@Adiya
Great job mate
By the way, yes, in CoH textures are in 1024x1024 definition, so 2048x2048 are used as High Definition textures, only slowing down the non powerfull systems, as it still work on CoH![]()
@Adiya
Great job mate
By the way, yes, in CoH textures are in 1024x1024 definition, so 2048x2048 are used as High Definition textures, only slowing down the non powerfull systems, as it still work on CoH![]()
Textures vary, from a skinning point of view , as i told you the other night. Skin like you always have in 2048, then once it comes to applying the textures for ingame downscale them. Tanks and larger vehicles are usually 1024x. AT guns jeeps bren carriers ect are usually 512x increments of 4. Then small arms and HMGs increments of 4 256x or less. Oh infantry are usually 1024x, though .ocl, .gls, and .spc on most models vary from 1024x down to 512x. The textures dont have to be even size, they can be 1024x512x or 768 x 512x, as long as they are uvmapped to on the 4x increment they will work. 2048x textures will not only slow down non powerful systems, they will slow down most systems, its just it wont be noticable till 50 plus units are on screen. The game engine is just not made to handle those sizes.
@ DMZ
what does the "increments of 4" mean exactly?
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i think i know what that means. e.g. 512x -> 1024x is an increments of 4
I thought it was multiples of 2, not 4? But, I suppose 4 would make sense for squares (2x2).
768x512 256x768 1024x1024 256x512 384x256 ect ect ect
aka to the power of 2 not multiples of 2
Last edited by DMz; 15th Feb 12 at 7:46 AM.
im back =( i have a pink flak cannon in the back of my dead halftrack. i think its a rgm error but im not sure. i tryed editing the rgm but it didnt work.
ill post what my RGM has but 1st i need to know which 1 to edit.
also im trying to add the flak38 single barrel turret. and i cant get my team weapon crew syncs right. what should they be?
Weapon crews will not sync, there is no way around it that I know of yet.
hmm.. well how to i give the weapon a crew, take the infantry squad out of sbps, build the gun, and not have it revert to world?
I am not really sure I understand your question. Just use your imagination and pretend they actually mount the gun. Maybe someday someone will figure out how to fix it.
As for the pink wrecked FlaK, I may have forgotten to add the texture in the Wrecked Material in the RGM. I will look into it.
a quick question about a problem that i came across:
normally a normal map is in blue tune, everything works fine until i get a yellow-green-ish normal map (with exact settings as other components), what's wrong with it? how to fix it?
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okey, i found the reason, flipped normal. but still weird because nothing flipped in viewport...
Eliw00d "Weapon crews will not sync,"
they wont? =P well i beg to differ.
after 9 hours spread over 2 days of playing with it. i have solved the pink weapon issue AND the weapon crew sync problems for the team weapon.
you were missing a file in the model for the 2cm flack 38. and the RGM path was incorrect.
fixing this:
start by downloading the flak38v2 which can be found on page 1.
you also have to to go into your completemotiontree (data/art/models/races/common/completemotiontree.abp) and past this code.
"..\\Axis\\Vehicles\\Flak38\\Flak38_Sync",
you need to add the flak38 not just in data/races/german/velicles but also in axis/vehicles
the version in axis vehicles will be for the 20m AA gun nest/battery. (it doesnt like to be in the german races folder when you do your commonmotiontree info editing.. idk why and dont care as long as it works 1 way or another)
and the 2nd copy of the data goes in races german vehicles.. this is for the 251/17c AA halftrack. as 90% of that vehicles paths are already set to read the data for the flack 38 from that location.
the next thing you need to do. is open up the flack38 folder in the data/races/axis/vehicles
right click on empty space and make a new folder called model.
paste this file inside
http://www.gamefront.com/files/21334..._aagun_dif.rgt
now. open mod stuido
go to the RGM files for the axis and german flak38s. open them.
paste this code over the wreck's diffustex art\models\races\axis\vehicles\flak38\model\tex_ax_wrecked_flak38_aagun_dif
(now your pink gun is fixed when it dies)
then just use these ebps, sbps, and weapon files; and you will be golden.
