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Defunct Community Model Project

  1. #751
    Member Xeoniz's Avatar
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    - I copied all files to my mod folder
    - copied the mg42 prop
    - in entity_blueprint_ext i changed animator to "races\german\weapons\mg34\mg34_lafette"
    - copied the HMG42 squad and set the loadout for the sync weapon to the mg34 prop
    - made the changes in the "commonmeshes.abp" file
    - added the state in the machinegun crew's EBP

    that schoudl be all i did
    MrScruff, Loran R.I.P.

  2. #752
    Member eliw00d's Avatar
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    My apologies, Xali. I must have had a typo. The state is "rundum_feuer_visible".

    @Xeoniz
    Which "commonmeshes.abp"? The one in "races/common" should be the one. You also need to set a state in the MG42 prop EBP, in its "action_apply_ext". Also, be sure you commented out the line for the old MG42 sync, as loading both will cause conflicts. Even if you didn't set the state in the MG42 prop EBP, it should not disappear, so I think you either edited the wrong "commonmeshes.abp" or forgot to comment out that line.
    Last edited by eliw00d; 16th Oct 10 at 6:02 AM.

  3. #753
    Member Xeoniz's Avatar
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    Thank you, I remade everything but its stil the same.

    commonmeshes.abp in data\art\models\races\common\ :
    Code:
    model =
    {
    	-- Allies Meshes for Slot Weapons
    	"..\\Allies\\Soldiers\\Weapons\\M18_57mm_Recoiless_Rifle",
    	"..\\Allies\\Soldiers\\Weapons\\BAR",
    	"..\\Allies\\Soldiers\\Weapons\\M9_Bazooka",
    	"..\\Allies\\Soldiers\\Weapons\\M1A1_Thompson",
    	"..\\Allies\\Soldiers\\Weapons\\60mmMortar_sync",
    	"..\\Allies\\Soldiers\\Weapons\\30cal_M1917_Browning_Sync",
    
    	-- Axis Meshes for Slot Weapons
    	"..\\Axis\\Soldiers\\Weapons\\MP40",
    	"..\\Axis\\Soldiers\\Weapons\\MP44",
    	"..\\Axis\\Soldiers\\Weapons\\Panzerschreck",
    	"..\\Axis\\Soldiers\\Weapons\\Granatwerfer_34_sync",
    	--"..\\Axis\\Soldiers\\Weapons\\MG42_Heavy_Tripod_Sync",
    	"..\\German\\Weapons\\MG42\\MG42_Lafette_Sync",
    	"..\\German\\Weapons\\MG34\\MG34_Lafette_Sync",
    
    	-- Allied Commonwealth for Slot Weapons
    	"..\\commonwealth\\Soldiers\\Weapons\\Piat_AT_Launcher",
    	"..\\commonwealth\\Soldiers\\Weapons\\light_MG",
    	"..\\commonwealth\\Soldiers\\Weapons\\vickers_HMG_sync",
    	"..\\commonwealth\\Soldiers\\Weapons\\Boys_AT_Rifle",
    }
    
    
    -- Intermediate ABP
    simvis_attributes =
    {
    	Intermediate_Model = 1
    }
    The MG is "present" and fires at enemys but still invisible once setup.
    Its still an MG42 in "mobile" mode.

  4. #754
    Member eliw00d's Avatar
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    Okay, your "commonmeshes.abp" is set up correctly. So, you:

    - put an "animator_set_state" in the "apply_action_ext" of the MG42 prop (machinegun_state: mg34),
    - put an "animator_set_state" in the "apply_action_ext" of the crewman entity (machinegun_state: mg34),

    Is that correct?

  5. #755
    Member Xalibur's Avatar
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    My apologies, Xali. I must have had a typo. The state is "rundum_feuer_visible".
    ..that`s it, thx Eli!

