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Defunct Community Model Project

  1. #401
    Member eliw00d's Avatar
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    Added my modified Sd.Kfz. 251/7 to the first post. If you already have the Sd.Kfz. 251/7 and like it, you probably don't need it. However, this modified version is made specifically for mixing, and will allow you to use custom skins on the half-track again. Also, a state is included so that it can be made into an upgrade if need be.

    I have a lot of edits like this lying around, so I'm trying to sift through and release them...

  2. Modding Senior Member Company of Heroes Senior Member  #402
    Celéstial by heart Celution's Avatar
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    Quite awesome eli! Great to see more releases from you.

  3. #403
    Member eliw00d's Avatar
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    Thanks! Also added the Sd.Kfz. 250/1 with rear gunner and a state that toggles between MG34 and MG42. The state applies to both gunners on purpose, as mixing them would just be weird. To use the rear gunner, just use the Relic Sd.Kfz. 251/1 as an example of how to set up both gunners. You will have to change the heading of the rear gunner's weapon in order for it to fire backwards. I think the solution for that is a few pages back, as I had to figure that one out myself.

    Edit
    Added the Sd.Kfz. 251/1 with combat slots. I had to compromise and only add four combat slot markers, since otherwise it is far too crowded. I angled them facing the corners so that they can shoot in all directions, but I'm not sure how well it works. Just remember to toggle the boolean "attach_passenger_animator" to "true" in order for them to attach to the Half-track and not "lag". Comes with the same machinegun_state as the 250/1 as well as a canopy toggle.

    Sd.Kfz. 251/1 w/ Passengers and MG34s


    I also uploaded a new version of the M4A3, which has the mudguards Aidas made for me a couple of months ago. Would anyone want to texture them? I can release the ones for the M5A1 as well, which also need textures. They are great models and are ready to go, I believe they even have UV maps...

    I've also discovered a neat trick that allows a vehicle to have both a gunner and commander at the same time and have the hatch toggle for both without any additional RGD work. Basically, I made behaviours that have, as conditions, the "commander_upgrade" state. Then, I made actions for each of the behaviours that toggle the actual hatch. That way, the hatch will always open, whether for the gunner or for the commander. This should help any one that wants a command tank and then a regular tank without the need of two different models; it could just be an upgrade or slot_item. I don't have time to work on it right now, but I will implement it eventually.

  4. #404
    sorry to bother you again on the m3a1, but i still have not been able to make the m1919a4 mg appear, all that it shows is the 50cal, even if the state is set to show the m1919a4. does something have to be done to the weapon file being used for the m1919a4. all of the other states work fine its just trying to get the correct mg to appear that im having a problem with
    A jagdpanther has a litter of 33 hetzers. 17 hetzers are eaten by at guns. What percentage of hetzers were blown to bits by at guns?

  5. #405
    Member eliw00d's Avatar
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    Did you download the new version? I forgot to include the modified gunners, which have the machinegun_state on them. If you don't have those, then that's why it isn't working.

  6. #406
    i tried downloading the new one and using it, but still 30.cal


    i am using state_machine_name: machine_gun_state
    and do_action_state_name: m1919a4
    both of them in the ebps file

    the weapon file im using is just a copy of the halftracks 50 cal weapon file with no changes

    here is the abp im using


    abp



    also then vehicle gunner .rgm only lists the texture files for the 50cal, so maybe something weird with that?

  7. #407
    is the M4a3 the default sherman model in the game?

    if so, could you add a tank commander bone to it? if you can do that, i'll texture those mudguards for ya tomorrow. thanks!

  8. #408
    Member eliw00d's Avatar
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    @robotnik
    The vehicle gunners don't have the M1919A4, so they don't need the texture for it. The M1919A4 has its own model, and is named as such. Can anyone else confirm issues with the M1919A4? Perhaps I left something else out?

    It sounds like you have it set up right. The only thing I can think of is perhaps you are using the default Half-track folder? Try making your own, like M3A1, and put all the files in there. If you have the stuff in the default Relic folder, it won't load new ones...

