the scaling is somthing we are stuck with, unfortunatly most crewed vehicals are oversize. Mainly because relics infantry are all oversised. As infantry are the only thing we cannot truely mess about with, theres absolutly no point in rescaling things like the Marder and Hotchkiss. Because if we did the crews we have to use wouldent fit in them. Its the same with the halftracks its why they are all oversized. Its also why the hellcat is so big, It requires a crew in it. Same with the Wolverine. Scaling personally to me is not a priority. And the game engine works welll the way it is, If the marders too big so what you get used to it. A classic example of the problems that can occure with the scale is when Eli and me messed around with the 234/3. Because relics infantry were so big, we had an unearthly time trying to get a meagre 2 man crew into it. I had to resort to putting camo netting round the crew compartment just to hide arms cutting through the model.
Technically there's three states for the Moebelwagen.
1. Fully-raised, cannot fire the FlaK43.
2. Partly-lowered (they were designed to be lowered on a diagonal), so the FlaK43 can fire on aerial targets only.
3. Full-lowered, the FlaK43 can fire on ground targets.
Hi, I have a problem with the Daimler scout car. 2 seconds after the boys rifle upgrade, the rifle disappears. I did not change the attrib of the weapon, upgrade or slot item. Is there something that need to be changed?
The NHCmod , a small mod that does a lot of things.
Unfortunately, I'm not really quite sure of the cause of that at the moment. Rest assured, it is not just you. I seem to be having the same problem with the Universal Carrier, so once I figure it out I will inform everyone of a fix.
your having the same problem with the universal carrier, thats odd, because i was able to get it working for the universal carrier just fine
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?
did you ever finish these eli?:
Wow, that was from when I first started. I thought HT's and TD's version added a gunner already?
No they added a Commander.
wow, that is a must IMO.
Agreed, maybe you could even ask for permision to modify their Pershing and put up the turret there.
Eli theres a pressy for you on ftp, check you pms to see pics, its a little exstension to what we were doing the other day. you can use default or any custom skin you like on it
Do you want to make us curious about DMz?
(if anybody interested to create a late Tiger I model try this:
i have question about the Halftracks (specially the 251/7)
where should i add the state for making a pioneer Ht?
and how must it looks like?
yeah i know
in the ebps or sbps?
and can i replace the army and axis state by the new one or must i make a whole new state?
Eli, I know people should use the search function more, but this answer is written down as fast as telling someone to search it.
States are set in the ebps file, and you cannot remove the army state unless you want to have the Panzer Elite army state by default, or if the state has been removed from the model.
When a Hetzer & a Stug Mate there can be only one Offspring.
Awesome Jagdpanzer IV L70 "Zwischenlösung"!! Nice skin too
It's the Alkett version of the Jagdpanzer IV L/70. Notice the new Ausf. F/G/H exhaust...
I have a problem with the M3A1 halftrack, in -dev mode works correctly, but without -dev the men appear under the vehicle… any solution?
in "-dev mode"
Hey - swank Jagdpanzer IV/70 (A) there! The exhaust is nicely detailed and proportioned
Any chance of seeing updates to the Flakpanzers, Panzer IV and StuG's with said exhaust...?
I wouldn't point it out if that were not the case...
That sounds like an issue with your mod, maybe the files aren't being loaded correctly? Also, did you happen to change the directory structure at all, or rename anything?
Great news in that case - cheers
Out of curiosity, is there going to be a "CMP" version of the Jagpanzer IV seen in Blitzkrieg mod?
Eli, when I use the M3a1 Halftrack it works all fine, but 1 squad member is being "towed" behind the halftrack?
Edit: Removing the towing_marker did the trick.
About any more Jagdpanzer IV version in Blitzkrieg mod well it depends on what is different with it compared to the current JgdPzIVs that are in the mod now. Also if it was used in the Western Front time scheme of '44-'45. And whether Xalibur sees the need for it or not.
But that JagdpanzerIV sure has a nice skin DMz.
Whoa you just made day DMz, that Jagdpanzer 4 A is absolutely amazing. Iwe wanted to suggest this thingy for long time, but for knowing the workload you guys already have i didnt wanna start suggesting anything. Anyways really nice work with these new models like those Stugs, you just cant say no for those :P As a Finnish i specially like that "our" Sturmi you guys made. :P
There are roads which must not be followed, armies which must not be attacked, towns which must not be besieged positions which must not be contested.