  6. #756
    Member Xeoniz's Avatar
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    here are the two files:

    prop


    crew


  7. #757
    Member eliw00d's Avatar
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    Oh, whoops! That is a big mistake on my part. The entity_blueprint_ext should point to the MG42, not MG34. I'll change the readme. That's how I have it set up on my end, but I didn't write the readme that way. Strange. Sorry about that.

    So, change your entity_blueprint_ext of the HMG prop to:

    "races\german\weapons\mg42\mg42_lafette"

    It is a state change for the MG42, but I would still recommend having two different props so that the weapons and stats can be different.

  8. #758
    Member Xeoniz's Avatar
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    Thank you it now it works.
    Here is my next question:

    Is this with intent?

    image



    Sometimes they also walk behind the halftrack.

    Is this fixeable or is there a posibility to remove the crew? I dont need them visible.

  9. #759
    Member eliw00d's Avatar
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    You didn't switch "attach_passenger_animator" to true in the Half-track EBP.

    If you don't want them visible, go to the "sdkfz251.abp" and remove the passengers line.

  10. #760
    Member Xeoniz's Avatar
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    Wow thanks, looks nice ;-)
    Maybe u could add the ""attach_passenger_animator" thing to the halftracks readme.

    greetz Xeoniz

  11. #761
    Member eliw00d's Avatar
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    Sure thing. But why would you want the canopy off with nobody inside?

  12. #762
    Member Xeoniz's Avatar
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    Sure it looks better with passengers visible.
    Its just better with no passangers than passengers standing on top of the halftrack or hanging in the air.

  13. #763
    Member eliw00d's Avatar
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    Ah, fair enough.

    Glad everything worked out for you, sorry for the mixup.

  14. #764
    Member eliw00d's Avatar
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    Due to popular demand, I've started to add pictures for my releases. I hope that helps. Also, I dropped a few sneak peeks into the mix.

  15. #765
    @Eliwood

    Thank you for adding the pictures to the main page because they will help modders understand what changes have been made to the units being released. I was also curious about the potential of incorporating a new state that could be toggled to show the addition of antennas (if dont already have them), aerial/splay antennas, extra treads, extra road wheels, equipment/tools, ammunition/fuel, or personnel equipment props applied to give a recognizeable distinction of a command role. That way players can create either Panzerbefehlswagen mit 7.5 cm KwK L/48 (PzBefWg), Befehlspanzer Panther, SdKfz 267 (Pz Bef Wg), or Panzerbefehlspanzer Tiger, SdKfz 268 command tanks which would only require small external props to be added through the use of the object editor. I hope this suggestion is useful and can provide you new options for the project, perhaps becoming incorporated into the list at some future date, well thanks for your consideration in advance.

  16. #766
    Member eliw00d's Avatar
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    Well, I have no problems with any of that, but I'd rather not overload DMz with more model work. How much of that can be done with existing meshes? I know the Puma has a star antenna...

    But it would be very low priority, just FYI.

  17. #767
    Member pete1960's Avatar
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    Thanx eliw00d

    Gday eliw00d from Australia. I just want to say congratulations on your great work and I appreciate you sharing your talent. Cheers mate.

  18. #768
    @Eliwood

    Is hes currently working on the king tiger atm? Because in his thread it shows a few picks of a king tiger with acessories that he is refering to and i was curious if that was related in some way to the currently scheduled projects.

  19. #769
    Member Ninja117's Avatar
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    thanks for the pics eliw00d

    and good job on the flak pack

  20. #770

  21. #771
    Member eliw00d's Avatar
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    I fixed a minor issue with the folder structure of the Maxson M55 archive, thanks to Mirage Knight for pointing it out. So, please download it again if you were having problems.

    @hnunez
    DMz is taking a break at the moment, and I believe it best to leave it at that for now.

  22. #772
    I understand, not a problem well ill say that the new list of potential units to be included look very impressive im particularly impressed with the new allied halftracks and mortars carriers as they are highly anticipated arrivals that will fit in nicely to those armored infantry companies the americans and british field in Fortress Europe.