the sbps arent as important but i did set the weapons up to be able to shoot down planes. i didnt get around to checking their balance. so.. it might be OP.. thats something you need to tweak.
and the ebps has a lot of sync data in it that needs to be there. so unless you know what your doing i wouldn't play with them to much.
also dont forget to erase any requirements and make some custom UI text for your new flak38 and 251/17c and change your Ui GPs.
http://www.gamefront.com/files/21334...s++n+stuff.rar
PS i havent looked at the 251/17d it is possible that this hot fix could cause problems with that 20mm AA gun, if everything was working before. how ever this will fix the 251/17c and the flak38 aa turret.
contact me with and questions or problems.
oh and you may want to check the flak38s sbps loadout. i may have it set to have a luftwaffe2 guy in the gun instead of a regular one. if this is the case he wont show up to crew your gun. just change it back to a regular luftwaffe guy.
Pss: ir genius![]()
Last edited by 178thBG; 15th Feb 12 at 12:24 PM.
@178thBG
I hate to burst your bubble, but try using a Flakvierling now.
I will rephrase what I meant earlier: you can only have one Flakvierling-based crew have sync animations, the rest will not work. It is usually the last sync file called in completemotiontree that is used. This has been discussed at length in the past and there is no known solution.
Also, there is no difference between using Axis or German. I prefer German because it avoids all possible conflicts with Relic's files. If it didn't work for you in German, it is because you set it up wrong.
hmm ill figure this out. or a way around it. thanks for bringing that to my attention.
but for now im off to have a nice nap.
All this is very amusing ? but i never had a pink wreck, i feel sort of jeleous now![]()
you never used eliw00ds release with his textures though tbf lol, as i recall when we play nhctov, when you want to use custom units, they all get some sort of custom texture that i need to get from you through tv xD
http://forums.relicnews.com/showthre...le-Normal-maps This might help.
#4372
Yea CoH uses 1024 usually, but High-Res textures won't hurt the game at all.
@ eliwood. sorta.. the flakverling is fine. but the 2cm flak, if i build enough of them theirs a rare sync bug. happens maybe like 15% of the time.
its just like the quad .50
im 95% sure that the blitzkrieg mod found a way around this. so i guess ill go ask Excalibur about it.
@ DMz i think the problem is the models i downloaded were meant to be used with other things that i dont have.
if you just download the 2cm flak and 251 pack. you will most likely have that issue with the pink gun wreck.
Bugs are hard to keep track of through tons of pages here, so I have set up some forums that should better handle bug tracking:
http://forum.medpackstudios.com/viewforum.php?f=402
There are also forums for suggestions, discussion, etc. I will eventually start releasing models there for better cataloging, in addition to the first post here.
It is very much possible to use textures with dimensions not the power of 2, though Ati users with older drivers and cards may still see performance issues with these when used as anything but interface elements.
Nevermind the fact that the S3TC format doesn't natively support such dimensions; why Relic uses their own RGT - a fork of DXTC supporting dimensions not the power of 2. Ati drivers would see increased loading times with these in DX10, until last year or so.
#4376
awesome whats going on here recently. I wonder who will animate all that nice new models. Eliwood needs a clone.
@DMz: Got a question about the new StugIII release: Does the new one change the skin according to variation? (stug III/StuH42 ) that didnt work in the old release, but was planned, afaik.
@Halftrack
The currently released StuG III has no such states, but it is still planned (for when I have time).
#4378
ah, ok, so I have to make a copy.^^ thx for the quick reply.
@Halftrack the new StuggIII is just a clean up in the texture shader and rgm department, all i did was make 2 additional recolours, sort out some nrm problems and some shader problems plus redo all the alphas. The treads however i made complete new textures and alphas plus cutouts for, which im rather proud of.
Anyway i got it to work the old fashioned way when it came to different skins, ie cloned rgms ect with A B C added to the name, and cloned abps with the same. I also seem to have forgot to convert one of the mesh skirt sets to rgt, they appear to still be dds, but then its only a 20 second job for anyone using it to convert.
