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Defunct Community Model Project

  1. #801
    Member Mirage Knight's Avatar
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    Also, what is the default path for the "entity_blueprint_ext" that was included? It should be:

    races\american\vehicles\maxson_m55\maxson_m55
    Exactly what I used and everything works fine.

    Note to you fellow modders: Although the Quadmount looks rather nice in a Bofors pit, there is a problem with having it as an emplaced weapon. Because the pit tends to deform the terrain down a bit, the guns wind up striking the ground half the time when shooting at infantry on level terrain. Of course you could adjust how much the terrain is deformed, but then the pit will start to look a bit silly around the edges...

  2. #802
    Member Blackw00lf's Avatar
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    This is How it's set up, as per what you had as ebs and textures, and to be sure that i hadn't messed anything up i just Re-downloaded to be sure and this is how i had gotten it, from the V3 maxson_55 download


  3. #803
    Member eliw00d's Avatar
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    Well, not sure what to say. It should work. But what about your .rgm texture paths?

  4. #804
    Member Blackw00lf's Avatar
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    Well, not sure what to say. It should work. But what about your .rgm texture paths?
    hmmm not sure since i've never had to edit them

  5. #805
    Member Xalibur's Avatar
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    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?
    Sounds good!

    @ Lethal Dosage: What about you... Any intentions in creating working attribs?

  6. #806
    Member eliw00d's Avatar
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    @Blackw00lf
    Can you at least post the texture paths? I think that's where the problem lies. Pink textures means that the texture paths are wrong or the textures are missing.

  7. Company of Heroes Senior Member  #807
    Moderator Lethal Dosage's Avatar
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    Well, no luck on fixing the Maxson's crew issue in the attribs. If anything, i may have made it worse, as i've yet to see the crew ever get on the gun, and i've double checked the completemontiontree.lua to make sure the path in there is correct.

    Can anyone actually confirm the Flak38's crew not getting on the gun? i didn't test it before making my own changes to it (including placing it in an emplacement), and since the changes, i have yet to see the gunner not get on the gun once.

    Of course i'll help with Attribs. Eli, if you want me to help whip up full Attribs for each vehicle, drop me a PM.

  8. #808
    Member eliw00d's Avatar
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    I don't think it has to do with the attribs, I think it has something to do with the .rgo, but I have no idea what. The attrib files included for both the Maxson and FlaK should be fine.

    For me, the gunner on the Maxson never gets on the gun, and gunner on the FlaK always does. There must be a conflict somewhere, related to that skeleton error I posted previously. Has anyone tried any of the other emplacements to see if it produces the same error, now that there are additional sync files?

    I can set you up with an FTP account where you can upload attrib files to me, and then I can include them in releases. So yes, feel free. The reason I don't do them myself is that I would have to redo the RGDs from scratch, since the FE ones are handled a lot differently. I just don't have the time.

    I will release a hotfix for the BMW R75, but after that I will be taking a break to work on FE.

  9. #809
    Member Xalibur's Avatar
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    @ Lethal: I made this suggestion 1 side before (to make Eli`s releases more quality like, with correct attribs, correct textures & ui gfx):
    http://forums.relicnews.com/showthre...post1045152520

    Can anyone actually confirm the Flak38's crew not getting on the gun?
    yes, I can. With my attribs it will only work about 50%...

  10. Modding Senior Member Company of Heroes Senior Member  #810
    Celéstial by heart Celution's Avatar
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    It seems to work when ur watching the gun when it's build But when ur not it sometimes doesn't.

  11. #811
    Member Blackw00lf's Avatar
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    eliw00d
    @Blackw00lf
    Can you at least post the texture paths? I think that's where the problem lies. Pink textures means that the texture paths are wrong or the textures are missing.
    i don't know how to edit texture paths to begin with and also i've never had to.

  12. #812
    Member eliw00d's Avatar
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    @Blackw00lf
    In Corsix, instead of opening the attrib folder, open the data folder. Navigate to art, models, races, american and then maxson_m55. Open the .rgm file and screenshot that.