    @Khorney
    In that case, I'll bump it up to the top of my list, as it won't take too long. However, it won't be until tomorrow because I'm about to head to bed. If you have time for the M5A1 mudguards, that would be awesome.

  9. #409
    the halftrack is in its own folder, so i really don't know what else can be wrong

  10. Modding Senior Member Company of Heroes Senior Member  #410
    Celéstial by heart Celution's Avatar
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    Wow, thanks a lot eliw00d! Now the Sd.Kfz. 251 is finaly working properly.

  11. #411
    Member DMz's Avatar
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    Well done mate.

    Also check your inbox, theres some new files for the m5 and m2 plus m15a1, they may make putting them together a lot easier for you.

    oh and you can delete the 30 cal off the back of the su57 if it makes life easier.

  12. Modding Senior Member Company of Heroes Senior Member  #412
    Celéstial by heart Celution's Avatar
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    Quote Originally Posted by first post
    Tiger Ausf. B (Porsche) v1
    Shouldn't it be Tiger II Ausf. B (Porsche) v1?

  13. #413
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    I see Celestial you got it working so I guess I am not getting something but I cant get either the 250 or the 251 working.
    1, I made a folder in Axis vehicles "sdkfz251"
    2, Copied the "sdkfz251" and "sdkfz251_passenger" files and the abp
    3, Copied the "vehicle_gunner" and "vehicle_gunner_rear" into axis/soldiers/vehicle
    4, copied the "mg34_pintle" and "mg34_pintle_rear" into Axis/soldiers/weapons (I was a little buffled by the path in the abp so I copied it into the mg34 folder also)
    5, Edited the path for the texture of the mg34
    6, made a copy of the axis halftrack and edited the entity then made two states in actions/upgrade_actions
    a, mg34 - machinegun_state
    b, off - canopy_state

    edit:
    In WB when I wanna take a look of the new halftrack I get a Missing RGM error.
    I get the vehicle with a driver in it if I look inside the Missing RGM box, the canopy is neatly off but no guns or gunshield. I am not sure where I went wrong that is why I am asking for your kind help. It must be something to do with the gunner and mg34 but I cant get it right.


    (I looked at the states in OE and bothe the mg34_pintle and the vehicle_bunner is set as mg42 state and invisible) but I guess since Celestial got it working okay its my wrong somewhere.

  14. #414
    Member eliw00d's Avatar
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    @Celestial
    The official designation was Panzerkampfwagen VI Tiger Ausf. B. Tiger II is an after war name that became popular.

    @inukshuk
    Missing RGM means the path is incorrect. Maybe you left an extra "..\\" in there or something?

  15. #415
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    @inukshuk Missing RGM means the path is incorrect. Maybe you left an extra "..\\" in there or something?
    Obviously something is in the wrong path but I didnt edit anything I used your files and you posted a screeny of the thing with the mg34 so it should work right?

    "..\\" means a folder up or down right? Sometimes I see three of these in an abp entry and sometime only two. Does it mean what I think it means?

  16. #416
    Member eliw00d's Avatar
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    Fortress Europe has a wildly different folder structure than vCOH.

    "..\\" means go a folder up.

    This is what my folder structure looks like:

    data\art\models\races\<race>\soldiers
    data\art\models\races\<race>\vehicles
    data\art\models\races\<race>\weapons

    Whereas vCOH is more like:

    data\art\models\races\<race>\soldiers\weapons
    data\art\models\races\<race>\soldiers\vehicles
    data\art\models\races\<race>\vehicles

    So, knowing that, maybe you can place your files differently.

    - OR -

    Try putting everything in the same folder, so that way they only need to be "MG34_Pintle" and so on. See if that helps.

