I have to confirm this! If the spawn point is outside the buildings reach the hatch bug does not appear. Now THIS is more than strange, but now you know where you have to take a deeper look
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I have to confirm this! If the spawn point is outside the buildings reach the hatch bug does not appear. Now THIS is more than strange, but now you know where you have to take a deeper look
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BLITZKRIEG MOD -
FOUNDER & PROJECT LEADER
http://forum.blitzkrieg-mod.de/
http://forums.relicnews.com/showthread.php?t=209582
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Weve just discovered what the cock up with the Brummbar was, ive been uploading the fixed file to one folder , several times in the last week note. And Eliw00ds been taking another file thats been there from another folder. The same busted file, i think it was a BIG mix up tbh, ive just cleaned my folder of everything to do with he brummbar except the folder im using, hopefully we wont be at crossed purposes again.
I also shouldent have flipped out quite so badly over it, but i did fix the same model 3 times in less then 2 weeks, and was getting rather confused by it to say the least. So i quess ill apologise for my harsh comments in the post i made yesterday. Sorry.
@DMZ: Good to hear that. I was afraid, your cooperation would be finished after that short period. I think it is fully normal in the starting phase of a new project like this.
Thank you Jagdpanther.
Spoiler
This will go to Eliw00d sometime tommorrow, i have to make differant nrm spc gls for it compared to the 251, only slight differances. Its now fully welded and smoothed, ill also do the wrecked parts before sending it.
Check the first post for the downloads of the brand new Sd.Kfz. 251/9 and re-released StuP IV (Series 4). Let me know if there are any issues.
Also, I would recommend using the "panzer_elite" state so that the skins match up. The Sd.Kfz. 234/3, 250/8 and 251/9 will all use the same animations and markers, so just make one gun that is used by them all.
@Grizzly Bear
I mentioned them a few posts ago; if someone makes a model of the chassis/hull, I can mate it to the Relic M4A3 and toggle them with a state. We'll get there someday.
@Everyone
Just FYI, the front gunner for the 251/9 does not work at the moment. I didn't think it was terribly important at the moment, but when I get the 250/8 tomorrow from DMz I will update the Stummel pack to v2 and add new bones for the front gunners on both half-tracks. Everything else works 100% to my knowledge, I tested it as much as I could.
Last edited by eliw00d; 21st Sep 10 at 8:53 PM.
#609
Thanks a lot eli, great work! These models will be a nice addition for my mod. Finaly I have some good ideas for reward units in BtB.
sdkfz250-8 is on the ftp. read me regarding textures is in rar.
wouldent worry about me. But geo
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Both where Mk3 and as far as I know it was TankDestroyer.As for your Crusader AA, was it the Mk. III version? And who had it last? I might be able to fit it in at some point. I still need to find time to get the UV pictures for Khorney and Slayerknecht to skin the mudguards...
no atribbs for 250\9?
Celeritas et subtilitas patrio (U.E.I)
A point of note for the 234/3, the 250/8 and the 251/9...the MG42 was not fired by hand and did not pivot freely. Instead, it was coupled to a modified HMG mount which was in turn coupled with the 7.5cm KwK 37. With this arrangement, the MG42 moved in unison with the main gun and acted as an anti-infantry weapon or as a spotting weapon that allowed the gunner to visualize where the primary weapon's projectile would hit and thus increase the chances of a first round hit.
proper MG42 mounting
Taken from the following link > http://bazwerkz-galleryb.blogspot.co...519-austd.html
Additional research indicates this mounting was designed in such a way that a regular 234, 251 or 250 (late model) could be easily converted in the field by divisional repair and refit depots to accept this gun mounting with minimal alteration to the main body.
On a side note, with the MG fixed to move with the main gun, you only need a 2 man gun crew - a gunner and a loader for the KwK![]()
@250
I don't have the time to make attrib files for vCOH right now, so you'll either have to make them yourself or wait for someone else to release some.
@Mirage Knight
That is good to know, I will update the models accordingly. We don't have a model for the MG mount however, so they'll kinda be floating in the air.
Pinch some elements from the MG42 HMG mount perhaps?We don't have a model for the MG mount however, so they'll kinda be floating in the air.