  13. #813
    Member Blackw00lf's Avatar
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    Is this what you were asking for?


  14. #814
    Member eliw00d's Avatar
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    Wow. I have no idea, man. Everything looks right. The textures are actually in the textures folder? Outside of that, I have no idea what it could be. All your paths are correct. Sorry. :/

  15. #815
    Member Blackw00lf's Avatar
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    as i have said everything is in the defualt Spot

  16. #816
    Member eliw00d's Avatar
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    I believe you. I just don't know why it isn't working. Mirage Knight had a similar problem, but it was due to the folders being incorrect, and after fixing that he said it worked fine. I really wish I could help you, but I have no idea why it's not working. Perhaps it has something to do with your module? Can anyone else assist?

  17. #817
    Member Xalibur's Avatar
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    ..the path is incorrect!

    Instead of \american\ you have to use \allies\...

  18. #818
    Member eliw00d's Avatar
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    Wrong. You MUST use American.

  19. #819
    Member Jagdpanther's Avatar
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    @Eli I wonder what, do you use no abp file for this model?

    @Blackw00lf The only thing, that is not really clear at the moment, is if the textures are in the correct place. They should be in the "textures" subfolder. The rest seems ok for me.
    Last edited by Jagdpanther; 20th Oct 10 at 8:15 AM.

  20. #820
    Member Mirage Knight's Avatar
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    Instead of \american\ you have to use \allies\...
    Ermmm...

    Wrong. You MUST use American.
    What he said. Use anything else and you will definitely run into problems.

    Wish I could help more with this issue, Blackw00lf. All I can say at this point is that after I changed the folder placement for the art assets and reset the entry in "entity_blueprint_ext" to what eli had, everything's worked just fine - save the current inability to get the gun mount actually crewed which will be resolved in time. Right now I'm just happy the thing works and looks good

  21. #821
    Member Xalibur's Avatar
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    sorry, I didn`t see that he also used the non relic "american" folder.

  22. #822
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    http://www.mediafire.com/?8bmkkbtxoxorl7j

    For some reason the PM didnt go thru so I posted this here if you dont mind.

    The textures are corrected with the right alpha channels for both diffuse and normal maps. The Sturmpanzer IV is reskinned only becuase that was my personal preference. I used an existing Panzer IV skin its not my work.
    I skinned the mudguard and also the Sherman cutter. I think someone requested that. The MG34 also got a new texture but only slightly changed it.
    I haven’t done every skin it turns out I posted 11 skins I think.
    Maybe the one I am using doesn’t siut your purposes, so re-skin it if you desire but do not change the alpha channels.

    I wanted to add two screenies but I get an "Error #2038" and gives me the finger.

    Good luck.

    ELSE: I havent tested the Maxson but the FLak38 crew had never sit in the gun in my case until I made a gun rgd based on the Ostwind gun. Tweaked the damage and edited it thouroughly and now it works flawless.

  23. #823
    Member Blackw00lf's Avatar
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    i got the quad to work, dunno how but it's not pink anymore, the only thing that is still pink is the su 57mm halftrack i also get a blue box of death

  24. #824
    Member Mirage Knight's Avatar
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    FE doesn't have Wehrmacht or Panzer Elite or any of that. Rather, models and data pertaining to weapons and units are filed by nationality - American, British and German - hence the folder structure.

    @Blackw00lf: The art assets for the Soviet 57mm HT reside in Russian/vehicles/etc. so the ebps should be pointing to that folder. Out of curiosity, do you have a Soviet / Russian race set up?

  25. #825
    Member LeoPhone's Avatar
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    question about the flak 88 without shield:

    Is it possible to have the transparant flak that shows up when u r about to build it show up without shields?
    same question about the wreck model.

  26. #826
    Member eliw00d's Avatar
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    @Blackw00lf
    Glad it finally works for you. A pink model means missing textures; blue box means missing model. Both of these can also be due to incorrect paths.