  17. #417
    Member Aidas2's Avatar
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    Great update, I think I might know someone who could skin the parts I made, il repost if i get an awser. Love the halftrack

  18. #418
    do you have the UV map for that and the stuart? they weren't in the download files

  19. #419
    Member Aidas2's Avatar
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    Only the Sherman skirts are uvvmapped, Stuart isnt, since i made them and didnt have any time to uvvmap and dont ask me to uvvmap now, pc aint running now.

  20. #420
    fair enough, could you post the sherman one? i need the UV to make the texture

  21. #421
    Member Aidas2's Avatar
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    Ask eliw00d I cant use my pc and get em since it doesnt work.

  22. #422
    Member Frehelias's Avatar
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    That is one neat looking halftrack with passengers.
    They all work without bugs?
    Quite funny you also can see the driver.

  23. #423
    Moderator Darkbladecr's Avatar
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    Quite funny you also can see the driver.
    It is like that in the original halftrack as well

  24. #424
    has anyone got the m1919a4 mg on the m3a1 halftrack working yet. sorry to keep bringing it up, but i would really like to use that mg

  25. Modding Senior Member Company of Heroes Senior Member  #425
    Celéstial by heart Celution's Avatar
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    Okay, got the Sd.Kfz. Working, I removed two lines (the one from the mg34) form the .abp and added the original HT ones. I added the canopy state and mg42 state, but now the mg42 shields are not showing up.

  26. #426
    Member eliw00d's Avatar
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    Why did you remove anything from the ABP? Everything in that ABP is mandatory.

  27. Modding Senior Member Company of Heroes Senior Member  #427
    Celéstial by heart Celution's Avatar
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    Cos I don't got the MG34 model.

  28. #428
    Member eliw00d's Avatar
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    Just use it as it was packaged, the MG42 state is default. Comment out the MG34_Pintle lines, but nothing else.

  29. #429
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    Even thought I checked it out in OE and the sound is changed in the MG34 state I dont get the new sound. So I changed the sound to something else in MG34_Pintle in OE and still it shoots with the MG42 sound. (the Halftrack default is the mG42 but it does not change over to the MG34)

    I also got couple of crashes with the package as is.

  30. #430
    Member eliw00d's Avatar
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    I can release a new version with the MG34 sounds. However, I have not had any crashes due to the Half-track, so I think that's on your end.

  31. Modding Senior Member Company of Heroes Senior Member  #431
    Celéstial by heart Celution's Avatar
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    I have it working now, but I have some bugs:
    • The loaded infantry sometimes do show up and sometimes don't (sometimes only 2-3 out of 4 grens).
    • The loaded infantry are floating in the air inside the halftrack.
    • The loaded infantry still don't shoot correctly.
    Eli, can you confirm it 100% works for you?

    This is my .abp
    Code:
    model =
    {
     -- Main Mesh
     "SdKfz251",
     
     -- Combat Slots
     "SdKfz251_Passengers",
     
     -- Variants
     --"SdKfz251_2_and_10",
     --"SdKfz251_7",
     --"SdKfz251_9",
     --"SdKfz251_22",
     
     -- Common Meshes
     "..\\..\\..\\Common\\Vehicles\\Driver",
     "..\\..\\..\\Common\\Vehicles\\SyncPoint",
     
     -- Gunners
     "..\\..\\..\\Axis\\Soldiers\\Vehicle_Gunner",
     "..\\..\\..\\Axis\\Soldiers\\Vehicle_Gunner_Rear",
    }
    simvis_attributes =
    {
     vehicle_physics	 = 1,
     vehicle_width	 = 2,
     vehicle_length	 = 4.8,
     
     vehicle_nr_wheels	= 4,
     vehicle_spring_constant	= 0.4,  -- 0.0 is soft, 1.0 is max hardness
     vehicle_damper_constant	= 0.2,
     vehicle_wheel_travel	= 0.2,
     vehicle_acceleration_factor   = 0.1,
     vehicle_gravity	 = 1.0, -- normal earth gravity = 1
     vehicle_debug_render	= 0,
     vehicle_smoothness	= 2, -- the higher the smoother (minimum 1)
     vehicle_render_offsetX	= 0, -- x offset of rendered model from wheel base center
     vehicle_render_offsetY	= 0, -- y offset
     vehicle_render_offsetZ	= -0.7, -- z offset
    }

  32. #432
    Member Xalibur's Avatar
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    Hi eliw00d,
    first thanks a lot for the work you have done so far.

