So the gunners a jedi, does it matter
Yeah, I think some glitching or floating wont prevent anyone from using such a awesome and usefull thing.
ok, I cheated, they are rendered with Vray.
so far 5k Tris. main parts are all done. only threads, some tools and cables left. I hate small parts
does this project really need some prototype model like T28?
If you are able to get it animated, I would be more than happy to host it for you.
Did you model, UV map and texture that all by yourself?
Its very nice, but you can cut some triangles off it, the drive sprockets, its not necessarry to do them like that use alpha, remember, you need treads yet, they are poly greedy as they need joints below every other wheel, or the suspension and tracks will look terrible when animated. Then you still have the wreck and crush me to think about. in total you should be looking at no more then 8k for this, because every wreck thats left on the battlefield ingame adds to the fps lag\graphics lag, its why east front have such problems when theyre su100 is on field in numbers. But its a very nice job, the skin i like it a lot. Deffinatly better then i could do .
tracks will be really greedy consumer, especially for T28, who's got 4 tracks in total. I want to know how track animation works in coh. if it's only texture animation, i could do the same trick on the wheel pairs by using alpha. it will save 2 tracks' polys!
I will be releasing the Panzer IV Variants package (including Ausf. D, E, F1, F2, G, H and J), Flakpanzer IV "Moebelwagen", FlaK 43 (static) and Jagdpanzer IV (Alkett) sometime this week. However, they will be released as is. All source files will be included for anyone that wants to fix them up, with the caveat that any changes be made publicly available here in this thread.
Aren't F1 and F2 already in Coh? F2 Wehr P4 and F1 Pe's stubby?
Sort of; they do not have the correct exhaust and the F2 has the L/48 instead of L/43 which it should have. Only late model G's, H's and J's had the L/48. DMz was nice enough to model all of these corrections, so they are proper versions now.
The so-called F2 in COH is actually a J.
Aidas2 i think eliwood is refering to this in post #2025
the copula has a split hatch version aswell, as i remember but it was a long time ago. And there were two different types of exhaust plus the origionals. Its correct for north africa timescale in the pics.And there are a couple of different barrels for it too, side hatches are now 1 piece, rear of turret is i asingle angular curve.Frontal armour is staggered with the hull mg set back from the front obs slots.
Maybe I could use this ausf. D Instead of the F1? Fits the timeline and will be something different from vcoh. Does the vanila texture fit? Looks great btw
Last edited by Aidas2; 22nd Jun 11 at 12:05 PM.
Here is the Panzer IV Variants package... remember, this is released AS IS! That means there are NO attrib files. Here is a brief overview on the features:
+ capable of having both a gunner and commander in one vehicle, just depends on which crew you add to the EBP and which one you toggle in ability or upgrade
+ can toggle texture swapping on or off (texture_swapper: on / off), which allows you to have per variation skins or just one skin for all
+ can toggle variants easily (panzer_variation: ausf_d / ausf_e / ausf_f1 / ausf_f2 / ausf_g / ausf_h / ausf_j), but is not compatible with Relic attrib files
+ can toggle Beobachtungs variant ONLY on Ausf. J model (beobachtungs_upgrade: on / off AND panzer_variation: ausf_j)
+ Ausf. G has optional turret and side skirts, Ausf. H has mandatory turret and side skirts, Ausf. J has mandatory turret skirts and optional side skirts (upgrade_armor: on / off)
Might add some additional features that I made for the Jagdpanzer IV (Alkett) to this package when I have more time. Enjoy!
(if anybody interested to create a late Tiger I model try this:
Did you try setting the state to anything other than Ausf. H? The default is Ausf. H, so if you desire a different variant you have to set the state.
As for the missing .RGM, I re-uploaded the archive with some additional things I forgot to add: the turret gunner and turret MG 34 files.
Also, I need to find the textures for the exhaust pieces.
The included textures were made by georider and were part of my previous Panzer IV package.
This should at least get most people going.
Remove the tank commander for the Beobachtungs variant.
As for purple textures, some of the paths are probably empty. The Beobachtungs variant borrows textures from the Puma and StuG IV. The exhaust textures were not included, as I don't know where they are. Remember, this was released as is.
@Eliwood If you used the file PIVD_NEW_HULL_OCL_ECT_SplitHatches.rar to compile the D from the exhausts use the default piv texture
Other exhaust textures with fire exstinguisher and jack are in the file PIV_New_Exhaust_02.rar
All the purple parts were on file PIVD_NEW_HULL_OCL_ECT_SplitHatches.rar they were all mapped to the default PIV texture, nothing needed to come from anyother vehicle as i redid the lot for you onto that one file so that you could mix and match to your hearts content. The only items on a seperate file were the 2 seperate exhausts with more Skin detail.
Then, with the exception of the exhaust parts, they are just empty paths in the RGM. I'll double check when I get home.
These are the parts on PIVD_NEW_HULL_OCL_ECT_SplitHatches.rar
Only texture that is new at all is the ocl. ie if you used the new hull youll need to assign that parts channel 2 to the new ocl.
Any other new parts used will also have to have the new ocl assigned as channel 2.
Ill upload a dds of the ocl for you now, because as far as i can see it only has a tga ocl in the file.