  23. #773
    Member Blackw00lf's Avatar
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    Well i'm testing the maxon_55_trailer_v3, i've installed it into my mod extactly like your readme says to do and how it says to as well, folders are intact as far as i can tell, however i get a blue rgm box while in game. any ideas what i might be going wrong?

  24. #774
    Member eliw00d's Avatar
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    Yes, please read my last post. Thanks.

  25. #775
    Member Aidas2's Avatar
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    Nice of you to post pics of all the models, but the Sherman VC and Universal Carrier pics don't show up, atleast for me.

  26. Company of Heroes Senior Member  #776
    Moderator Lethal Dosage's Avatar
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    Seems you guys resolved Xeoniz's problem with the incorrect path to the .abp file.

    Found two bugs with the sMG34;
    1. You already know about it changing to a MG42 when carried, and while adding the machinegun_state to the crew gets around this, whenever the gun is captured, the new crew don't have that state. It would be rather bad to add the state to all infantry entities as a solution, as then whenever a sMG42 gets captured, it will be a sMG34 when carried. Eli, i think instead of having both sMG34 and sMG42 models that as swapped with a state, perhaps you should just make the sMG34 as a seperate stand-alone model. You already need a second prop for the sMG34, and it would be rare that someone would want to mod an upgrade from the sMG34 to sMG42, which is the only place a swap state would be useful. If you do remove the machinegun_state (or make the sMG34 default), it should fix this issue.

    2. When a sMG34 team is garrisoned in a building, the tripod is invisible, and there is just the MG34 floating in the air in front of the gunner. Very nasty bug.

    Sorry to not reply to your earlier question sooner, the Army state in the 251 halftrack is a state that forces the Halftrack to use the halftrack skin in either the default Axis halftrack location or the PE one in the Shared_textures folder. Even when not using the state, the Panzer Elite variable is set as default, so the modder can only choose between one of the two skins. Changing the paths in the .rgm file to a different skin are ignored. Removing the Army state entirely (like Slayerknecht did) will at least allow modders to use your 251 model with a different skin. For instance, Cross of Iron currently has 10 different 251 variants, on 8 different skins, and because of the army state of your 251 model, and the 251 variants Tankdestroyer released not being able to have their .rgm's edited, it's a very confusing mess of skins. Removing the army state from your 251 model will at least allow myself and other modders to clean up these sort of messes, and allow us to use your 251 model for all our 251 needs.

    By the way, i may have found a way how to fix the issue with the gunner of the Flak38 and M55 Maxon quad not going into their places correctly. I still need to test it with the Quad, so i'll let you know after i've set it up and tested.

  27. #777
    Member Xalibur's Avatar
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    By the way, i may have found a way how to fix the issue with the gunner of the Flak38 and M55 Maxon quad not going into their places correctly. I still need to test it with the Quad, so i'll let you know after i've set it up and tested.
    ...this would be great BTW I`ve made some ui graphics for the Flak38, if someone is interested I could post them here...

  28. Company of Heroes Senior Member  #778
    Moderator Lethal Dosage's Avatar
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    Xalibur, i'm pretty sure everyone would welcome your UI, they are quite good. Are you going to stop at the Flak 38, or do some of DMz and Eli's other vehicles?

  29. Modding Senior Member Company of Heroes Senior Member  #779
    Celéstial by heart Celution's Avatar
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    I also made some Flak 38 UI, but I think Xali's are better, and I'd love to see them!

  30. #780
    Member eliw00d's Avatar
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    @Aidas2
    Because I haven't made pictures for them yet.

    @LD
    1. No, we'll have to figure out a better way to handle it than that.

    2. Strange, I'll look into it.

    I know what the "army_state" does, thanks. I'll see what I can do. Let me know if you figure out the problem with the FlaK38, as it has left me clueless.

    @Xalibur
    Please, feel free! I have no objections to you posting them here. In fact, with your permission I could even include them in the archives.