    I have a problem with the Sd.Kfz.250. There is no front MG sound; the new rear MG has sound... I`ve removed the rear MG and everything concerning the new rear MG in the abp but I still miss the front MG firing sound. Could you please tell me wich *.bsc file is linked within the new model for the front MG? Has anybody else this problem?

    @Celéstial
    The loaded infantry still don't shoot correctly.
    I had the same feeling. Sometimes the infantry inside the halftrack does not shoot despite line of sight...

    Greetings
    Xalibur

  33. #433
    Member eliw00d's Avatar
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    @Celestial
    1. I have no control over that. Try some of the different booleans in the "hold_ext".
    2. By floating, do you mean the "lag" that previous methods had? Did you change "attach_passenger_animator" to "true"?
    3. I don't know the specifics of that, but there is nothing I can do from my side. That is definitely an attrib issue.

    Also, I may not have updated the MUA/MUAX files for the actual Half-track, so it may be worth looking into to make sure that the entries are the same as the ones in the "sdkfz251_passengers.muax" file.

    @Xalibur
    I will look into it, but I am pretty sure I did not change anything. Are you using Loran's sound pack at all? And is that when you are using the MG42 or MG34?

  34. Modding Senior Member Company of Heroes Senior Member  #434
    Celéstial by heart Celution's Avatar
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    2. No it's not lagging behind, it's that they just are higher than supposed to be. Can you give me your attribs?

  35. #435
    Member eliw00d's Avatar
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    @Celestial

    ._.

    Seriously? Because they are not touching the floor? Give me a break. It's either that or their boots stick out of the bottom.

    My attrib is basically the default Half-track with "attach_passenger_animator" set to "true" and the MG34 states on. I experience the same problems as you in terms of the passengers not firing properly and not always filling the combat slots. But, again, I don't have an answer for that. I only added the markers, how to use them is not my forte.

  36. Modding Senior Member Company of Heroes Senior Member  #436
    Celéstial by heart Celution's Avatar
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    Right, well I'll try using a vanilla attrib file then, plus the mg34 model and so. However I am not talking about a milimeter of room between the grens and the floor, but I am talking about 1 head. The loaded grens are 1 head higher than the gunners, aswell as their feet are sticking out of the sides because of this.

  37. #437
    Member eliw00d's Avatar
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    @Robotnik
    I just made a custom mod with just the Half-track and it worked fine. Here is what I did:

    1. Placed all the files in "data\art\models\races\american\vehicles\m3a1"

    2. Edited the Relic "m3_halftrack" EBP's "entity_blueprint" to point to the above.

    3. Added the state "machinegun_state" and set it to "m1919a4". I added the weapon for the M2HB and applied the crew.

    It worked based on that. Did you forget to change the "entity_blueprint", perhaps? Or maybe it's pointing to the wrong vehicle? I can't think of any other reason why it isn't working for you.

  38. #438
    Added the state "machinegun_state"
    aha, theres the problem, you listed the state under the download as "machine_gun_state", when its supposed to be "machinegun_state"

  39. #439
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    I can confirm that there is no firing sound for the front mg in the sdkfz 250, like xalibur reported when using either mg.
    It is such nice package thought.

    I can release a new version with the MG34 sounds.
    Thanks. I thought you have already though because the MG34 sounds are attached when using the MG34 state.

  40. #440
    do you have the UV map for the sherman skirts eli?

  41. #441
    Member eliw00d's Avatar
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    I'm not sure what's causing the sound issue. I checked the RGO and it's linked to the default MG42 .bsc, something I never changed. Also, you are correct, the MG34s have the correct sound linked. I'll try to test this later on my end. Is this only an issue with the 250 or also the 251? They both use the same gunner RGOs, so if it's isolated to the 250 that may be concerning, otherwise it means something is wrong with the RGO.

