is there an ETA on the pushable flak 36 from a few pages back?
also, that 251 skin is pimp DMZ
is there an ETA on the pushable flak 36 from a few pages back?
also, that 251 skin is pimp DMZ
Very sexy halftracks DMz . Modeling and skinning machine! Reminds me of Mr Scruff
R.I.P MrScruff-A very talented and valued friend who is sorely missed
Thank you Widowmaker but im no where near as good
@Celestial - 251 with recolourd treads and wheels.
Im trying to figure out why they always seem to render lighter then ingame. I may well lighten it and just add a seperate download for another .dif file.
But personally i quite like the darker green.
And the final 251/9 may upload a lighter texture for this too.
Same again with the 251/9 if anyone has it ingame oplz let me know if ive screwed it up.
Links are now in post 2336
Last edited by DMz; 11th Apr 11 at 6:15 PM.
that looks so nice !
i have put the files into my mod (deleted the previous skin) and the only thing that has the right color is the custom stuff (wepaon with shield)
the vehicle itself is grey ???
(if anybody interested to create a late Tiger I model try this:
on which model? you need to be specific 250-8 or 251-9
well i cant find anything wrong with it my end when i put it, i assume you installed the 251 default skin i supplied into your mod aswell ?????? because being a model mix it would use that hull ........
i had the model already ingame
a moment ago i loaded the whole model again and put the skin into -> doesnt work
Odd - seems to work fine on my end. Perhaps you have another set of skins for the 251 series in a shared texture folder elsewhere?
A minor quibble but the skins for the 251 / 251/9 seem a bit too dark ingame compared to other skins I've seen so perhaps a lighter alternative is in order. Still, thanks once more for the work you've put into this DMz The Hetzer skin btw fits in perfectly with almost all of the maps for COH.
Good work mate!
Will lighten them for you & will post a couple of lighter ones. One of each, a little bit brighter one, a lot brighter. Will be within the next couple of hours or so, then you can tell me which you prefer, After that ill update the main downloads with them.
Just a suggestion, but if you can get the SdKfz 251's colours, particularly the yellows, close to what Xalibur? did with the Jagdpanzer IV in Blitzkrieg, methinks it would be spot on.
Screeny below for comparison - took me a bit to get that into Worldbuilder
Oh and feel free to ignore anything I have to say that might be regarded as being needlessly nitpicky
Xali: Just in case, my apologies for using your material out of the context of your mod, but needed to for the sake of comparision here.
Ill have a go at it tommorrow sometime will mean lightening and darkening parts of my overlay plus a differant tone of biege on the base may even go for a plain light olive or olive drab base to lay it on as it seems quite a deep brown and olive plus a very dark sand. As for the 250-8 im trying to decide if its a screwed ocl or not. Because when i put it on in max and look at channel 2 it seems okay, but when i make a new occlusion channel and save it on the referance. It should come out looking the same, but it doesnt certain parts are in differant places. So if it is a messed up occlusion it would need recompiling. If its just a messed up texture then this one should work.
If it doesnt work im afraid youll have to use the plain white ocl off the origional, untill Eliw00ds in the mood to recompile it with a new occlusion channel added fingers crossed.
And dont worry about being picky, im picky myself. And beside im begginning to enjoy messing around with textures .
Looks like Eli is going to have to recompile. I even tried using the original that came with the model to no avail :/
I could be really childish here . But ill treat the above comment with the contempt it deserves & just say that you can make ocls till they pop out of your ears and convert them to rgts till the cows come home. It still isnt going to fix a corupt channel 2 on the model. Which is why the origional even using a white ocl is just as bad.
And yes i know its my fault because i probebly screwed the origional up. But jesus its been released for how many months and nobodys noticed a fubared model till now ?
Also before i do anything im going to pull the rgm apart and check it in the vain hope that it might be an erro in that.
Also ill elaborate before i kick off an argument due to misunderstandings.
This is the origional model with all origional files from stummels version iv download.
