Thanks a lot eli, that would be awesome. Otherwise the slots are fine.
#451
Thanks a lot eli, that would be awesome. Otherwise the slots are fine.
#452
open model in 3D max, apply UVW mapping modifier and then press 'Edit' and then in the new window: file --> Render UVW map@Khorney
How can I get you a .dds of the UV map? I will, but I just don't know how.
Deselect mark overlap, and select the pixel size
hey, quick question, is there a 50cal state for the universial carrier yet? or has that not been made? since i've seen final pictures of it somewhere
#455
Eli, tested the 250, 251, 251/7, and KT and i love them, but there's a few bugs. Some have already been mentioned, but i'll repeat them sot hat everything's gathered in one list for you.
1. Sdkfz 250 Front MG34 has no firing sounds (rear MG34 uses Lorans MG34 sounds fine)
2. Sdkfz 251 Front MG34 uses the MG42 firing sounds, and is very quiet (rear MG34 uses Lorans MG34 sounds fine)
3. Sdkfz 250 & 251 pintle_mg42_visibility and pintle_rear_mg42_visibility states no longer control the MG's visibility, to make the guns show up, the pintle_mg42_state and pintle_rear_mg42_state need to be set to unarmed. This is a problem if their implemented to be added and removed when the halftrack is garrisoned, as when un-garrisoned the guns vanish entirely. The best solution (if possible) is to have the pintle_mg42_state and pintle_rear_mg42_state only control the guns anims (no invisible state), and have pintle_mg42_visibility and pintle_rear_mg42_visibility as the only states that toggle the guns' visibility on and off.
4. The King Tiger's coaxial MG model is missing, and has no sounds or firing FX.
5. The King Tiger's engine model is missing under the hatches.
6. The King Tiger's skin alignment is off in places, most notably on the spare tracks and the rear of the turret.
The good news is that the the 251/7 works great, and i was surprised to see the KT's roof MG42 to now have the gun ring arm to hold the MG. I haven't tested the passenger slots, or the M3a1 or M4a3, but i did notice one interesting state for the M4a3, the turret_state. Does this state work fully yet, or was it a work in progress?
Some suggestions for the future;
1. Package all the files in a working folder structure, where everything is where it's meant to be,
2. Provide documentation with install instructions, credits, new states/anim_tables, and additional files needed (eg. Loran's MG34) and preferably with links to threads.
Eli, if you ever need help setting files up in the correct folder strucuture, writing the readme, doing some attribs, or just testing, drop me a message cus i'll be glad to help.
@Lethal
1. I think I know the cause of this, so I may have a hotdog tonight.
2. See 1.
3. That was intentional, actually. However, what works in FE may not work well with other mods, so I'll change that for the public version.
4. There is no model. Also, if you don't have FX or sounds, you either have the old version or didn't set it up right.
5. Not sure how that's possible as no changes were made to the model itself. If you download the new version and this problem persists, I will look into it.
6. See 5.
That was supposed to be "hotfix", but it was auto-corrected by my iPod to that. But, speaking of which, I updated the first post with the fixes for most of the above. I haven't actually tested it, but I am fairly confident that it has all been resolved.Originally Posted by eliw00d
#458
Thanks a lot Eli, does it also fix the height of the passengers?
#460
It works perfectly now, thanks a lot!
I tried the M3 Halftrack, everything works, but the cupola is pink, and I cannot seem to find a solution for it?
Last edited by Celution; 11th Sep 10 at 3:09 AM.
It uses the Relic halftracks' diffuse file, as well as the included occlusion file.
Very nice halftrack, also maybe you could modify the usa howitzer to have no shield? Would bring in some variation.
idk if it's desirable, but if you have time, it wouldn't hurt anyone, we have flak with no shield, this could be used to in some mods for some variation.
DMz and I have joined forces to create an Unholy Alliance!
...
Butt seriously, I am animating his models and working on getting them in game, so we'll be using this thread to showcase both his work and mine.
The first release was technically the Sturmpanzer IV, followed by today's SU-57! Enjoy!
Congrats on another release.
Keep up the nice work with DMz. Your releases are good and just awesome.
But I'd love to see some actions shots of the SU-57.
Well done Eliw00d, Glad to see you put it in here, as its what i class as your work as well as mine, it deserves to be here.
Glad to hear, both of you are now a solid team. keep up the good work.![]()
well this is awesome
also, what is the launcher_marker for the su57, as it wasn't included
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?
