Parent hardpoint problem? Also check the origin field too, that changes between the front and rear guns on the Sd Kfz 251, though I believe that's an offset rather than anything else.
Parent hardpoint problem? Also check the origin field too, that changes between the front and rear guns on the Sd Kfz 251, though I believe that's an offset rather than anything else.
This slight will not go unpunished!Originally Posted by eliw00d
I tried to add gunners to the Pershing and Stuart last night, but ended up with something akin to a wedgie. Hopefully I can get these resolved soon.
I will have to tweak a few things, and see how passengers fit with the new rear gunner, but the Sd.Kfz. 250 variants are basically ready for release. I should have a download link for them tonight.
Does anyone know if markers made through 3DS Max can be adjusted in the MUAX and retain their non-lagging properties? If so, I could probably release the Sd.Kfz. 251 as is and let the modders tweak the combat slots' positions as they see fit.
I also updated the first post with a better format, and the [WIP] next to a vehicle will be changed to [Download] when it's released.
Last edited by eliw00d; 30th Mar 10 at 7:45 AM.
For the problem with the shaking animation in the sdkfz 250 you have two ways to proceed:
1) In the motion tree of the sdkfz 250 look for the shaking animation and delete it(not the motion tree but the entry for the animation). This is the easiest way.
2) Look for the bone that cause the shaking animation and link the mg bone to it. As a tip you can load the 250/9 in OE to see which bone is(I afront the same problem months ago)
#57
reason for incorrect turning is because the turrets are linked to the same state.... you need to modify the gunner's horizontal and vertical state to something else. You can just rename these two states in OE and save the thing as gunner 2 and join it to the .abp and it will work!![]()
Well, I'm using the pintle_gunner_rear, which should have the rear states, but I'll double check.
Your frankenstein creation is an affront to nature. What has science done!!
#62
are you trying to single out a mesh then please delete the other mesh or hide it.
#64
what is the problem? You can simply extract the texture (dump to .dds or .tga) and set up the shader on the already UV mapped model and then apply and export with a bone you can model mix? Or am I missing something here?
You may as well be speaking French to me.
I linked the shield to "bone_cannon_horizontal" and "bone_cannon_vertical", and the wrecked version to "link". I tried to export and it says it was unable to build either mesh.
#66
oh that is because you imported with the RGM importer script and tried to export right away. You need to either export the model as a format like .obj/.3ds/.fbx and then re-import to a new scene in max.
Oh, okay. Are those the right bones? And I still haven't found the right bone for the .50 gunner. :/
Edit: So, I exported/imported, but it broke the mesh names. How did you fix that when you did this for the other halftrack?
Last edited by eliw00d; 31st Mar 10 at 1:45 PM.
#68
Looking great Eli!
Don't worry about to the 250's rear MG's aiming too much, if i remember right the 251's rear MG aims in the opposite (horizontal) direction to that which it fires, and i believe the Panther's cupola ring MG doesn't traverse or aim left or right at all, it just aims forward and the tracer shoots off in the appropriate direction.
#69
Ah to fix the mesh issue, you have to make a new .max file and press file -> merge and then select the original imported .max file. Make sure you deselect materials when merging. That should fix the export and mesh problem. If that doesn't work use the .fbx export. That should keep the names intact.
@Lethal Dosage
Hmm, I'll have to check that out. If it's true, then I won't worry about it.
@Darkbladecr
Alright, I'll try that out. I still need help with xrefs and the .50 bone, if/when you have time, as most of my advanced edits deal with them and I'm clueless.
Also, I won't have my computer until Monday, so I won't be able to work on anything until next week sometime. I'm also juggling these with my Fortress Europe programming, so be patient with me. I'm a programmer, so all this modeling stuff is pretty hard, but somebody has to do it.![]()
Hi,
Many here are Sad that the games are not on mainframes...I'm a programmer
Would , the motar Halftrack be able to carry more men...