Obviously somthing wrong. Which should have been spotted when we put it together. So its as much my fault as anyone elses.
This is the occlusion texture from the origional, in jpg format.
This is what i get when i make a new occlusion channel for the model in relic model tools.
Now i can make new occlusion channels till my hair falls out or until im 75, eigther way it is not going to update channel 2 on the model, until i click update uvw on the relic tools and delete the prop model. And the second i do that it will alter the referance and need recompiling. All i can assume is that i eigther didnt select layout uvws on the origional or i didnt tick rotate clusters and fill gaps on it. And the result is whats we have. Which is a broken channel 2. Im hoping im wrong and the error lies in the RGM ,but im not confident about that tbh.
My mistake, I misunderstood what you meant. If the MAX file just needs editing to make sure the channels are set up correctly, I can send you my version (with bones, animations, etc) to be edited.
Sorry mate but it involves the dreaded convert to editable poly command before putting it into the relic tools, or it wont work.
And we both know what that means
I might aswell sort the destroyed main gun while im at it i suppose, as the wreck isnt supposed to have a wrecked gun aswell, but uses the destryoyed main gun. Still i suppose i can atribute it to a learning curve :/. Face it i was rubbish when i did these and im not much better now lol .
I don't see why it would need that, I have messed with UV maps before using editable mesh with no problems.
eli did you know that the brummbär model doesnt have a "destroyed maingun" model?
it allways disappear after it is destroyed
Now that you brought it up Martin, the M8 Scott also can't have it's gun destroyed. The critical works "Gun Destroyed", but it's still able to shoot?
@Eliw00d Editable mesh is differant to editable poly. I cant convert it to editable mesh to create an occlusion channel. It has to be converted to editable poly. Lets just count it as a bad loss and forget the 250-8 shall we.
@Mirage Knight. This close enough ?
Ive found the problem with the 250-8 it isnt the occlusion , Panic over its the nrm for the hull its trying to use the default pe 250 nrm, not going to happen as its the wrong way up lol. the pathings wrong in the rgm :/ nothing else :/ ill post a fix in a little while.
It should look like this. Im packing up a new rar now will upload it this afternoon
And Eli i owe you an apology for me being an idiot and not spotting it. The pathing in the nrm points to 4 files that dont exits because i never made and flipped them vertically.
DMz - glad to hear that's been sorted!
On the 251 it's interesting that you chose insignia for 9th Panzer Division, a unit that saw heavy fighting in Normandy and was almost destroyed in the escape from the Falaise Pocket.
Yes but the division was partly reformed, and fought as combat groups till the end of the war. So i thought as theres nothing but Fighting Groups (kampfgruppen)in coh it was quite apt.
The choice of insignia is also apt as one of the US SP Missions involves closing off the Falaise Pocket and one TOV campaign involves the German retreat westward to avoid encirclement. If you're looking for suggestions for German divisional insignia in the future, consider using either 9th or 10th SS Panzer Division, as both units were involved not only in the Battle of Normandy including Falaise but were the two principle divisions engaged by the Allies during Operation Market Garden.
If you guys are uninterested, I can point you to some resources on generic markings that can be applied to most vehicles? These would indicate what battalion or company the unit is from within the division, as well as the role of the unit, without specifying the exact division; so they'd be applicable anywhere. I have information on German and British markings.
Also the turret markings on German tanks, assault guns, and tank destroyers followed a simple format: Company Digit + Platoon Digit + Tank Digit. So 321 was the 1st tank (Platoon leader) of the 2nd Platoon in the 3rd Company. Tank platoons normally were 5 tanks large, with the exception of heavy tanks (4), assault guns (3 or 4 if an assault gun unit, or up to 5 if they were replacement panzers), and tank destroyers (3 or 4). Pumas and Luchs also used the turret markings, and went up to 6. Platoons in a company were usually 4 for panzers, except 3 for heavy panzers, assault guns, and tank destroyers, and 8 for armoured cars and reconnaissance light tanks. Company numbers went up to 3 per battalion, except for recon which was just 1. If in doubt, a small number like 132 is perfectly valid. You can also dispense with the turret numbers altogether if it's a detail you don't want. After all, a purist will find it odd that every tank has the exact same identification.