Nice work Boys![]()
RIP Loran Korn - a dear friend and as amazing a person as he was talented
RIP MrScruff - you were a true friend and a true talent
Normandy 44 : European Theater - Project Leader
N44 ModDB Site
N44 : ET Website - N44 XFire Community - N44 Guide
CoH Mods - Waffen Mod
Eastern Front - AI Coder/Asst Coder
#472
Eli, the Sdkfz 250, Sdkfz 251 and KT were all individual v1 releases, i'll give the German_Halftracks_v1 package a go. And thanks for answering each point i put forward.
As for point 4. (KT missing coaxial MG model, FX and sounds), i installed it by dropping the tiger_ii folder into the Panzerelite\vehicles\ folder, and adjusted the .rgm as needed. Then i linked the existing entity (ebps) files to the new model's .abp file. One thing which may or may not be related, is that i edited the .abp file with the turret MG model to look like this;
ABP model lines
Code:model = { "Tiger_II", "Tiger_II_Commander", "..\\..\\..\\Axis\\Soldiers\\Vehicles\\Gunner_Turret", "..\\..\\..\\Commonwealth\\Soldiers\\Vehicles\\Tank_Commander", }
I edited that so that the same unit could have upgrades for either a tank commander or a gunner.
Edit: Some other bugs i found with the old models are;
1. MG34 models remain on the wreck model after the vehicle is destroyed.
2. Sdkfz 251/7 pioneer equip model does not disappear or use a wreck model when the vehicle is destroyed, the equipment just sits over wreck looking as new as the day it was made.
On a note, the missing/wrong sounds for the 251 and 250 front MG34, also occured when the machinegun_state was set to mg42.
Last edited by Lethal Dosage; 12th Sep 10 at 4:25 AM.
I figured out what was causing your problem: I had given the coaxial the state "coaxial_30cal_state", which is not part of the default Tiger Ausf. B coaxial weapon anim_table. I have changed this to "coaxial_mg42_state". However, to make things consistent, I also changed "hull_30cal_state" to "hull_mg42_state". I'm not sure why Relic used the Allied naming convention for it, but whatever. Check the readme for the full changelog, as there are some other things you'll need to change for the weapons.
I took the time to add a new feature as well, which I will start applying to all tanks soon. Basically, the "commander_upgrade" now toggles the "_turret_mg42_hatch" state, so the hatch will always open regardless of whether a Gunner or a Commander is added. This means that you can simply use a slot_item or upgrade to add either of those and not manually enter a state change. I hope that's useful.
I also added an MG34 state for it, for anyone that wants something different on the top. Although I have not yet released any other German tanks, the included "mg34_turret" and "turret_gunner" can be used on any other German tank if desired. I will eventually release the rest of the tanks with the Commander/Gunner compatibility mentioned above.
Next, I fixed the MG34 showing up when the half-tracks are destroyed, but I can't do much about the 251/7 as I was only supplied with a healthy mesh. DMz made the model, so perhaps at a later date we can revisit that and add a wreck model or skin.
On your last note, I take it you haven't tried the new fix, in which this was addressed.
#474
Not yet, i got around to installing the german_halftracks_v1 package just after my last post, and i still have to get around to testing it ingame.
Now i'll download and install german_halftracks_v2 and the tiger ii v2 packages, and let you know when i can in the next few days.
Great work on being so fast on investigating and fixing these bugs! Now if only we could whack a MG on the Tiger, and a tank commander on the StuG. Wishful thinking eh?
There's no Gunner bone on the Tiger? That should be easy.
I'm not sure how I'd handle the StuG commander, since there is no animated hatch for it.
#476
Well, lets go abuse DMz for one then, shall we?
You two must realy work your butts off these days, i wonder if you even get out of the house on weekends anymore? I know i'm losing my tan just keeping up with your releases and updates.![]()
ive used the panther hatch ont the henschel tiger. Its slides so dunno if you can handle that.
I also used same hatch edited on the Tiger E with an edited 7 obs slot copula. had to reuvmap the turret for it, (still on default texture though) plus ive reversed the wheels, so they are now the right way round. And added the headlight to the center. I can add a hatch to the stug, but ill have to remesh\uv the top of the hull, so it will be a pain, ill do it though if you want.
Eliw00d has been trying to ovecome some problems with the skffz234/3.
Main problem is the crew wont fit in it. Well they do but theyre hands poke out the sides.
Second problem is, i screwed the welding up again because i regrouped it into smaller sections, and played with it after it was finished (Trying to make life easier for the animator).
The solutions for the first are.
1. Have only one crewman, which eliwood says works as hes tried it.
2. The relic puma is wrong. the center line just in back of the second wheel from front, is too far back. If it were near the middle of the wheel, or slightly in front of it. Like it should be.