@eli, im not sure if this helps but would it be easier to remove all of those frontal facing mg's on the SP veichels and
use the rear mg mount or do you still not have enough room to fit the people in.
Reference pics if you want
Spoiler
Spoiler
Spoiler
Possibly a useful page
I'm fairly sure that i have also seen the same mount on the back of the sdkfz 234/3 but
i cant find any images and dont think there is enough space for it
@Everyone regarding the MG Mount.
I am well aware the one used is not accurate.
I would have thought someone would have picked on the inaccurate main gun breach instead of the mg mount.
I did state several times in several differant threads "There is a point where reality and accuracy become impractical from a modelling and annimation perspective.
If i fitted the correct mount. Would we be able to animate it. Would there be enough room in the verhical to use the annimation next to the 75mm gun.
Its the same reason i did not place the ejection cage and loading slide around the gun breach. Will what we have fit onto it, Or will it just interfere with the ammount of room in the vehical. And will there be arms and hands cutting through the extra parts as the weapon is reloaded and as the shells are ejected.
I personally suggested the front mg42 be scrapped from the 251/9 and 250/8 & the rear pintle only be used. Incase it the front gun interfered with annimations or available crew and space.
Eliw00d was however good enough to say that if it caused a problem he would try to get round it. So we still have a forward firing gun. Innacuratly mounted. but in the right place, and on a mount we know can be animated.
That's about as good as it gets, without making a new model. How is that?
mg mount will have to be smoothed if your going to insist on using it, plus bits of it are off the uvmap so that too, 2 minute job.
would be better for the game if the 234/3 mg was rearwards mounted simply because of the way it will be implimented, it will have puma armour stats, presumably a halftrack or gerschutz mg on the front, presumably the p4d main gun stats, now the way i see that, if the mg is on the front it will be the same as the gerschutz wagon being able to suppres riflemen with the ability to butcher the infantry with its main gun and a very fast veichel... your just making a cheap P4IS with a little less armour, and making it practacly impossible to killed by infantry with its speed, rear mount would give you more space to place the gunner, the mount is simple and universal so we can use it on several veiches saving time and you wont have problens with the animation cutting the model.... (thats just my say ignore it if your adament on having it face the front)
the link to the Stug is broken guys.
just a note on the fixed mg mount: the way it is now thought inaccurate at least is useful. If the mg is fixed the purpose of it goes out the window. It will shoot to one direction and the vehicle will have to be repositioned to re-aim it. True you get rid of one crew member but the expense is greater I think.
We have a bunch of oversized vehicles, inaccuracies left and right commited by Relic.
Its a looker I have to give it to you but what good will a fixed mg do when it wont be able to turn on its tormentors (engineers and flame perhaps) ?
@Beefy
It will have the MG mount as pictured, as it was coaxial to the gun. I will add a rear gunner bone as well, which I had already planned, anyways.
@inuk
The StuG link has been fixed.
As for the MG, it will be coaxial to the KwK37, so there will be some degree of movement (-10,10 degrees traverse, -10,12 degrees elevation).
Last edited by eliw00d; 23rd Sep 10 at 4:10 AM.
It's original purpose primarily was to act as a spotting weapon for the main gun and to cut down infantry and very light vehicles when using the main gun would be overkill and a waste of 75mm ammunition.just a note on the fixed mg mount: the way it is now thought inaccurate at least is useful. If the mg is fixed the purpose of it goes out the window.
It will shoot to one direction and the vehicle will have to be repositioned to re-aim it.^ This. Even if you retained the inaccurate MG mount setup, it would still have a fairly limited arc of fire due to the very confined area the gunner would be in.As for the MG, it will be coaxial to the KwK37, so there will be some degree of movement (-10,10 degrees traverse, -10,12 degrees elevation).
On a side note, the Sd.Kfz 234/3 had a crew of 4 - driver and radio op inside the vehicle, and gunner and loader manning the KwK 37.
@ Eliw00d NEW Gepard is uploaded to ftp.
Fixed wreck, fixed tools and turret, New_Destroyed main gun added.Plus new nrm file.
Files called NEW_Gepard_New_Wreck_Destroyed_Gun.rar .