Regards
funnyme
Last edited by funnyme; 1st Apr 10 at 6:44 AM.
Ten soldiers wisely led will beat a hundred without a head.
I'm not sure I understand the first part, but as for the mortar halftrack, it's not really a priority.
Hi,
eli, There was no pun intended ...I am aslo a programmer but have to work on mainframes for a livingI'm not sure I understand the first part...
Regards
funnyme
Last edited by funnyme; 1st Apr 10 at 7:05 AM.
Fair enough.
By the way, can anyone think of any other inaccuracies (besides scale) of Relic models? Such as meshes we don't need or extra states we could use? An example would be the gun shield on the 250/10, which is on the wrong side.
#75
Extra states can be made easily just coding is required. New models can be made as well. I'm sure if you are working on something that will benefit the community there is sure to be one modeler who would be willing to make it![]()
States are easy, I can do those in a heartbeat. I'm just wondering if anybody has thought of something I haven't. The gun shield is a good example because Mirage Knight (and I believe Sturm at one point) told me about it.Originally Posted by Darkbladecr
opo made that great backseat model, just needs to be made separate from the rest of the vehicle and made to the correct scale.
Anyways, I'm off to the airport. See you guys next week!
Safe trip mate - and I'll see about making a nice long list for you![]()
#78
have a safe trip!Code:50 cal bone = cnt_al_cal_yaw
#79
Safe trip!
The 250/10's shield isn't much of a deal as the style of shield varied a bit. I've seen images of vehicles with the shield on either side, or absent all together.
Shield missing
http://www.wwiivehicles.com/poland/f..._250_10_01.jpg
I wouldn't mind a tank commander for the Sherman and the StuG IV, however i realise the latter is a fair bit more work to get right.
Would it be at all possible to add a state to the Blitz and Deuce to remove the cargo?
I was actually thinking of commanders for those vehicles, as well as the Puma and some others. As far as I know, vehicles that don't already have commanders should be easy, but those that do will be difficult.
As for the cargo, it is more than possible. I was looking at that before I left on Friday, and should be able to get to it when I have my computer (I'm on my brother's).
#81
And then you would be able to get sitting passengers in those trucks?![]()
No, sitting is not possible at the moment. I have some ideas, but no idea how to execute them.
#83
post the ideas here, I'll see if I can make them a reality...
If it makes you feel better I will actually take the ideas up, make a tutorial and release some units with the tank riders or passenger setup.
Well, the ideas aren't much different than what we discussed. I was thinking that maybe if we made additional crew roles that used a certain animation, such as sitting, could be used instead of combat slots. So, for instance, Passenger01, Passenger02, etc. If we could somehow tie those crew roles to the NIS animations used in the British campaign, I think all of us would be in heaven.
Again, they are just thoughts, I lack the knowledge in this area to know whether or not it's possible or even probable. I'm still lost when it comes to anything crew related as is, other than some gunners.![]()
#85
I think I can make that possible with some new ideasI'll go ahead and set it up.
Because I am limited on the coding knowledge, how do you make something garrisonable and how do you make the units go to the markers setup?
Look, get yourself a hex-editor and open the rgm with it. Look for the bone_commander_sync and change one letter. This will destroy any problem. Works for anything else too(like moving gunners, etc)As far as I know, vehicles that don't already have commanders should be easy, but those that do will be difficult.
@Darkblade
You give an EBP a hold_ext, and as long as there are combat slots there can be visible passengers. That's the short version. I'm intrigued by your new ideas.
@tankdestroyer
Ah, thanks. I do have that in my notes from you a long time ago, but Darkblade was saying it wouldn't work. I guess I was a bit confused. I will try this later, thank you.
Also, I am back on my own computer today, and am still kind of winding down from my trip. I should be able to start working on some of this stuff again soon, hopefully this week.
#88
Yea didn't know about the .rgm hex edit. I know that hex screws up .rgo files so I was a bit worried about .rgm files.... but I can confirm what TD says, is trueAh, thanks. I do have that in my notes from you a long time ago, but Darkblade was saying it wouldn't work. I guess I was a bit confused. I will try this later, thank you.