The main shield surrounding the gun would have its centerline further forward. and i believe the hands wouldent cut through it. Also lower the top of the shield hieght a fraction, as i believe mine is too high. I have done this, and it looks fine. Ive also manipulated the angle of the center line on the shield, and that looks fine and doesnt notice.
Also ive placed the cammo net from the 250 and the mounts round the top of the shield, plus the towing cable. So that if theyre little pinkys do poke out they will be hidden.I added one stowage bag on the side of the shield, and a helmets plus napsack on the other side. both approximatly where i believe the hands were poking out. Ive also placed the 250 ariel with cammo shards over the top of the crew compartment. Resised of course.
I lowered the gun a fraction and changed the angle on the shield to a shallower one. Mine was wrong. I knew it was wrong but it didnt really notics. Moddelling is about being practical. Its all very well saying be realistic. But there has to be a point where you have to say enough is enough, otherwise one model could take weeks.
Problem 2 i have already solved by rewelding the lot and resmoothing it.
Bear in mind that the solution for moving venterline ect means ive got to play with the uvmap on the hull and the shield again. To get rid of any stretching.
Now the main Question is do i ask Eliw00d to redo the thing with 2 crewmen and the extras. Or do we settle for the one crewman in the center.
IMO two crewman will be better,abault their hands...well the sd kfz 251/22's crew also have their hands stik out the side armor i think it's not such a big problem
I can redo it if necessary. Most of the OE work is done. Although I'm not a big fan of the hands sticking out, it's really not that big of a deal unless you play zoomed in.
Any feedback on the latest releases? I'll try to release at least one model a week if possible. In addition to helping DMz, I also have responsibilities with Fortress Europe, but I try to keep up to date on feedback.
Also, one thing I'd like to point out is that I taught myself how to animate only recently with the help of Darkblade and his tutorials. I also have no background experience with 3DS Max, as I have always been more programming oriented. With that said, I encourage anyone with the tools and time to learn, as this community is so short on animators right now. It's actually a lot easier than I had imagined, although I have only dealt with relatively easy mixes so far.![]()
Eli youve done well all things considered, and as far as im concerned what you do with your mod comes first, not these models.
If you cant manage one a week who cares, at least your doing some.
At the moment all im doing is finishing stuff off and texturing, apart from the tiger E im doing nothing new till we have the Gepard, Mobile wagon, Opel flak plus ground mounted Flak, SAS/Para Jeep & autocar sp up to speed. Plus hopefully the halftracks, m2,m5,m15a1,m21,250/8,251/9,251/17,252.
Beefy says he has finished the ground mounted m55 aaa trailer, and is testing it, hes also started on the Panther\P4 Command Tank, plus sorted my the screw up on the Sturmpanzer IV ocl and smoothing out.
Once we have those we will look at the British aaa trucks, which i know Eli is really keen on, Plus i may reuvmap the relic Bren carrier so i can finally get the T16 carrier finished,
Im also looking at the Stuart Recce/T48 again as a possible model mix, We leave the muffler box on it, lose the rear stowage and just have the side stowage plus new gunners compartment (Relics unextractable Stuart uvmap wont matter then).
Irrespective Eliw00ds own mod work will have to take priority. And this will take time.
We have 2 in less then 2 weeks, thats a big step forward, and if the Quad trailers okay after testing, well thats 3.
Thanks for all the hard work! I love these edits.Any feedback on the latest releases?
I am not sure whether my experience is something I do wrong or a bug but:
1, I tried the MG34_Turrer on a Panzer IV (in the readme you said it can be used), followed the instructions and but I couldnt for the life of mine get the MG34 show on the Pz. IV.
2, Now the MG34 pintle works just fine on the 251 (and with the correct sounds) but only appears when a squad is in the vehicle and when they dismount it vanishes along with the mg-shield. Is that intentional?
3, The SU-57 I have texture problems with. I checked all the pathes out coz its for your setup I reckon but the skin is all screwed up on the model. I gave it a loader and a gunner and edited the marker and everything and it seems like a great model but the skin not right on it. I tried both dif but both come out funny. Does anyone have any trouble with that?
I even made a test mod and only copied this model in it and still the same thing.
Just a quicky:
In OE the MG34 is positioned close to the ground and I saw you made a few edits from v1. I was wondering if the Mg34_pintle was given all the setup in OE (the setup from Gunner_pintle) could it be made into a permanent feature? Or the positioning of the MG34 as a model would prevent that?
Last edited by inukshuk; 14th Sep 10 at 1:54 AM.