    ----------

    Updated version of the sMG34 uploaded. I have no idea why, but apparently I had the tripod meshes in a completely incorrect mesh selector, so they were being hidden when garrisoned. That has been fixed. Also, I made an .abp for the MG34 with some slight modifications to the .rgo files. If you had this set up previously, just change the entity_blueprint_ext to "Races\German\Weapons\MG34\MG34_Lafette" and remove the state changes from both the prop and crew entities, as they are no longer necessary.

  31. #781
    Member Xalibur's Avatar
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    Flak38 UI

    http://www.blitzkrieg-mod.de/downloads/ui/flak38_ui.rar

    @Eli feel free to include this link in your first post, or direct to your archive

    @all who are experiencing with Eli`s new models: I have the problem that many of these models have very dark parts ingame. For example the Sturmpanzer 4 or the Flakpanzer 38. There is always one side or special parts that look much to dark ingame. To give some visuals:



    What am I doing wrong?

    Greetings
    Xalibur
    Last edited by Xalibur; 17th Oct 10 at 7:41 AM.

  32. #782
    Member eliw00d's Avatar
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    Nothing. Just change the Occlusion for said vehicles to the following:

    "art\models\races\axis\shared_textures\white"

    It has something to do with the occlusion tool that DMz is using, it doesn't seem to cooperate. I've been using the above on all the newer models, and I'm pretty sure this was fixed in the latest StuP update, but I'll double check to make sure.

    On another note, I have released the American Half-track Pack! See first post for details.

    ----------

    I also recommend that new weapons be made for the M2 and M3 Half-tracks that have no horizontal movement.

  33. #783
    @Eliwood

    Excellent work, these american halftrack models are the culmination of your grand vision for Fortress Europe that began in the early pages of this thread; the completion of which not only sets a new milestone of achivement but exemplefies the quality and commitment the team is putting into the mod to make the best experience possible for CoH and wargame fans, congratulations on a job well done.
    Last edited by hnunez; 17th Oct 10 at 11:29 AM.

  34. #784
    Member serg_codmod's Avatar
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    In second version the problem of sMG34 in buildings was solved.
    And no need to add data to all EBS.
    The wreck model problem with sMG34 and BMW R75 with mg34 still exists.
    Is it possible to solve it?

    wreck model BMW R75 with mg34


    wreck model sMG34
    Last edited by serg_codmod; 17th Oct 10 at 2:22 PM.

  35. #785
    Member eliw00d's Avatar
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    The first picture is something to do with the physics rig. I can't change that, I don't think. The second picture is the sMG34? I'll look into it, thanks.

    Edit
    I'm not sure how the sMG34 is doing that, because there is no damage_state or wreck model... it's probably also to do with the physics rig, something I'm not very familiar with. I'll see what I can do, but no promises.
    Last edited by eliw00d; 17th Oct 10 at 1:18 PM.

  36. Modding Senior Member Company of Heroes Senior Member  #786
    Celéstial by heart Celution's Avatar
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    I don't see the American Spoiler anymore?

  37. #787
    Member eliw00d's Avatar
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    Don't use Internet Explorer, then.

    ----------

    @serg_codmod
    I figured out the orphan issue with the BMW, I will release a hotfix later.

  38. #788
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    What am I doing wrong?
    You are doing nothing wrong. I am working with Photoshop so naturally I was interested how Relic's textures are made with speciel interest to the normap map.

    I love these edits and every time I download one I rework the textures because they are not the correct textures. Eliw00d is good at what he is doing but I think he has overlooked something with regards to the textures.

    1, Many of the diffuse maps lack alpha channel or have the wrong kind.
    2, The normal maps are without exception so far have the wrong kind of alpha channel or no alpha channel whatsoever. Why it is important is because the way Relic normal maps are done the very alpha channel bears vital info. The red and blue channels are downmerged and copied into the alpha channel then the red and blue channels filled. So if the alpha channel is not setup right in the normal maps it effects the entire texture of the model.
    3, Occlusion and Gloss maps are also important but I think the problem is the diff and nrm maps. If you use the white that is suggested it will improve the outcome but it will not solve the alpha problem of the normal maps.