    @Khorney
    http://files.medpackstudios.com/FE/mudguards.rar

  42. Modding Senior Member Company of Heroes Senior Member  #442
    Celéstial by heart Celution's Avatar
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    Okay, fixing the .mua and .muax of the Sd.Kfz. 251 seemed to fix the shooting problem. But the infantry are still to high in the Halftrack (legs that sick out is kidda annoying). Is there any way to transform the xyz?

  43. #443
    ah, i thought you would have had it in a .dds.

    in that case, would you be able to export the 3d files as either a .3ds or a .obj? those i can open with photoshop

  44. #444
    Eliwood, have you released the M4A3 Upgunned jumbo?
    I did not recognize any of the links on the first page to be this jumbo.

  45. #445
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    Is this only an issue with the 250 or also the 251?
    I thoroughly tested both versions and the 250's MG34 fires with the MG34 sound. Provided the rear pintle state is not in effect coz then the front MG fires silently.

    Its funny how it goes. Both RGOs are the same yet the 251 has issues. I cant get the Vehicle_Gunner show up for starters. So the MG34 state doesnt show up either. I added two actions in upgrade_actions to ready the pintle and set the visibility on (like the default actions of the 250). Then it show but it causes other issues then. It doesnt wanna fire then. Sorry to say but something aint right with the 251. On the other hand I dont have the passenger issues Celestial is having.

    I understand we need the Vehicle_Gunner pintle because otherwise the the MGs wiont change from MG42 to MG34 but what if you made it to an MG34 state alone? Then you would only need the Vehicle_Gunner but with the MG34 meshes.

    Just a question: are you thinking about changing the MG on the Lafette perhaps? Wouldnt it be cool to have an MG34 HMG? If you are already at changing MGs on things...

    Are you gonna post the fixed files Celestial?

  46. #446
    Member Ninja117's Avatar
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    nice releases eliw00d

    @groundfire it's not released yet and he has school to deal with first and... StarCraft 2 :P

  47. Modding Senior Member Company of Heroes Senior Member  #447
    Celéstial by heart Celution's Avatar
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    It's really simple to fix them. Just open op the ModStudio, find the files, open the SdKfz251.mua, SdKfz251.muax, SdKfz251_passengers.mua and SdKfz251_passengers.muax. then copy the .mua and .muax from _passengers to the others

  48. #448
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    Thanx!

  49. #449
    Member Xalibur's Avatar
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    @Celéstial:
    Because of my high zoom out I didn`t noticed, but my passengers also fly in the 251. They do not stand on the bottom of the halftracks ground, as you said, about 1 head in length to high ...

  50. #450
    Member eliw00d's Avatar
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    @Celestial, Xalibur
    I will alter the heights of the combat slots so that their feet are planted firmly on the ground. Are the locations otherwise okay...?

    @Khorney
    How can I get you a .dds of the UV map? I will, but I just don't know how.

    @groundfire
    Halftrack and tankdestroyer made their own Jumbo version that has both 75mm and 76mm guns. I figured there was no need to duplicate work, so I deleted mine (which didn't have smoothing and was crap in comparison). You can download BotB and use the Jumbo from there (with permission, of course!) or wait until HT/TD release a non-BotB version.

    @inukshuk
    I believe you are having the same problem as robotnik. Due to my fast typing, I added an extra "_" in the state name under the download link. It should be "machinegun_state". Sorry about that. I assure you that it should work just fine. The issues you mentioned are due to incorrectly setup attrib files. I think maybe you should check your weapon's origin and what not. Are you adding via slot_item/upgrade or manually in the vehicle's EBP?

    I will investigate the sound issues, however.

    @Ninja117
    My class just ended, and I beat StarCraft 2 some time ago, but lately I've been busy with coding stuff for Fortress Europe. This week I have had time to bust into edits and DMz's models, though.

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