Sometimes other conventions were used, like II for a tank, but these were usually battalion or regimental command vehicles.
Sturmhaubitze, im UNintrested , or is it intrested So you better point me to the markings to save me time painting them on in future
Three versions of the 251/251-9 (Dark Lighter and alternative camo) Plus the 250 recolour & a working 250-8 are in the link below
Note: You have to use the coresponding vehical for the 250-8 & 251-9 or they wont work, though you can alter the pathing in the rgm so they dont mess up your origional 251 and 250 if you only want to use the 251-9 and 250-8. Theres no way round that as the mixes require the hulls wheels hatches & treads from the 251 and 250.
Anyway if your using them youll know how to do that. The pictures in each folder prove they work So dont nag me As it took me ages to figure out how to get them to work myself lol.
The Hetzer Recolour ill reupload seperatly later. Hotfiles being a pain atm.
Hetzer at last :/
Last edited by DMz; 12th Apr 11 at 12:01 AM.
Good job.BTW,is that the M24 LT have a release time?I like US tank,like sherman have a different variation.M4A1 is different M4 or M4A3,can you make the M4A1 model?I think is easy than make a new model,just change the vehicle body variation.pls~pls~ (^-^)
Here's the complete list for German symbols:
Don't use these for tanks, assault guns, or tank destroyers. They were mostly applied to other vehicles.
Here's an example, on the rear of an Sd Kfz 222: http://www.mortarsinminiature.com/im...fz%20222-2.jpg
As for British models, you can use the regimental marking, which was generic to a division. These take the form of a coloured square with a number on it, and would be found on any vehicle within that regiment.
Here's a sample: http://www.flamesofwar.com/Portals/0...cals/BR942.jpg
Red 51 to 53 for Armoured Regiments
Red 54 for the Motorized Rifle Regiment
Red 55 to 57 for the 1st Brigade of Rifle Regiments in an Infantry Division
Green 60 to 62 for the 2nd Brigade of Rifle Regiments in an Infantry Division
Green 61 to 63 for the Rifle Battalions in an Armoured Division
Maroon 67 to 69 for the 3rd Brigade of Rifle Regiments in an Infantry Division
Black 64 for the Machine-gun Battalion (use this for MMG carriers)
Top-half red / Bottom-half Blue 42 to 44 for Royal Artillery Field Regiments in an Infantry Division
Top-half red / Bottom-half Blue 73 for Anti-aircraft Regiment
Top-half red / Bottom-half Blue 74 and 76 for Royal Artillery Field Regiments (Priests, Sextons) in an Armoured Division
Top-half red / Bottom-half Blue 77 for Anti-tank Royal Artillery Regiment (M10s, and so forth)
Blue 41 and 46 for Royal Engineers
Top-half Green / Bottom-half Blue 41 for Armoured Cars in an Infantry Division
Top-half Green / Bottom-half Blue 44 for Armoured Cars
Top-half Green / Bottom-half Blue 45 for Armoured Recce Regiment (Cromwells)
There's a few gaps, either filled by regiments that simple weren't combat units, or I don't have the details on.
Churchills used Green 152 to 154, with the bottom 20% of the block being white (Just below the number).
Here's a sample tank:
The diamond marking indicates what squadron it's from within the regiment.
Diamond = Regimental HQ
Triangle = 1st
Square = 2nd
Circle = 3rd
Red = 1st Regiment in the Brigade
Yellow = 2nd Regiment
Blue = 3rd Regiment
Hopefully this is helpful
The Brits i had already but still helpful as i wasnt quite sure of the coulours per brigade. The German is very useful But for a change i knew they were only for trucks armoured cars halftracks and engineering vehicals ect. I am however after looking up some of these, suprised how many german units still used Horses lol . Seems like almost half theyre artillery support was horse drawn . Pity we cant get eleshrek to pull a few guns round the field .