    Solution?
    1, You can use a correct alpha channel by copying the alpha from a Relic texture, something that is a complete layer and not a downmerged alpha of too or three alpha channels combined. I recommend the panzer iv shield texture (the alpha channel of it!) Of yourse it can get tricky because .dds cannot be saved in the correct texture format with too many channels but I can explane what to do with it in a PM. Also you have to bear in mind that alpha channels create tranparencies so you have to combine things sometimes. Again I can explain.
    2, The Relic type normal maps, when ready, use a filled red and blue channel and a special alpha. Unless you know what you are doing or unless you have the right plugins for the right version of Photoshop (it also depends on video cards, setup, OS and stuff) making Relic type normal maps can get tricky. As a half-solution try to make a blank normal map by copying an existing Relic one. Make it a flat image and save it somewhere. Then open the normal map, select only the alpha channel and copy the alpha channel of your blank map. This is a semi-solution because this lessens the 3D effect of the normal but at least the textures now will appear pretty good. There is a tut on how to make Relic normal maps. I read it and it covers most corners!
    I hope this al made sense, after all you are working with skins Xalibur.

    Being a newbie I am a little shy to bug into this but I have reworked (not reskined-only corrected) every texture of these edits and they look flawless.

  39. #789
    Member Frehelias's Avatar
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    Don't use Internet Explorer, then.
    Well some pictures can not be found. Even if I try to access the link.
    Like this one:
    Code:
    http://images.medpackstudios.com/FE/units/m4a3.jpg
    But the other models are nice and they do show.
    It's a nice feature to show all the models you and DMz made here.

  40. #790
    Member Xalibur's Avatar
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    Hi inukshuk,
    many thanks for your detailed reply! I think it would be nice for all if you would share your re-edits with the COH community if you want to. Newbie or not this would be helpful for many! There are many modders out here who are not experienced with gfx and will fail doing all these steps. And I for myself would be very glad too because I`m more than busy with coding and things for BK mod I think Eli would be also very happy and could include these within his releases. I would like to contribute some more UI stuff, Lethal Dosage could set up all attribs in a working state and everything would be fine .

    @inukshuk
    @Eli
    @Lethal Dosage

    What do you all think?

    Greetings
    Xalibur

  41. #791
    @Inukshuk
    @eli
    @xali

    I dont know want to be rude by interjecting in your coversation without permission but i agree with xaliburs post. I want encourage you to consider the possibilty of co-ordinating your efforts becuase the community is constantly searching for talented people who are willing to work in co-operation together towards the common good of all, in fact i feel inukshuk's insights and possibly even his assistance in the future would be extremely helpful because by sharing the workload between all interested parties we can make a significant difference that would benefit everyone.

  42. #792
    Member eliw00d's Avatar
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    Keep in mind that I have very little to do with the textures other than assigning them to shaders in 3DS Max. These skins were meant to be placeholders until the well known skinners made their own versions. Also, I only recently taught myself how to do any of this stuff, so I am by no means perfect. I have a good grasp on what I am doing and think I have improved a lot recently. In fact, with what I know now, I am already redoing a lot of my early work.

    But yes, I agree to collaboration.

    ----------

    Frehelias, pictures not showing up (because they don't exist yet) is a totally different problem than Internet Explorer not following web standards. The issue was that the entire American spoiler tag would not show up for Celestial, which is an issue with IE.

    ----------

    Just thought I'd add that I do convert textures to .tga format in order to assign them to the model. Perhaps that is why some alpha channels are lost, but I believe only .tga files can be used.