    @Mirage Knight
    It is soviet\vehicles, actually.

    @LeoPhone
    The wrecked state is already accounted for, the shield should not show up. As for the building model, I can look into it.

  27. #827
    Member Jagdpanther's Avatar
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    @inukshuk have tried to use the Sturmpanzer IV skin from your post above, but all what I get is a very greenish looking one.


  28. #828
    Member LeoPhone's Avatar
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    @eliwood
    Well i just tested it ingame and the wreck showed up WITH shield. am i doing something wrong?

  29. #829
    Member eliw00d's Avatar
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    Strange. I updated the FlaK36 to version 2, try that and let me know if it works. Not much is changed, though.

  30. #830
    Member LeoPhone's Avatar
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    nope, shields still show up with the destroyed model

  31. #831
    Member eliw00d's Avatar
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    Works for me. Did you follow the instructions? Did you make any changes to the folder structure? Are you sure you're linking to the correct .abp?

  32. #832
    Member LeoPhone's Avatar
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    yes, i didnt change the folder structure and i am linking to the correct .abp
    where do you set the shield state for the flak? atm i just set it in the action_apply of my flak36.rgd (ebps)

    Here u can see the different states

    Last edited by LeoPhone; 20th Oct 10 at 3:25 PM.

  33. #833
    Member Xalibur's Avatar
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    @inukshuk have tried to use the Sturmpanzer IV skin from your post above, but all what I get is a very greenish looking one.
    ...same for me here...

  34. #834
    Member eliw00d's Avatar
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    @Leo
    So, your entity_blueprint_ext points to:

    data\art\models\races\german\flak36\flak36

    And you have shield_state: off in action_apply_ext? I usually put them in critical_actions. Are there any other states toggled? The only thing I can think of is that you didn't overwrite the .rgo, as version 2 should work.

    Also, I don't think there's much I can do about the placement model, as states don't affect that. Sorry. :/

    Although... if I make the shield_state off by defaut, that may work. I will get back to you on it.

    Here, just in case you downloaded the wrong one:

    http://files.medpackstudios.com/FE/flak36_v2.rar
    Last edited by eliw00d; 20th Oct 10 at 3:23 PM.

  35. #835
    Member LeoPhone's Avatar
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    yay, now it works.
    the issue was either not having undo_action_state_name on Off or i had to set the animation state in both the ebps and the sbps.
    i hope setting the default shield state to off also fixes that other error, leth me know and thanks for the effort!

  36. #836
    Member eliw00d's Avatar
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    Well, it must have been the way you handled the state, then. If you downloaded from the link above, the shield is set to off by default.

  37. #837
    Member LeoPhone's Avatar
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    ah, i see the link now. i think its different from the link on the 1st post since its all working perfect now

  38. #838
    @inukshuk: Good work with the mg34 skin.

    @Jagdpanther: I take a look to inukshuk's sturmpanzer skin in Photoshop and thats how it looks.

    @Eli: To solve the issue with the Maxson, make sure to implement the sync action through "behaviors". The conditions must be like these:
    Quad_50_State= not unarmed : attach skeleton.
    Quad_50_State= unarmed: detach skeleton.

    On a side note, don't use the 8bit shader or you will get problems with transparency.

  39. #839
    Member eliw00d's Avatar
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    @tankdestroyer
    I appreciate the advice, but that seems like more of a workaround than a fix? Have you ever seen the error I mentioned, about already stealing a skeleton? I'll look into it though, thank you.

    And as for the 8-bit shader, that's what I was told to use. Is that the wrong one to use, then?

    Also, as for the textures, I will be working to fix all the issues at the source. Apparently, when I converted from .psd to .tga, it got rid of the alpha. I guess I have to re-apply the alpha to the .tga or something? I'm not intimately familiar with Photoshop or textures, so if I can outsource this that would be great. I have all the .psd files sitting on my hard drive from DMz.
    Last edited by eliw00d; 20th Oct 10 at 4:51 PM.

  40. #840
    Well I don't know what exactly you mean with "already stealing a skeleton?"(I remember I read something like that in the File Log, but it is not something to worry about). The only problem I found in the .rgo was that the sync actions are not executing(thats why the gunner never gets into the gun) because the x-ref animations are not playing in-game too. So all I did was to execute them trough behaviors and not animations.

    As for the shader, I always got problems with the 8-bit not allowing for transparency effect so I recommend you to use the 1-bit shader(diffuse,dirt,specular,glossiness,normal,occlusion).

    Also, as for the textures, I will be working to fix all the issues at the source. Apparently, when I converted from .psd to .tga, it got rid of the alpha. I guess I have to re-apply the alpha to the .tga or something? I'm not intimately familiar with Photoshop or textures, so if I can outsource this that would be great. I have all the .psd files sitting on my hard drive from DMz
    I don't know if the conversion from .psd to .tga gets rid of the alpha. Just check if the .psd has any alpha channel, if so just copy/paste it to the .tga file. One thing I would recommend you is to not use the skin files that you get from the exporter, is better if you edit the file yourself in photoshop (all you need is to flip the skin vertical), because the skin always gets deformed when exporting and it always fuck up the normal skin(unless that you use a cyan color for it) and maybe it is screwing up the alpha channel too.

    Couple more of advices:
    -When editing a Relic's rgo, make sure to create newly mesh selectors, the old ones tend to preserve the old entries and you will get problems like meshes showing up when they must not.
    -Try to implement LOD selectors in your models, it will take you 5 minutes.

  41. #841
    Member Xalibur's Avatar
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    @tankdestroyer: I`m very glad to see that you help with your knowledge; now I`m full of hope
    @Jagdpanther: I`ve used inukshuk`s alpha chanel and re-used the skin Eli provided and voila: now it works fine; no more dark parts. I will make a camoed skin for the StuPz4 when I have some time (perhaps this weekend)



    Until than you can use this plain sand-coloured skin you see on the screenshot (combined with the other texture files inukshuk provided!):

    http://www.blitzkrieg-mod.de/downloa...tup_iv_dif.rgt

    I also made some ui gfx for the Sturmpanzer 4:

    http://www.blitzkrieg-mod.de/images/...y/ellis_edits/

    Just download the *.rar file. It contains all needed ui stuff like build icon, criticals & symbols. I will continue on working ui stuff for some more models...

    @Eli: I talked to Lethal and he would like to provide the attrib files. So soon you will be able to set up new archives containing really everything

    Greetings
    Xalibur

  42. #842
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    Sorry guys I uploaded the my test color for the Sturmpanzer IV. It was the very first I made when I started investigating the textures thingies. You can use any kind of textures now just make sure you use the alpha channel of my textures"s diffuse and the whole of the normal map.

    @Eliw00D
    When you convert from .psd to .tga you lose a lot of info that is vital for the texture. The info the .tgs's alpha will carry is different that of the .dds's alpha. You will notice that the .tga has a white alpha channel and the .dds has a black one. My guess was what Tankdestroyer is saying: the texture gets crewed up during the export process of the model.
    With many of the new edits DMz is using a rectangular texture that is not a power of two thus it is impossible to convert it to .dds and my recommendation would be to use a square map that is a power of two (256X256 which is small, 512X512 or 1024X1024). Using a .tga is okay but I dislike it and I would use a .dds whenever I can.
    There is a way to give the .tga all the info of a .dds but its is a three-step process so it would be much easier to use a .dds from the start.

    Here is the thing: you export with the .psd and end up with the .tga >>> now you would have to rework the textures using that .tga and make .dds texture files of the diffuse and normal maps. In fact you lose all the goodies of the normal map in the export-convert provess and end up with a useless normal map. Since I think you have enough on your hand, I offer my help to do this for you if you want me to.

    ELSE: I can't upload screenshots even small ones. I get en error bubble Error#2038. Can you help me what it means. I was using a .jpg less than 50 kB. I dont know whats wrong. Thanks.
    Last edited by inukshuk; 21st Oct 10 at 12:00 AM.

  43. #843
    Member eliw00d's Avatar
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    Well I don't know what exactly you mean with "already stealing a skeleton?"(I remember I read something like that in the File Log, but it is not something to worry about).
    I think it is something to worry about, as it means a conflict somewhere.

    The only problem I found in the .rgo was that the sync actions are not executing(thats why the gunner never gets into the gun) because the x-ref animations are not playing in-game too. So all I did was to execute them trough behaviors and not animations.
    The sync actions are executing because they are being called by the team_weapon_ext. However, I think that there is a conflict with the flakvierling_sync file preventing them from working sometimes. For me, the Maxson never works, but the FlaK38 always does. It's strange.

    As for the shader, I always got problems with the 8-bit not allowing for transparency effect so I recommend you to use the 1-bit shader(diffuse,dirt,specular,glossiness,normal,occlusion).
    I'll start using the 1-bit shader then, thank you.

    Couple more of advices:
    -When editing a Relic's rgo, make sure to create newly mesh selectors, the old ones tend to preserve the old entries and you will get problems like meshes showing up when they must not.
    I already do.

    -Try to implement LOD selectors in your models, it will take you 5 minutes.
    I had forgotten about those.

    ----------

    Here is the thing: you export with the .psd and end up with the .tga
    Actually, you can't export with a .psd, which is why I convert to .tga in the first place.

    ----------

    @Jagdpanther
    Will your skin have Zimmerit?

  44. #844
    Member Xalibur's Avatar
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    @Jagdpanther
    Will your skin have Zimmerit?
    I am not Jagdpanther, but I guess you mean me (same avatar). I`m not very experienced/good with Zimmerit so I guess not...

  45. #845
    Member Jagdpanther's Avatar
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    @Xali Yepp I have made the same, but not tested yet. Good to know, it works - Thanks. Oh and thanks again for the Ui-stuff!

    @Jagdpanther
    Will your skin have Zimmerit?
    Green Zimmerit - Ähhhhh!

    Btw. What are you guys using as projectile? At the moment I try the StuH one.
    Last edited by Jagdpanther; 21st Oct 10 at 8:24 AM.

  46. #846
    Member Blackw00lf's Avatar
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    with the su 57 at halftrack i can see the "model" but with a pink skin but i also get a blue box of death at the same time. and the files are in their right place too

  47. #847
    Member eliw00d's Avatar
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    @Blackw00lf
    Again, pink model means missing textures; blue box means missing model. That means they are not in the right place. Judging by your problem with the previous model, something is innately wrong with your setup and I am not able to help you other than saying make sure it's all pathed correctly.

    @Xalibur
    My apologies! I had just woken up, so I mistook you for Jagdpanther.

  48. #848
    Member Xalibur's Avatar
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    Hi folks,
    I`ve reworked the Flakpanzer 38 skin using inukshuk`s alpha chanel. Now it`s a more detailed field grey skin :

    old skin

    reworked skin



    Download will be available soon and I hope Eli will include it within his package...
    Last edited by Xalibur; 22nd Oct 10 at 4:10 PM.

  49. #849
    Member eliw00d's Avatar
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    So, I did some research, and it turns out that the FlaK38 was actually capable of 450 rounds per minute, or 7.5 rounds per second. I will have to correct this in a future update.

    Some other things on my agenda:

    - Sd.Kfz. 222, 223, 234/1 and 234/3 will be getting MG34 as an option
    - FlaK38 and KwK38 based weapons will be getting tuned to the new rate of fire
    - Panzer IV Ausf. J (and possibly H) and Panther Ausf. A
    - More stuff

    ----------

    @Xalibur
    Wow! That looks great! I absolutely will.

  50. #850
    Member Blackw00lf's Avatar
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    that reskined Flakpanzer 38 looks EPIC!

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