@mig29 cmt . Do you know how much of a pain in the ass it will be to make a cast hull and get it skinned . The firefly has one but id have to chop it around and shorten it. Ill think about it though, but atm im still playing with textures.
This article explains the motorized vs. horse-drawn transport situation in Germany quite well:The Brits i had already but still helpful as i wasnt quite sure of the coulours per brigade. The German is very useful But for a change i knew they were only for trucks armoured cars halftracks and engineering vehicals ect. I am however after looking up some of these, suprised how many german units still used Horses lol . Seems like almost half theyre artillery support was horse drawn . Pity we cant get eleshrek to pull a few guns round the field .
The big problem with horse transport is the sheer number you need to move equipment around. You just need one truck or half-track to tow an artillery piece and carry its crew. You need six horses to tow an artillery piece alone and the accompanying wagon with the gun crew. Then lots more horses for the ammunition and other personnel. It simply would not be feasible in a game like Company of Heroes. It would become Company of Horses.
Btw DMz...you included an older dif.rgt for the 250/8 - the gun and the built up sides protecting it are grey ingame and I figured you might want to know that
Fortunately I had a backup and was able to sort that out though...now the 250's and variants dispaly as they should - and certainly look better than Relic's
grrrrr its cos i used blitzkrieg mod to test it lol, theres on in there. Called sdkfz250_8_camo_dif lol
What also baffles me with blitzkrieg is why theyre m21 has a dirty great ring in the floor i may well import it and have a look to see whats differant between it and the one i made origionally. But i was sure id sorted it for Xcal already :/ . , anyway 250-8 ect sorted download updated.
Last edited by DMz; 12th Apr 11 at 12:00 AM.
Yeah. DMz has found himsef a new hobby. Stop dicking around and get back to the models, do you hear me!?but atm im still playing with textures.
But, seriously: great work mate. I was away for a while and so much has happened! Keep it up!
What, where? I didn`t even noticed that. As far as I know I`m using a M21 model I`ve got from Halftrack/TD but I`m not really sure about it......dirty great ring in the floor...
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mirage knight, where did you get that jagdpanzer iv with long barrel? I thought it wasn't released yet.
This model is only used within BK and BotB, is property of Halftrack & Tankdestroyer, and was not yet released for a public use. So please ask Halftrack if any future release of this model is planned.Xali: Just in case, my apologies for using your material out of the context of your mod, but needed to for the sake of comparision here.
Well looking at the m21 mortar halftrack in max now & i can tell you who made it.The addons Texture and the uv for it. And it wasnt halftrack or td it was me. and the skin is the one i fixed for you. And ive seen the problem, some onesput a big ring in the floor where the quad used to be on the texture. I will fix that for you too. BUT Plz NOTE : HT & TD DID NOT MAKE THE M21 Mortar HT . Sweeten & Me Did, My Model His Compile Eliw00ds Recompile. It may well origionally be Halftracks texture, but if you recall it was screwed on the m21 plus the nrm was upside down and the addons wernt on any of the textures, so i fixed it for you and supplied the missing correct addons. The download link for the fix is still in the BK thread somewhere .
ahh ok, I`m sorry. As I said I was not sure. The fitting of the M21 in BK was some time ago. I didn`t want to dispute your credits
As i said ill fix it for you. And as it says, i doubt halftrack ever intended the texture for the m21 lol . To late to worry about it now as weve chopped it about anyway
That aside is this any good ? . If so ill release it ???. And i want the truth not a load of waffle to try and keep me happy, i cant learn less im told.
well the truth is-its look good i like it really
the zimmerit can be faded a bit (i gues fade is the right word,anyway).and also would be cool if somewhere in front or on the side is a scrach like a shell just scrach the paint and the zimmerit and you can see the metal
and on the top the paint could be worn out (because the crew enter\exit the vehicle walk on top of it)
in general is pretty good and i can actualy use it ingame
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