  43. #793
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    I didnt mean to intrude and by no means do I think of myself as "talented" I only know about Photoshop as it is my tool. And I think you do what you are good at Eliw00d. Nobody expects you to be an expert in textures too. Your share is a lionshare. The other thing is that I am not a "skinner" but if I can help I gladly chip in. As a token of appreciation since I enjoy these edits too and I owe this much. Keep in mind thought that I am not a modder and dont have the mindset for it. You are very dedicated and fast but I dont have the time to keep up with you.
    I will gather the stuff and will post them in a dl link. Then I will send the link to you Eliw00d and Xalibur and you do as you see fit. Does this sound fair?

    on a note: I also textured the mudguard for the Sherman/Firefly. I do not take credit as I used existing skins to match the textures but I made three variations and actually it is very easy so anyone could make more if wants to.

  44. #794
    Member Blackw00lf's Avatar
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    I have downloaded your maxxon 55 trailer, and installed it like it's supposed to be installed, how ever I just get a pink skin, which is weird since I have pointed to the rgm file like it says in the readme.

  45. #795
    Member Mirage Knight's Avatar
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    The files for the Quadmount should be in the following directory IIRC: American>Vehicles>Maxson55

    A pink skin means that the texture files aren't where they should be, i.e. where the model is expecting them to be.

    Side note: Just to be my usual persnickety self, it's spelled "Maxon" btw

  46. #796
    Member Blackw00lf's Avatar
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    Mirage Knight
    The files for the Quadmount should be in the following directory IIRC: American>Vehicles>Maxson55

    A pink skin means that the texture files aren't where they should be, i.e. where the model is expecting them to be.
    i do have them in American>Vehicles>Maxson55, as i said i installed "EXTACTLY" as the readme says to do and changed nothing folder wise which in this case i don't know why it's doing this but it is.

  47. #797
    Member eliw00d's Avatar
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    Did you see my post from the other day? Try downloading the archive again. The folder structure should be:

    data\art\models\races\american\vehicles\maxson_m55\

    data\art\models\races\american\vehicles\maxson_m55\textures\

    @Mirage Knight
    It's Maxson, not Maxon.

  48. #798
    Member Blackw00lf's Avatar
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    eliw00d
    Did you see my post from the other day? Try downloading the archive again. The folder structure should be:

    data\art\models\races\american\vehicles\maxson_m55\

    data\art\models\races\american\vehicles\maxson_m55\textures\

    I sure did see that post and i've triple checked the folders, their set-up right

  49. #799
    Member Mirage Knight's Avatar
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    When I originally tested out, I got a blue cube o' doom when I used the default ebps and art folder structure. I got a pink skin was when I had the ebps pointing to the folder that the art assets were sitting in. When I kept the ebps entity reference as eli had it and moved the art assets to the folder that the ebps was pointing to, everything worked fine.

    Don't forget to add the anim references to your common motion abp file as indicated in the readme...if you don't, any gun crew you have in the squad file won't be "controlling" the gun, i.e. sitting in the seat with hands on the controls, but will instead be kneeling or standing next to the gun itself.

    It's Maxson, not Maxon
    Really? Huh - guess I need to "talk" to some people then

    Thanks for setting the record straight

  50. #800
    Member eliw00d's Avatar
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    @Blackw00lf
    Can you open the .rgm file in Corsix and copy/paste the texture paths there? And maybe a screenshot of your folder paths?

    @Mirage Knight
    The missing .rgm box was due to me accidentally creating the archive with the structure "data\art\models\races\american\maxson_m55". I must have been in a hurry or something because that's the first one I missed creating a folder inside the archive. I have since fixed the archive, so it should be fine. I don't see why there are issues with textures since it works on my end, so I'm curious to know what the texture paths are for you guys. Also, what is the default path for the "entity_blueprint_ext" that was included? It should be:

    races\american\vehicles\maxson_m55\maxson_m55

    Also, I might revisit the Maxson at some point and add the M33 as a state change, so that you can switch between M45 (Quad) and M33 (Dual).

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