I fixed some smoothing on the exhaust too and some textures on the flak gun. so if you use the whole thing you can class this one as final.
Last edited by DMz; 23rd Sep 10 at 12:52 PM.
#628
DMz, the PM system works again if you did not notice.
LOL pity the login doesnt unless i use mozilla hahaha thx m8![]()
Any feedback on the 251/9? I want to make sure it worked for everybody before I release the 250/8 and what not...
@eliw00d
Could you please be so kind and PM me the Universal carrier state for the boys AT? The spoiler function of the re-launched forum here seems so be bugged; it`s not working! Or please remove the spoiler tags
Greetings
Xalibur
hull_weapon_state: bren, boys, vickers
pintle_weapon_state: bren, vickers
Have tried yesterday (the stummels). Here my results.
the abp file:
- you have enabled the rear mg set but it still not exists (gets a blue box)
- you have disabled the front mg set, but it still exists and is working
Somewhat is wrong with the crew files, it has wreck entries in the rgm and creates an additional gun part over the wreck (I think it is more a gun model file then a crew file). In addition it has a non existing wreck reference in the rgm file.
The rest works fine.
Good catch! The wreck meshes must have been hidden in 3DS Max when I merged the files, as I applied "NoExport" to the healthy meshes. Here is a hotfix until I re-release the Stummel pack with the 250/8 and some other fixes.
[Download]
There is no rear MG at the moment, I must have left that in the ABP by mistake. The front MG is the Relic 251's bone, I believe. When I have time, I will re-release the Stummel pack with the coaxial MG and a proper rear gunner bone for the 234.
That was a fast support mate! OK, I have forgotten, please add in the description the canopy state (canopy_state = off), otherwise it looks a little bit odd and/or the user have "a long way to tipperary", like me, to figure it out.![]()
Ah, yes. I suppose I should put that in there. I included the same half-track that is used in the half-tracks pack as the mix. I can change the RGO so that the canopy_state is default set to "off", though.
Yepp, it's a very good idea, if it it have also the state "on" ( for me).
Edit: It looks like the crew-rgm is not enough to fix the additional gun parts over the wreck.
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Last edited by Jagdpanther; 25th Sep 10 at 8:33 AM.
the extra wreck parts look like the destroyed main gun off the main model, mixed in on top of the wreck, its not down to state its a simple rgo edit.
#640
damaged gun and wreak models are shown at the same time... needs an updated mesh selector
We just talked about it over Steam, we're working on a solution and it should be included in the updated Stummel pack.
Actually, the problem is that the wreck model has a built in destroyed gun in addition to the destroyed gun; both of which show up when "damage_state" is set to "true". Therefore, we are working on removing the gun from the wreck model and merging it with the destroyed gun model. That will fix the issue. The RGO is set up just fine, but this was our first destroyed barrel, so we understand it better now.
Ah OK, I see it's no more in the crew rgo. At the moment I try to figure out, how I can use only the gun via invisible/ready states to use it later as my all-in-one solution for one sdkfz. 251. I think I have it, but it needs some testings.
You won't be able to, because the bone positions for crew vary between the /2, /9, /10 and /22.
Yepp I know it, especially for the 22 variant, we have talked about. For the rest, I will see, what is possible and what looks too bad in this way.
Have you ever tried the actor swap action? That might work for upgrades...
Do you mean "swap_actor_action"? No, because I'm not sure how this works.
Yes, that is what I mean. I believe it changes the EBP used, so you could have "sdkfz251_9.rgd" and "sdkfz251_22.rgd" and switch between the two with an upgrade.
OK I'll try it out. Before I had used the squad_replace_action, but there is one problem, if the squad already had a move command, it stops instantly after switching to the new squad. When only the EBS is changed there is a chance, that the squad command will be working together. I'll try it. Thanks.
Edit: Yepp, that will work, have tried it with the 250, what even will work, but it reduces the health value (don't know why). The only problem I must rework then is, I need to remove the weapon itself and removing all other unwanted stuff (abilities/upgrades) and of course, I'll need to correct the healthy.
Thanks for this idea mate!
Last edited by Jagdpanther; 25th Sep 10 at 2:04 PM.
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