Also what unit do you want to have the passengers?
As an example? I suppose the Wehrmacht Half-track is the most anticipated one.Originally Posted by Darkbladecr
![]()
#90
Now what exactly do you want me to do? As you have already made a passenger version:
passenger version
Do you want me to add a bench and then when people garrison they appear there, but sitting? Or is there something else you want?
Draw it on this picture please:
Spoiler
Well, a bench and sitting would be the best option. Is it not possible with crew, though? Either way would work, but with crew they could be turned on and off with conditions, allowing for more control. At least, that's how I envision it working.
both versions would be cool but only one will be available right?
Depending on Darkblade's version, I don't see a problem with both. I just have some neat ideas for the crew style, which I came up with when dealing with combat slots.![]()
#95
The problem with making them Crew slots is that the unit's skins are dictated by what's in the vehicle's crew_ext, if their combat_slots then the garrisoned units will show up with their own models/skins.
Personally i wouldn't mind having the passengers either sitting on benches on standing and firing out the sides similar to the current Sdklfz 250.
My opinion is that the it would be better for them to able to fire and fight from the crew compartment, as that makes the HT a more versatile platform for chasing smaller units and is easier to make than having them sit down on benches that would have to be modeled separately - if they were to just sit there, it might look nice, but it would just be eye-candy and not really as useful as it would be to have them ready for combat while riding.
If it's not too much of an effort to enable both options, then why not, but otherwise, I'd opt for the the current version.
#97
been looking through files, and quite frankly its not possible to get a proper passenger without a custom animations, which I can do, but will be interesting :P
As for the garrison slot where they are on top and shoot, can this not be achieved with putting the marker slightly up and the members will shoot on their own? This can be done with markers in 3D max given a combat slot modifier or with a custom .mua and .muax
example:
Code:Markers = { Marker000 = { destructibleBuildingPanelID = -1, loadingSlotTypeID = -1, name = "combatslot_01", subtype = "", transform_m00 = -0.14781, transform_m01 = 0.00000, transform_m02 = 0.98902, transform_m10 = 0.93229, transform_m11 = 0.33381, transform_m12 = 0.13933, transform_m20 = -0.33014, transform_m21 = 0.94264, transform_m22 = -0.04934, transform_m30 = 0.99722, transform_m31 = 2.07216, transform_m32 = -0.39686, type = "", }, }
With the camera elevation that most players used when playing, the difference between a seated passenger and a standing passenger is not noticeable. I'd hate to see tons of work sunk into getting seated passengers when the pay-off is minimal or easily missed. Seated passengers are probably more of a priority for jeeps, schwimmwagens, and other open-topped vehicles where a standing passenger is obvious and out of place.
#99
sitting animation is not bad, the only thing is I would not be sure how to call it up when entering a specific vehicle. The thing with the animation is that it would have to be controlled by a state or variable, and currently the only state I can use is garrsioned which has two variables loaded and unloaded. I could use this for the animation, but then anywhere the infantry are garrisoned they would be sitting down... not really wanted. However if I try to get them with an action and no hold_ext it would work, but then it would be the exact same soldier model and there would be no control over changing the person depending on who comes in...
on the other hand it is quite easy to achieve the EF tank rider setup, so if you want sitting on a slant and shooting from a tank that can be done, however it might not look nice or work properly on the vehicles you propose like the jeep and schwimmwagen.
The best solution is to create a new motion setup which is setup so the unit is sitting down and has 3 animations, one for vert_aim, one for horz_aim and other for firing. Then link it with the infantry skeleton and in OE, therefore you can use any soldier you want through the crew_ext. However same problem as before it would only load one type of infantry, and wouldn't work for snipers etc...
As you see there are possible solutions, but nothing perfect =/
You should add Commanders for the M26 Pershing and M4 Sherman.
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