1. I'll check this out when I get home. Does it work for the Tiger Ausf. B?
2. I'll revert this to the vCOH style, but in the mean time you can try adding an action to the slot_item that toggles the "pintle_mg42_state" from "unarmed" to "ready". That should do the trick.
3. I think this has something to do with the RGTs. I have the same issue, but didn't with the TGAs. I'll investigate when I get home.
4. What do you mean a permanent feature? It has to be mixed.
Give it hope for a Panther G? Here I mean not a new model, only parts like decals, they can activated via states (corrected side plates, removed drivers front hatch, chin aperture, steel wheels (skin), late type air cooler, late type exhaust).
To do a Panther Ausf. G properly though I think one would need a revised model. In addition to the deleted driver's vision flap (replaced by a periscope in front of driver's hatch), the side armour plating was simplified and angled / cut differently and most G's had a pronounced chin on the gun mantle to prevent shells from deflecting down into the hull roof.
Yes, such things do I mean.
I think this could be corrected like the mudguards for the Sherman and the driver's vision flap could be hide via an rgo edit.the side armour plating was simplified and angled
I think it, but I'm not really sure, because I'm unable to edit Relic's models.![]()
DMz and I were just talking about the possibility for a Panther Ausf. G last night, in addition to a Panzer IV Ausf. H (since the one in game is actually an Ausf. J), but we need to get his finished works in game first. There are a lot of things I would like to see, and hopefully this partnership allows us to make them.
I should be able to release an updated Sturmpanzer IV soon, and we might eventually release an extra state for it that changes it to a series 3 version.
If you ever decide to go for a Panther G...plz make it a very late model...raised engine filter, round rear exhauts etc...to make it as different looking as possible :P
R.I.P MrScruff-A very talented and valued friend who is sorely missed
Regarding the su57 textures
When the model compiles, it flips the textures upside down, it does it to all the textures, so if the us texture was included ,youll have to flip it the rigght way up. same goes for the ocl spc gls nrm.
So if the model was compiled with the tga or psd, and the respective channels were added. once the things done every testure is upside down. Just flip themsave them as dds, and convert them to rgt, then drop them in the folder.
Dont forget to use the sharpen option when saving the dds.
1, I havent tried on the KT yet Eliwood. Only on a Pz IV.
4, Yeah, you right.
2, This is what worked for me. I have tested this with the vCoH sdkfz251 halftrack, with your stuff Eliwood and with a tarpless haltrack imported from BotB mod.
So first of all I made and art folder for the sdkfz251 and added the Vehicle_Gunner and the MG34_Pintle to the same folder. Edited the abp.
Made a vehicle copy of the 251 and added the army state, the off canopy_state and the mg34 machinegun_state. Then I added a slot_item (the axis front mg for the halftrack) and a gunner in upgrade actions (the gunner is not important but when the squad dismounts he remains in the vehicle and keeps shooting a good base of fire). This way even in WB the MG34 shows up whith the shield and it stays visible no matter what, yet it gets destroyed with the vehicle.
There are other ways to do this too but why is the new stuff (vehicle_gunner) invisible? It has the very same setup in OE as the default COH gunner_pintle except the machinegun_state is added. Yet the visibility is all gone. I tried switching the visibility to unarmed or ready or something else but it offers no solution.
@DMz
I tried flipping them upside down but still somehow it doesnt help. Also there are lighting issues here.
I dont wanna sound disrespectful but before move onto Panther Gs and other models, can we work these issues out? I mean you work your butt off but these recent releases seem to bleed from multiple wounds. There is a frenzy and the mob wants new stuff rolling out every week seems like but I'd rather we have fewer things but what comes out is not just a version needs fixing.
You have my help for little things I am capable of doing.
Last edited by inukshuk; 14th Sep 10 at 11:30 PM.
#493
1. You need to use the turret_mg42_state and set it to Unarmed to make it visible.1, I tried the MG34_Turrer on a Panzer IV (in the readme you said it can be used), followed the instructions and but I couldnt for the life of mine get the MG34 show on the Pz. IV.
2, Now the MG34 pintle works just fine on the 251 (and with the correct sounds) but only appears when a squad is in the vehicle and when they dismount it vanishes along with the mg-shield. Is that intentional?
2. This is because Eli kinda screwed the pooch (sorry Eli, but i do think it was a stuff up) when he removed the functionality of the pintle_mg42_visibility state, and changed it so that the pintle_mg42_state no only controls it’s firing, etc. states, but also visibility. How the 251 Halftrack works is that when it’s garrisioned it adds the pintle_mg42_state and sets it to Ready, and when it’s ungarrisioned the state is removed entirely. You used to be able to force it to be visible using the pintle_mg42_visibility state, but now that does nothing. Any pintle_mg42_state that’s in the actions_apply_ext (such as to make the gun visible) gets overwritten when it’s garrisoned, and removed when the crew leave. Glad Eli's going to take a look at it though, there was a reason why Relic had one state control visibility and another for it's firing states, etc.
