Ill Probebly Send this to Eliw00d in the morning when ive smoothed and welded it, plus done the occlusion channel.
But texture wise its now finished, had to reuvmap the sides back and fromt of the halftack because of the dramatic change of shape, but the main vehical is still on the origional texture, after a lot of messing about. The Bonnet sucked and i got fed up with trying to sort out Relics mess on it at about 4 in the morning . When i woke up beefy had chucked a new one on it for me and mapped it to the relic uvmap. So i suppose id better say thank you.
And The Texture for the New Parts.
The stowage bag and axe arnt used, but i made the texture so i could use it on the 251/9 aswell so i saw no point in doing two.
Eli, that looks so frekkin' cool! Really great work mate! This would be so excellent for the deuce and a half.
The Sd.Kfz. 250/8 looks really good DMz, I love that you made it vanilla style.
The "animation" is toggled when the entity is attached to a combat slot. The downside to that is it can be any combat slot, so it might affect trenches. So, the trick will be to find a way to put a condition on that to only force the animation when desired. Also, the guns are free floating, so I need to figure out how to put them in their lap or side. And, finally, there is absolutely NO idle animation for them sitting. With that in mind, I have no desire to attempt to animate them, as it will not be needed, anyways. I can finally achieve my dream of having seated passengers for a GREAT number of vehicles.
Also, I have uploaded a new version of the SU-57 that fixes the texture problems.
Really cool. But what do you mean that it can also affect trenches? Did you add this animation to the general combat_slot animation?
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
Added the fix (and a surprise) for the Tiger Ausf. B (Porsche). Let me know if there are any other issues.
What is this StuP IV v2 thats on the front page?
Edit- Ahh nvm, its the brummbar.
Last edited by groundfire; 17th Sep 10 at 9:04 PM.
Originally Posted by eliw00d"Man, these battlefield tours are so boring."
"It's because the guide is just droning on and on, like he's reciting it from a book or something."
"Wanna bail and stir up some trouble?"
"Hey look! A big dude in the sky!"
"*I knew those mushies i picked back at Falaise would be good!*"
"Shhhh, just look straight ahead with a straight face and no one will notice!"
" He he, you said straight twice!"
Great man, i'm a little curious as how this could affect the garrison slots on other entities too, hopefully they won't though, as i'd love to see tank-riders for most tanks.
Awesome, finaly seated guys and that halftrack looks awesome to.
Did you make a new position animation for this eliw00d?
I have a question about the mg42 lmg next to the gun. Who will be operating that if there are already a loader and gunner.
Mate i have no idea, i just chuck it there because its meant to be there. though both had the rear pintle so it could be moved for rear defence, so i suppose if push comes to shove we can always mount it there, As on the 234/3 .
I actually need your help with it, so I'll tell you about it next time you're on Steam/AIM.
Looks great, man! The color looks just fine.
The guy on the right hand side would use it IRL. To simulate this in your mod, you could have a toggle ability that switches between that guy and the machinegunner. That's how I am handling it, anyways.
Actually, surprisingly it does not affect other combat slots as I had assumed...it works only for transports!
I also uploaded the fixes for the German Half-track gunners.
Last edited by eliw00d; 18th Sep 10 at 5:53 AM.
@Eli & DMZ great work on both 250/251.
Are those weapons activated via a state or each sdkfz. is an separate vehicle?
My question comes, because I was in the past able to combine all existing 250 models to one basic model and switch it only via upgrades (states), but I was unable to get this for the 251 (Loran Korn's mortar/pak36 and pak40) too. That combination was an easy way for a modder to attach upgrades without replacing the whole model.
Unfortunately, they may have to be separate vehicles because of the different crew positioning. It's possible that the 250/8 can be a state, as the crew might be in the same position. We'll see.
Yepp, that's the point (the crew position), I'm stumbling over. But couldn't be solved that by adding a second set of Gunner/Loader with their own positions or affect this somewhat?
You cannot add a second set of bones, as the animations are looking for specific bone names. What is wrong with making multiple vehicles?
I have released the Sd.Kfz. 234/3 in the first post...enjoy!
Not really wrong, but I don't use an commander tree or call-in's, so I must produce them via a building, and their slots are limited. The way via an (state or squad replace) upgrade is for me the only way, to upgrade an existing vehicle. Via states it is even the "cleanest" way.
Edit: Wow cool the new 234.
Well, some of them you will not be able to have upgrades for, then. The crew is the only reason, really.
Also, I included Georider's camo skins as well, you'll just have to change the RGM to them if you so desire.
The best way to handle the MG is as follows:
- toggle between "Gunner" and "Gunner01" via an ability.