Terve Herra Mind!
Having Finnish heritage, I could not pass up the opportunity to have a Finnish Sturmi.
I hope to eventually include the Finns in Fortress Europe, but we would have to create all Soviet models from scratch to have the Soviets - since the Eastern Front mod will never publicly release their models. It is a mobumental task, and one that we don't have the resources for. But, at least the Sturmi is a start, and DMz has made a few Soviet models of his own that will be publicly available, so there is still hope for having the Soviets in other mods.
As for the present that DMz was referring to the other day, we have been working on some new Panzer IV variants, to include an early war Ausf. D (Afrikakorps anyone?) as well as proper L/43 and L/48 KwK 40 barrels. Stay tuned!
To help early war mods even further, Aidas is working on some Panzer II variants, such as the Ausf. C, F and Beobachtungs version. So, add those to the aforementioned Panzer IV variants as well as the StuG III variants (Ausf. A, C/D, G), you have a pretty good mix of early and mid war German vehicles.
Also, I will try to take some time this weekend to release some models, such as the 75mm HMC M8
Later down the road I could make the T34 variants, love the way the tank looks.
If you want to release it with ui`s you know what to doAlso, I will try to take some time this weekend to release some models, such as the 75mm HMC M8
BLITZKRIEG MOD -
FOUNDER & PROJECT LEADER
Hyvää iltaa Herra eliw00d!
I was wondering how did you come up with Finnish StuG "Sturmi" but i guess that explains it wery well. :P
Yay! Finns in CoH (Maybe) atlast. I will download this mod when its out.
How is the PanzerIII coming along Aidas2?
And keep those variants coming eli and DMz. The more the merrier.
The PzIV Ausf. D for an Afrikakorps Mod is awesome. Now we need people to bring that mod back to live or start a new one.
I haven't renamed nothing, strange thing is that in -dev mode works correctly, but I delete “-dev” on the shortcut path this happens.
Well, we definitely plan on having the Finns in our mod, but actually having them in our mod is an entirely different thing. We would need to make an entire set of Soviet models first, some of which we Finns made better use of.
I remember one of the first mods I checked out for COH was the Talvisota mod, which could have been really promising.
The Panzer III is in the hands of DMz. We plan on using his StuG III as a base of animation for the Panzer III, so that way we only have to animate one set of treads and wheels.
Maybe it has something to do with your modules? To be honest, I have never tried any custom models without -dev, but I don't see why they wouldn't work. I'll make a mini-mod and test some of them out and let you know if it happens to me, too.
I remember that mod, shame that i never tested it because my CoH was patched over the patch it was for
This will be your first nightmare from me. The pink Meow Meow, I am doing the exhaust myself in a bit because Eliwood asked for it & the other new exhaust on a seperate texture,so he could use them for the PIV Variants. In about 4 - 5 hours you can have this and the model .. The stug is 3 like this for all the states lol . Oh and 4 sets of shields . I havent posted the edit to the shields for this one
THAT LOOKS FUN!!! Send me whatever needs to be done. Its been a madhouse at work, my man, I hardly ever get home before 10 PM but monday and wednesday I have two days off and I will do it then.
Last edited by inukshuk; 25th Feb 11 at 2:42 PM.
I saw that Uvmap I must say that whoever make the uvmap must also made a basic skin, since that can help him for a better uvmap at the end . i.e look relic or MOW uvmap on vehicle/tanks some are nice other are not but at the end they are more helpful for a 2d DEV.Also some parts can be smaller i.e the gun barrel and other parts can be bigger such the side's of the armor . But that is my humble opinion a 3d maker knows better.
Inukshuk can texture from scratch...
Last edited by eliw00d; 26th Feb 11 at 2:10 PM.
Well, it's nice that you got it working, but it looks kinda odd to be honest. Isn't it possible to combine the prone LMG animation with the HMG tripod animation? (That it can be carried and setup, but fired as prone). Or maybe make a normal sized tripod like the M1917, but with the M1919a4 on it?
Nope, this is how it will be released. Use the M1919A6 if you don't like it.
Maybe you could mix it with the hmg tripod to make it look right? Also where's the ammo box. But look nice overall.
Hm, that doesn't suit to your other finished modells/projects :P
I have no modding experience, but wouldn't it be possible to realise one of the 2 suggestions, otherwise this MG is really weird :/
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