pieces, no new skin no messing about, its like a 20 minute job , and if you spend 30 you can even have the telescopic sights ect.

  44. #4294
    Member
    Join Date
    Jul 2010
    Location
    Stuttgart, Germany
    @DMz, Beefy
    Just so we are clear on this - I am either getting forgetful or I honestly have no idea what textures you are talking about for the lafette. I dont remember getting anything at all. Maybe I should start taking my pills again, lol

    (The '34 sits a little high but I didnt wanna reposition it, the screenshot serves its purpose regardless)
    This was the second sentence in my post, lol
    These were quickly thrown together for a snapshot. I just wanted everyone interested to see them side by side. My babies. lol
    Eli will set them up properly. Which enbles me to make a proper lafette but before that I must finish my G43 and G41 with the optional scope.
    I might be able to fiddle things around a little for the lafette, but honestly I might be better off making one from scratch, I will see soon enough.

    Okay this is what I threw together just to see if its feasible. Its around 480 polies at the end when its finished. My question is how will the top part move around, because ingame it is the MG and the gun-rest moves together. I think that is why it is modelled like it is. So anyway, vote on it if you will, I am not so sure anymore. I tried editing the existing one and it is something of a can of worms. Add the ammo box to this it will be somewhere 600 polies...if its worth it. I can certainly shave off a few but just to give you a rough estimate.
    I will have to attach that hook-like handle for the gunner as we are stuck with that now although it doesnt belong, so...like I said, I am not so sure its wirth the trouble to remake the lafette after all. It must be reanimated also. The legs migth be repositioned to match the height of the stock model. The hinges and connectors are already included in my poly-estimate.
    Attached Images
    Last edited by inukshuk; 7th Feb 12 at 5:00 AM.

  45. #4295
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    before that I must finish my G43 and G41 with the optional scope.
    Huzzah! Been waiting for a proper unscoped G43 for a long time

  46. #4296
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    @inukshuk
    Maybe you could adjust the height of your lafette? Like this:

    http://www.hessenantique.com/v/vspfi...9763100-2T.jpg

    That way it would fit the HMG skeleton a little better. In fact, it might be easier to build your lafette around the HMG bones, anyways.

  47. #4297
    Member
    Join Date
    Jul 2010
    Location
    Stuttgart, Germany
    Yes, the height can be adjusted to any which way but I tried today to built around the stock lafette bones and I am running in circles. The Relic lafette is so different from what it should be that I am loosing hair over this. If I build around the bones I end up with the same type of model. Maybe this laffette thing falls into the category of 'some things better left alone'.
    I will concentrate my efforts to build a proper G43 rather than piss into the wind. For now anyways. It can be done but I am not sure it worth the effort when the lafette is not the most important thing to remodel.

  48. #4298
    hey guys, i remember seeing a couple of screen shots for the stuart recce, was it ever finished? I couldn't find a link for it in the thread

  49. #4299
    Member eliw00d's Avatar
    Join Date
    Jul 2008
    Location
    USA
    It's in the Archived Stuff spoiler on the front page, released well over a year ago.

    Or it used to be... anyways, here's the direct link:

    http://files.medpackstudios.com/FE/u...riants__v1.rar

  50. #4300
    yeah, the archived stuff seems a bit empty for some reason?

    cheers mate

Page 86 of 107 FirstFirst ... 36767778798081828384858687888990919293949596 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •