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Defunct Community Model Project

  1. #1051
    Member Aidas2's Avatar
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    @Frehelias thx for reminding.

    @Eli Idk if Beefy or Dmz told you, but I'm almost finished with the P3 aufs n/l model, only need to get the shileds and wreck, I think Il get Chopin to texture it once done, after that dunno who could import it, since it can't be mixed with anything, Tankdestroyer might, but hes far to busy right now.

  2. #1052
    Member Jagdpanther's Avatar
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    Interesting news, but so far as I know, the L version has no shields, but additional add-on armor (also known as "Vorpanzer") and no side emergency exits.

  3. #1053
    Member eliw00d's Avatar
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    I can animate it. However, I would ask that you make an Ausf. M model as well, and perhaps even a StuG III Ausf. G and StuH42. That way, I can animate the suspension and it can be shared between them. For 1944, we only need the Panzer III Ausf. M and N.

  4. #1054
    Member Jagdpanther's Avatar
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    @Eli we even need this for an earlier time range.

    Edit: @Eli I have a question about the sdkfz. 251/9. I'm unable to get the rear mg firing correct. It seems like this is the old problematic with heading. It can fire backward but the (correct) angle is very limited.



    Parent hardpoint is set to 1 (the maingun) and heading z is set to standard -0.75

  5. #1055
    Member Mirage Knight's Avatar
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    It sounds like you'll need to edit the traverse data for the weapon you're going to be using for that hardpoint. On my end, I used Hardpoint 4 for the rear MG, and the following data for the Origin heading for the weapon: Z = -1. That should ensure that the gun fires to the rear. For a wider firing angle, go into tracking for the weapon itself and look for the horizontal traverse info.

    Hope that helps

  6. #1056
    Member Jagdpanther's Avatar
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    The traverse could be a reason, thanks. The z value to -1 I have tried, but it don't fix it. It seems like the weapon is fixed (glued) and can't be moved to the right or left. That's why I think it could be you are right that the standard weapon setting (traverse) is wrong.

  7. #1057
    Member Ninja117's Avatar
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    Panzer II Luchs would be really nice!

    Btw nice work on the Late 222 variant

  8. #1058
    Member Jagdpanther's Avatar
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    Mhmm, no, no luck the traverse settings, even fire_cone_angle and the settings in the normal table are changing only the radius of fire, but not the weapon. The standby animations are ok, but if this weapon fires, it is immobile.

    For me it looks now more like a general issue with this (Relic's) halftrack model, because the weapon settings are the same as for the front mg. Or do I miss here somewhat?

  9. #1059
    Member eliw00d's Avatar
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    Have you tried looking at the Relic SdKfz 251/1? It should be no different here, you can even use slot_items.

  10. Company of Heroes Senior Member  #1060
    Moderator Lethal Dosage's Avatar
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    No, the Relic 251's rear MG could always traverse fully in either direction, but simply pointed in the opposite direction to the one it fired in. I noticed eli's 251 rear MG didn't traverse left or right as well, but i always thought it was something he did to "fix" it from pointing the wrong way.

    I too would love to see a StuG III model with states for long barrel, short barrel, and StuH, as well as hopefully a working commanders cupola hatch for a tank commander. A Panzer III model would be nice too, although i'm at a loss for how i could use it.

    Guys, you shouldn't disregard a model because you wouldn't have a use for it, like the Panzer II. Sureit was an early war model, but many mods would still find a use for it, and i know of a number of early war mods that have either died or been put on hold due to a lack of those early war models.

    Edit: Isn't Lorans StuG III already finished and just waiting for a skin?

  11. #1061
    Member eliw00d's Avatar
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    I didn't change anything on the rear MG, so it should work exactly the same as the Relic one. If not, I wouldn't know how to fix it, since the animations don't seem to work in OE for me to test.

    At a loss as to how to use the Panzer III Ausf. M and N? The Ausf. M has the 5cm KwK39 L/60, which is the same gun that the Puma uses, with 50mm (+20mm plates I believe) front armor and schuerzen. It would be a cheaper tank than a Panzer IV with decent armor and firepower. The Ausf. N could replace the Ausf. F1 currently in COH, since those weren't around by 1944. Plenty of ways to use them.

    Also, unless it was still in use by 1944, I won't be working on early war stuff. There are far too many models that we need for 1944 and beyond to even think about early war stuff.
    Last edited by eliw00d; 9th Nov 10 at 8:20 PM.

  12. Company of Heroes Senior Member  #1062
    Moderator Lethal Dosage's Avatar
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    In the back of my mind.
    Also, unless it was still in use by 1944, I won't be working on early war stuff. There are far too many models that we need for 1944 and beyond to even think about early war stuff.
    Really? The Panzer II shouldn't be too much work, thanks to Tankdestroyer and Halftrack we have the fully animated running gear, a turret, guns, and tank commander(if there's actually space and a working turret hatch) wouldn't be too much would it?

    After my last post, i was thinking of ways to use a Panzer III, i already have an random off-map ability that makes use of the 234/3, 251/9, and 251/10. When the StuG III is released it'll replace the WH StuG IV and StuH, so this random off-map ability will also have a (now rare) StuG IV. I think i could toss a Pz III in there, and i'd also considered a reward unit or Doctrine Specific Replacement to replace the Puma, but i never thought of replacing the Pz IV f1. Good thinking!

  13. #1063
    Member eliw00d's Avatar
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    As for the models that Loran or DMz made, it's best to wait until DMz is back on his feet to speculate on the list any further, as I do not have the answers. I won't be able to work on any new models for a while, unless submitted to me from other sources. I've completed nearly everything DMz gave me, with the exception of a few things that I had trouble with.

  14. #1064
    Member Jagdpanther's Avatar
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    I'm now really sure that the rear mg is a problem of Relic's halftrack, because I have tried Relic's rear mg too, same effect. I even tried to use the slot_item addition, even the same effect, so the direct implementation must be correct, I think. Then I must live with them until it gives a solution.

    The rest of the model works very well. Good work @Eli/DMZ.

  15. #1065
    Member LeoPhone's Avatar
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    eliwood, you should update the download of the sturmpanzer iv. it is really a lot of work for people to find out themselves how to fix the model:

    use these alpha channels: http://forums.relicnews.com/showthre...post1045153516
    and this texture: http://forums.relicnews.com/showthre...post1045153793
    its also not a bad idea to add the critical textures.

  16. #1066
    Member eliw00d's Avatar
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    I will when I have time, I was planning on packaging all Panzer IV based vehicles together with the new Ausf. H parts, but just haven't had time. Also, all the textures across the board need work, so either I need to learn how to modify the ones I have to use proper alphas or send them to somebody that can do it for me. I really don't have much time at the moment, as I've neglected to work on Fortress Europe up until now and am severely behind.

  17. #1067
    Member Xalibur's Avatar
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    I have made several ui gfx. Eli will include these within his next updates (some are allready included). Feel free to use these gfx, just give a litte credit

    http://www.blitzkrieg-mod.de/images/gallery/elis_edits/



    I will also send him reworked skins with correct alpha chanels when I find some time to do so...

    Greetings
    Xalibur

  18. #1068
    Member Aidas2's Avatar
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    Wow awesome icons.

  19. #1069
    Member Jagdpanther's Avatar
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    I will also send him reworked skins with correct alpha chanels when I find some time to do so...
    That were very nice Xali. Btw. even thanks for your icon support.

  20. #1070
    Member eliw00d's Avatar
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    @Xalibur
    I will probably need them in .dds format with flipped vertical, if you are working on the .rgt versions. However, I can send you all the textures as they are before export, where no flipping would be required. Is that acceptable?

    Also, great work on the icons!

  21. #1071
    Could you make a Tortoise? That would be awesome.

  22. #1072
    Member Martinlegend's Avatar
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    a late Tiger I would be cool but not a Tortoise (this has never seen the battlefield)

    http://hq-coh.com/forum/index.php/topic,20769.0.html
    (if anybody interested to create a late Tiger I model try this:
    http://www.cohmods.com/tiger-i-late-t167.html)

  23. #1073
    Member eliw00d's Avatar
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    @Stranger
    Absolutely not. No prototypes or experimentals. Ever.

    @19.PzGrDiv
    I am working on a Tiger Ausf. E (late), be patient.

  24. Modding Senior Member Company of Heroes Senior Member  #1074
    Celéstial by heart Celution's Avatar
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    Wow, nice eli! Could I also request a Tiger with only the exhaust pipes and those things on the back from the Tiger Ace Accessoires as a seperate state without the bags on the turret?
    Last edited by Celution; 12th Nov 10 at 8:09 AM.

  25. #1075
    Member LeoPhone's Avatar
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    sturmpanzer iv symbol looks really bad ingame.

  26. Company of Heroes Senior Member  #1076
    Moderator Lethal Dosage's Avatar
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    Wonderful UI there Xalibur! Your UI support for Eli's releases is a welcome sight!

  27. #1077
    nice one xali, do these have transparent backgrounds on them? ie, not the green button? thanks

  28. #1078
    Member Ninja117's Avatar
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    @Xalibur: those are really nice icons!

  29. #1079
    Member eliw00d's Avatar
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    Can someone compile a list of issues with all the released models that need to be addressed? I will be taking a break from editing these to work on some stuff for Fortress Europe, but I might be able to fit some time in to fix any glaring issues before I do so.

    Also, I have the Daimler Armoured Car Mk. I at about 90%, with a wrecked and crushed model provided by tankdestroyer and a skin by Slayerknecht. I could release it as is or send it to some people for testing, what do you guys think?

  30. #1080
    Member robotnik's Avatar
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    id say released it and let the community test the bugs, you did it before and it went well
    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?

  31. #1081
    Member eliw00d's Avatar
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    Due to the recent instability here at Relicnews, I have created a mirror topic in my personal forums. It's still a work in progress, since I use phpBB and the formatting is a bit different, but hopefully it will serve as an alternate means when RN is down or slow.

    http://forum.medpackstudios.com/view...php?f=40&t=966

  32. Modding Senior Member Company of Heroes Senior Member  #1082
    Celéstial by heart Celution's Avatar
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    reki (I assume all of you guys know who he is ^^), just announced the servers had some turbulence lately, but should be running at a constant speed now.

  33. Company of Heroes Senior Member  #1083
    Moderator Lethal Dosage's Avatar
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    Sdkfz 251 Halftrack (all variants)
    - Remove the Army state from the base 251 model.

  34. #1084
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    Ehr... what about a Panzer III?
    Or does anybody made it some time ago, and doodnt found it?

  35. #1085
    Member Jagdpanther's Avatar
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    It's in the pipeline, so please stay tuned.

  36. #1086
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    Sounds good Hopefully we will see it soon ;D

  37. #1087
    Member Jagdpanther's Avatar
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    See the first post on this site (#1051).

  38. #1088
    Member Aidas2's Avatar
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    Ehr... what about a Panzer III?
    Or does anybody made it some time ago, and doodnt found it?
    The model for L is finished, need M and N and skins for all. Eastern front will make their own ones for Ostheer though.

    Ontopic

    About fixing things, I'd say fix up the textures, add ui and reupload or atleast reupload the vehicles with ebps already setup and a readme of state names. Simple things like that, that would improve the usability and quality of the models, it gets very booring to setup every single thing...

  39. #1089
    Member Jagdpanther's Avatar
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    @Aidas could you please clear your pm box?

  40. #1090
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    OMG... can call me a idiot Diddnt read all...

  41. #1091
    Member eliw00d's Avatar
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    @Aidas
    Did you make skirts and the 5cm and 7,5cm KwK for the Ausf. M and N? And the different exhaust?

  42. #1092
    Member Aidas2's Avatar
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    Not yet.

  43. #1093
    Excellent work on Panzer IV's , very good work on icons @xali
    Thanks both of you ,well done !!!!
    edit : Panzer III very good approach ,though they where used only by 21st Heer division in Normandy or as HQ Tanks ,good idea

  44. #1094
    Member Jagdpanther's Avatar
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    Note: You will need to add the "Quad_Gunner" crew role from the American MGMC M16 to this vehicle's EBP.
    I have a strange problem to men the Flakpanzer 38 and the flak 38. The description makes no sense for me. Where can I find this "MGMC M16" from what you refer in the description? I even have tried to find any relevant info about in this thread, but I didn't find anything.

    In the sync file of the flak 38 are 3 crewman linked (Gunner, Loader01, Loader02).
    In the flakpanzer 38 I have none found.

    What do I need?

    @Xali where can I find your reworked skin for the flakpanzer 38?

  45. #1095
    Member eliw00d's Avatar
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    The MGMC M16 is the M3 Half-track with Maxson M45D that Relic made.

    The Flakpanzer 38(t) does not have sync crew, so I'm not sure what you're asking about?

    He has not released it yet, to my knowledge. He sent me an updated texture for the 251/9 and Daimler Mk. I, but nothing else so far.

  46. #1096
    Member Jagdpanther's Avatar
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    The Flakpanzer 38(t) does not have sync crew, so I'm not sure what you're asking about?
    I mean the "flakpanzer_38(t).rgo". I know there is no sync file for the crew.

    Thanks for pointing me to the M3. I did not know that this is the M16. I know only very less about the U.S. models.

    But in the M3 the "Gunner_Quad" is used instead of the "Quad_Gunner". Could you correct this in your readme? Now it works thanks. I hope I can get the Opel-Truck too.

    Oh and thanks for the info about the skin.

  47. #1097
    Member eliw00d's Avatar
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    It's actually the M16A1, which wasn't used until the Korean War, so maybe someday we can make a proper M16.

    I'm still not sure what you're asking in regards to the Flakpanzer 38(t)?

    ----------

    Oh, I see. They all use the Quad_Gunner.

  48. #1098
    Hey Eliwood,

    The Devs from EIRR sent me over to tell y ou that the link to your M36B1 Slugger no longer works.
    Is there another download link for it somewhere? We would like to have it for a special warmap unit.
    Last edited by groundfire; 19th Nov 10 at 10:08 AM. Reason: wanted sig in post
    EIRR Vidcast 10 "Wanna See My Bazooka?

    Build your army, command it throughout the war, change the course of history.

    Competitive play
    , little mechanic difference from vCoH, large learning curve but dont worry, we'll be gentle. :)

    Join in on the action at Europe In Ruins

  49. #1099
    Member eliw00d's Avatar
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    I took it down because M36B1s never saw combat and the mix was pretty crappy on my part.

    Also, for those of you having issues with the towing or passenger markers, please be sure to check this out:

    http://forums.relicnews.com/showthre...ers-and-Towing

  50. #1100
    Well if you change your mind and would allow a "limited release" we would really love to have the model.

    With the EIRR european theatre warmap on the way, we have the opportunity to distribute prototype units to finite numbers of people.
    Think of it as getting a "rare" pokemon card for the player, not everyone will get it, if ever, but it allows us to experiment with "what if" type local scenarios where a 1 in 100 production tank would be viable to see combat.

    So, no ostwind syndrom.

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