- set pintle_mg42_state to "unarmed" when not in use and toggle to "ready" via same ability.
That is my suggestion, anyways, and how I am handling it myself.
If so desired, I can add a rear pintle gunner bone at a later time.
I had to update the Half-tracks and the Sd.Kfz. 234/3, so anyone that downloaded them prior to 11:33 CST needs to download them again.
the merge of the two vehicles looks very nice, great work
Nice Sd.Kfz. 234/3 Eli, but the shaders seem to be a little fucked up?
Cool, thanks Eli! BTW does it use the vanilla UV or also with an extra for the gun?
Just use the textures as supplied and you'll be fine. The RGM is already set up for you.
I get some small issues, when I try to get this model camoed. Do I miss here something?
- could be correct, because it is opened
- looks like it is added after the skin was created, because the skin itself is OK.
- same as 2
This is not really a problem, but it looks a little bit odd.
You did nothing wrong, it's just that there is no camo skin included for the mixed Puma.
Ah, the endless possibilities of seated passengers.
Still need to fix the gun issue...
Last edited by eliw00d; 18th Sep 10 at 1:36 PM.
Ah OK. I'll try to find it.
Edit: Ok, have found it and corrected. It's in the wheels.rgm
If Geo means it's not allowed, please drop me a note and I will remove it.
Last edited by Jagdpanther; 19th Sep 10 at 7:35 AM.
I have already speak with him ,he wont bother ,in fact now he has more imminent problems, He try to find what he can from his work. He also told me to make a reply here as well about help with the new halftrack states both axis and US. He need these for his mod because he lost these as well with his HD crash ,so every help will be welcome, anyone who like to help him he may contact him in x-fire . (reason is obvious he told me ).If Geo means it's not allowed, please drop me a note and I will remove it.
OK, then give him my thanks for this great (again) skin. The wheels are using now a flipped version of his skin.
Don't worry Brandem, i told Geo i'd gather up all the released vehicles with their models, skins, and attribs for him. I can also throw in my updated Vehicle States list for him as well.
Eli, playing around with the 234/3, and i like.
I've also been playing around with the Pintle MG34 and Turret MG34 on the StuG, Panzer IV, and Panther, and they work quite well. The only problems is that they open the Gunner's hatches automatically when the vehicle spawns (without the MG upgrade being applied), and in the case of the StuG, it also causes the shield to disappear. No while their not flawless, their fun.
The only bug i've noticed with the King Tiger v3 files is that the roof MG's gun ring arm in pink (unskinned). other than that, the hatch finally works properly, it's great.
I have not released the StuG and its gunner yet, which fixes that problem. I don't think I did anything to the hatches, what do you mean they open automatically?
I forgot to add a texture to the MG arm, so just open the "tiger_b_porsche_commander.rgm" and add the diffuse from the Relic Kingtiger. I'll fix this soon so that you don't have to do it manually.
I can fix it myself? Wow, should ahve looked into it.
With the other tank's hatches opening, to make the turret MG34 appear in the first place, you have to have the turret_mg42_state set to unarmed, and the machinegun_state set to mg34. One of those states seems to also have the side effect of opening the gunners hatch on the panther (and possibly the panzer iv), i'd bet on the turret_mg42_state. Same thing on the StuG, the two above mentioned states cause the hatch for it's gunner to open as well.
Good work on the Halftracks, although wouldn't it have been easier to release a fix with just the MGs? It's a pitty that only the Mg34's stay on however, with the machinegun_state set to mg42 the rear MG42 still disappears.
Unless I forgot to add something to the RAR, the latest half-track update should include fixed gunners that restore the visibility function. Is that not the case? I don't think the hatches open automatically on my end, but I'll look. Does it open automatically on the Tiger Ausf. B? Or just the other tanks?
No, the King Tiger is ok, i've only noticed it on the Panther and Stug, i haven't checked on the Panzer iv, but i believe i did see it with it's hatch open too.
The Halftrack's MG34s and the front MG42 are fixed, but the rear MG42 you missed, it still is invisible, and needs the pintle_rear_mg42_state to turn it on.
Oh, missed the Ketten post. Now a ketten with passengers is something i've always wanted. I've always thought about getting a guy on the back with a machinegun would be nice, i think Saving Provate Ryan and Battlefield 1942 were bad influences.
Okay, I uploaded a quick fix for the StuG IV and updated the Half-tracks archive. That should do it. However, since I haven't uploaded anything for the Panzer IV or Panther, I am going to assume it is something on your end. If it doesn't do it to the King Tiger, then it is not on my end. I'll test it out to make sure, but the default state on the gunner is "closed", so it shouldn't be opening them.