As for the animation side. If necessarry i will take over some of that, with some coaching from Beefy^, I believe he is also willing to do some of the non too heavy work aswell. But i wont push him as he doesnt like to be commited to things like that , its a sort of when he feels like it thing.
The only thing people will have to understand from word one, is that im a novice and things will be wrong they will need fixing . The way to learn it is for me to do it and actually make mistakes, I will however try not to put anything up for download unless ive ingame tested it for at least a couple of maps worth of play. To be blatantly honest animating and code are a side of things i did not really want to get involved with, as i consider both to be beyond my capabilaties, and struggle with both. Its very hard for an old dog to learn new tricks.
Somthing i promised a while back, little bit of uv work to do and a camo, but basically another loose end almost finished.
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Last edited by DMz; 19th Feb 12 at 10:19 PM.
Looks fantastic! Imagine how it will look with camo!
I need someone to compile a list of bugs for the 251 series and post them in our new Bug Reports forum: http://forum.medpackstudios.com/viewforum.php?f=411
That way, when the 251/21 and 251/22 are finished, I can implement any bug fixes in their release as well.
Updated 4380 with images of finished default style texture version.
The 3 guns plus shields and all the added extra parts come to 1615 tris 1615 polys.
#4386
*gasp!* Hi-poly? Whyyyyyyyy????? To be teased with such beauty?! It is truely lovely, perhaps the best of your hi-res models, not that we can use them in CoH in their current state... Maybe you should submit this baby to the Forgotten Hope mod team, see if they could use it?
So Gurdy, does this mean you intend to make a new Jagdtiger for CoH at some point?
Edit: I posted a reply to the 251 Bugs list in the Medpackstudios forum, and my post seems to have vanished. Is it awaiting moderator approval? Or did the forum eat it?
It may not look the part, but that is for a CoH jagdtiger!The high poly is essentially the normal map for a model that is more appropriate for CoH.
#4388
Gurdy, that is so frekkin epic!! I love the JT and even for CoH it can be quite usefull as a unique one-time per game call-in.
@Lethal Dosage
It was just waiting approval. Thanks!
Also, please feel free to post bugs for any other release.
The Jagdtiger is built on DMz' new Tiger Ausf. B hull, so both will be released around the same time.
@gurdy
what's that pole on the engine deck?
will you model a new low-poly hull or just use current one?
as always, incredible job! now i assume you will move on detailing Paks!
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@Lethal Dosage
no game engine can render hi-poly model in this level (actually, game engine never render "hi-poly" model).
Last edited by Adiya; 20th Feb 12 at 7:08 AM.
It's a pintle for an AA MG (as Eli put it, standing right out in the open), and I will probably end up having to use a modified version of DMz's KT hull for the low poly.
@DMz
Always sneaking pictures into old posts! The textured 251/21 looks awesome!
Jagtiger looks good Gurdy, remember one texture only if you can for the dif and nrm ect, I know its annoying but its just easier on the game engine. Do them 2048x2048 like you always do and ill scale them down for you to 1024 plus change the nrms to gerrn for you prior to compile.
@Eli thanks, ill do a camo for the 251/21 today, you can probebly have it once ive done that. But dont be surprised if i release the camo seperatly afterwards, as you always seem to lose my additional textures in the textures folder, so no one even knows they are there lol.
Has anyone actually tried the Ford GPA, or did Beefy^ and me waste our time lol.
Yepp, me. It's running very well.Has anyone actually tried the Ford GPA, or did Beefy^ and me waste our time lol.
PT gonna use it as far as I know.Has anyone actually tried the Ford GPA, or did Beefy^ and me waste our time lol.
I just wanted to say that the models you have done so far are very impressive. Great work!
But I have got a question. Is there any way to get the old models, like the Sd.Kfz. 234/3 variant or the M3 halftrack variants? I tried the search function, but it did not work in a useable way... or were those removed because of some user owning those models?
@pater
We will be updating and re-releasing the old stuff some time in the future.
I came up with this as a camo in the end, its a repeat of an older pattern i did with a few tweaks and was easy to match, so i decided in for the sake of time to use it.
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Nice, I'm undecided on the track wheels though. The vehicle texture looks very good, I think you done a good job on that
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