Eli, now for my bug report.
Tiger II v2 wois good, and it turns out that the skin offset on some parts and the mising engine bits i reported earlier seem to actually be Relic bugs, so nothing for you to worry about. The only problem is that with the turret MG upgrade i can't get the hatch to open for the life of me. All the states that open the hatch in WB (2 or 3 of them) don't work ingame. The commander_upgrade state that used to do it doesn't, neither does the _turret_mg42_hatch state. It's strange because both work in WB, and the commander_upgrade state used to work ingame in v1.
I've also noticed a problem with the turret MG34's alignment, both on the KT and when applied to the Panther and Panzer IV. Pics included in the unarmed and ready states from ingame.
Turret MG34 misalignment
Download
use that for the su57 ocl its a plain white rgt, use it for other models if need be.
Editing to add.
This is what i hope (fingers crossed) Is the fixed 234-3, with resized crew compartment, reuvmapped armoured car hull and outside of crew compartment on origional AC hull. Plus gun\sponson and shield redone to a more accurate depiction.
Im hoping that moving the angle in the car forward by half a wheels width to where it should be, Widening the crew compartment fractionally & Lowering the crew compartment walls, plus adding the cammo mesh and bag, Will solve the problem of the hands poking out (even if they do im hoping the camo netting ect, will hide them).
Note the netting will be transparrant, it has alpha on it.
Theres Two skins too, the default texture and Georiders armoured car texture.
Spoiler
Spoiler
Spoiler
Last edited by DMz; 15th Sep 10 at 10:42 AM.
Wow it looks awsome and i cant wait to see it ingame and Please release it for every mod!
Ma mouth is on da floor! This ain "GET TO DA CHOPPA!", this is "GET TO DA [insert nickname of the 234-3 here]!"
It's awesome![]()
#497
I would have though adding a heap of baggage around the crew compartment would have been enough to hide the hands. I'd thought that a rolled up canvas cover on one side and helmets on the other would have been enough, or even if the hands stuck out too far, then some ammo crates and ammo tins tied to the hull for extra ammo for the guns would have done the job.
If you think heavily editing the model is required though, then so be it, i just hope it can be re-mapped so teh original Puma skins still fit.
As an idea, perhaps while editing the hull, you could adjust it (or a copy of it) so that the Pak40 mount from the Sdkfz 251/22 can fit in it for a Sdkfz 234/4?
Relic helmets are 500 poly each cammo mesh was 120. and the bag 70. The hands were worst rhs so i put the bag RHs.
And the picture is already the remapped version, it fits.
Ill say again LD i have moved the centerpoint of where the turret was forward by half a wheels width as you look at the side, moved the rear edge back about a quatre of a wheels width, and reuvmapped it so it isnt stretched to death. Then placed the 234 Crew Compartment / UVMap onto the section of the map where the turret was connecting the Vertex lines on the Textures.
Besides all that the relic Puma was wrong and the angles because of this are now right. I did not move origional turret or touch it Just the hull.
TD is doing the 234/4 so he can sort his own mount out.
If i tell you this is the ony way it will fit with a chance of the hands being inside the model, please accept it, i dont alter them and waste 10 hours on doing it for the sake of it. If the hands are now insiide we can remove the Cammo mesh, If not ive covered the options. It was just too exspensive poly wise to chuck extra bags and boxes on the side aswell, I could remove the junk off the rear shelf but i think it adds a nice touch. besides its only 420 poly.
Oh Eliw00d, this has been uploaded for you sice yesterday evening sorry forgot to mention it.
Last edited by DMz; 16th Sep 10 at 2:55 AM.
Excellent work , I'm glad that something saved by his work .
Well done DMZ looking forward.
This has been a fairly busy week for me, some of which was out of my control. However, I don't have much planned this weekend so hopefully I can get some stuff done.
@Lethal
I understand your concern, but I don't think it's appropriate to say I screwed up when you don't know the reasons behind that change. Anyways, I already mentioned earlier that I would be addressing the issue soon. In the meantime, you can make use of it by permanently assigning a weapon to the vehicle's hardpoint and then using the invisible, unarmed and ready states that way. I originally did this to counter the effects of slot items removing the weapon in toggle abilities, but we have since moved away from slot items so it is no longer necessary.
I just never got around to changing it back to it's original form.
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