Also, how do I get rid of the team color on the Sd.Kfz. 234/3 like Jagdpanther did? I'm not so familiar with custom skins as most people. It seems like whatever I do ends up with a flat tan or green texture that changes color when I change the team of the unit. :/
The original turret MG42 had one state to make it visible, and one to make it ready, etc. for when it's in use. My guess is that on the Panther, Panzer IV, and StuG, when the turret_mg42_state is used, it also opens the tank hatch. Now because your turret MG34 and turret MG42 use the turret_mg42_state just to make the gun visible, i apply it to the tank's entity so it spawns with the gun visible. I think the problem will be solved if you make the turret_mg42_visibility state work again, like you did for the pintle MGs.
To remove the team colours, open up the skin file ending in _tc.rgt, convert it to .dds, open it up in a skin editing program, and paint it all black, then save it and conver it all back. Alternatively, you can take an edited _tc.rgt file from another unit and rename it (my Team Colour mod has plenty of edited _tc.rgt files you can use).
Try re-downloading the Tiger B archive, I swear I uploaded the visibility fix to that yesterday. However, the turret gunner is different in that it has "upgrade_vis" instead of "turret_mg42_visibility". That is just how Relic did it.
Also, I did what you said and ended up with this:
I even downloaded your Team Colour mod and put your Puma TC in place of mine, and it changed it to tan instead. It seems like whatever I do I cannot get it to look like Jagdpanther's.
Last edited by eliw00d; 19th Sep 10 at 6:29 AM.
That is the green tank bug my friend. It's from using vehicle skins in DXT/1 format on the relic models. The camo wheels fix you released had the skin in DXT/1 format, when it should be in DXT/5 format (with mipmaps). You can't convert DXT/1 to DXT/5 either, you have to get the source skin that was in DXT/5 to use. Maybe a skinner will come along and tell you how to convert the DXT/1 skin to DXT/5 with Photoshop or something, otherwise you'll have to use the original camo skin you got from Geo that would have been in DXT/5 format with mipmaps.
Edit: When i downloaded the camo wheels skin fix and saw it was in DXT/1 format, i thought it might cause a green tank bug, and testing myself, i can confirm it does.
Edit, Edit: I downloaded the Porsche v3 pack yesterday (18th) and that's the files i noticed the bug with. Have you uploaded a second v3 file since the first one?
Ah! That explains so much! Thanks, LD.
If Jagdpanther got it to work, he must have a DXT/5 version of it, then...
Try downloading it again, I may have updated it slightly since then.
No they all are in DXT1. The only change I have made is to flipping the vehicle camoskin and use it in the wheels rgm.
Here are the rgm's with my modified settings:
That would be nice...
I used your DXT/1 in the Relic RGM, yet it does as you see above. This is so frustrating...
Jagdpanther, the camo wheels skin fix is DXT/1, but it needs to be DXT/5 because it's on a Relic model (the wheels). The hull is ok because it only has a simple shader, but the wheels have shaders used on all Relic's models. If you used a DXT/1 skin an a relic vehicle, people with high graphics settings will get the green tank bug (if an edited _tc.rgt file is used as well, it will change the colour to tan).
The skins for most new models released so far should all be DXT/1, using DXT/5 skins will either have no effect, or render the model invisible (such as the Pak36 on the 251/10). Any parts using the Relic models need DXT/5 skins.
It looks like you use the "norm" file instead of the "diff" one.
Edit: @LD, maybe, but I have oriented me on the existing ones and it works for me without any issues. OK then I make an additional "High graphic fix".
Last edited by Jagdpanther; 19th Sep 10 at 7:37 AM.
Eli, you .rgm's are set up exactly the same as mine, you saying they work fine for you on high graphics settings? (shaders, model, texture, effects density, effects fidelity)
hmm Eli your Puma has a MG34, but the one you released has a MG42, intentional?
Jagdpanther, that skin was just converted from DXT/1 to DXT/5 in Mod Studio right? Won't work. It doesn't have the necessary alpha channels that DXT/5 makes use of (and that DXT/1 cuts out). Look at a relic skin, and yours in Mod Studio, see the difference?
I went through all this when i first tried skinning, and i learned the hard way what works and what doesn't. Anyway, it's well after midnight here, so i'm off to bed before it gets any later, i'll see you guys tomorrow. Good luck.
Edit: Darkblade, you can use the machinegun_state to change it from a mg42 to a mg34 (visually). It shows the MG42 by default, you have to use the same state thats used with his German_halftracks package to switch them.
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