The other seperate file PIV_New_Exhaust_02.rar contains these 2 Exhausts uvmapped onto the new exhaust texture i made, which can be added to any tank, providing you remove the origional exhaust.
If you want the reworked sturmpanzer late and the new mid i will work on the final textures now, im still missing nrm for stowage and gls plus spc for all of both models, i found them when i was looking for the exhausts file and piv file just now.
Its understandable you forgot about this m8, we did these months and months ago and really till we chatted the other night neigther of us were going to bother any more. If you have any more your not sure of let me know and ill check the files one at a time to figure out what we did.
Also did i ever map those panther parts onto the origional panther texture for you??? i cant find it so im assuming i didnt, if thats the case would you like them done? .
Uploade the ocl in dds format to your ftp for the panzer iv Parts. PIVVariants_OCL_Flipped&NonFlipped.rar
The flipped version is for if you want to add the path manually now, the unflipped is for if you want to redo the whole file including the burn of the rgo.
Sorry about all the edits but this one item is leading to another every 5 secs.
Last edited by DMz; 23rd Jun 11 at 9:08 AM.
Yes, the Sturmpanzers would be great.
As for the Panther, you never did, so that would be awesome. Although, I wish we had a better cupola for the Ausf. D.
Ill see what i can do, i have 2 Limited edition corgi 1:50 aus D ill take a look at one and see if it wouldent be too too much hassle for the gain.
What about just modifying the current cupola's Vertices? It's close, just needs a better hatch.
Can We modify the textures also for where Relic put spots underneath parts of the hull and turret that I have omitted on the D and G?
Alright, found the exhaust textures. Apparently, I used a shader that doesn't have an occlusion. Will that be acceptable, or do you guys want occlusion for the Ausf. F exhaust? Also, it is not part of the texture swapper, so at the moment it can only have one texture per model. Do you guys want the Ausf. F exhaust to be part of the texture swapper?
Anyways, here are some pictures of the current working copy:
Ausf. F2 or G (early)
Ausf. G (late)
Ausf. J (beobachtungs)
I think your issue with the barrel is because you did not copy all the files included or set it up wrong.
Also, here is a hotfix for the missing exhaust:
Just place those in panzer_iv/textures and change the paths in the "Ausf_F_Exhaust" material to these textures. These will be included in my v2 release, which will add some additional features and include any bug fixes that are required after people have played with v1 a bit.
Very good, in your folder now normal ocl for 2 piv custom mixing exhausts in the file - PIV_New_Exhaust_02.rar, NEW Ocls are in PivExhaust_Ocl_Normal&Flipped.rar, which i just uploaded, one is normal for if you do a new burn other is flipped for if you just want to swop the texture. Why was i using tgas when we did these...... tga ocls never work.....
For exhausts used above its a file called - PivExhaustOCL_Withjack&exstinguisher.rar
Do you have a moment to spare on Steam?
Is anyone interested in the Beobachtungs hatch being animated? Mirage Knight pointed out a bug with the hatch cover and periscope not being attached to the skeleton, so I have to add some bones and link them... so while I'm at it I suppose I could animate them, unless it's unnecessary?
So, I've added a few features that I had planned to add to the Alkett Jagdpanzer IV, after reading that it was a standard feature of the Panzer IV Ausf. J: three return rollers instead of four. It's a very minor detail, but I thought it would be a nice touch for historical accuracy. I believe I will use this same feature in any other Panzer IV vehicle based on the Ausf. J.
@eli: if i put the files into that direction like the dl wants - i think i have a problem then
because i use your other PIV (ausf H with the last exhaust model) for a other unit
and i think i will ruin this model then if i just paste it into the folder
thats the reason why i put all into one folder (PanzerIV_variants)
and searched there for the right path (in the rgm) for the barrel texture
to change it manualy (i mean: tryd)
Remove the tank commander for the Beobachtungs variant
in the ebps or the abp?
This package supersedes the other Panzer IV package I released, so have no fear in deleting that old stuff and using only this.
Also, your issues would be resolved if you use the directory I have set up for you. Changing it to causes the texture_swapper to not find the correct files (it is looking for "german/vehicles/panzer_iv/textures").
It is really tiring (and I am not trying to single you out, Martinlegend) to have to constantly remind people to use the files as provided, otherwise you will run into problems. I package these things a certain way for a reason, because that is how it NEEDS to be. If you insist on changing things, then turn texture_swapper to off, so that you can manually input texture paths into the .RGM.
Nice touch indeed! Also, can you make sure that the Ausf. D through G have rubber rimmed return rollers as opposed to the steel rimmed return rollers used later on? ThanksSo, I've added a few features that I had planned to add to the Alkett Jagdpanzer IV, after reading that it was a standard feature of the Panzer IV Ausf. J: three return rollers instead of four
It should be textures/ausf_f, not textures\ausf_f.
I think you should spend a few more minutes troubleshooting before posting here, as a quick look over the problems you have had today show that you have had simple typos or did not install the package correctly.
Last edited by Martinlegend; 23rd Jun 11 at 5:29 PM.
So, I'm actually enjoying animating again. I guess it was a long enough break. Hehe. Anyways, here's a new WIP shot of the Flakpanzer IV "Moebelwagen" and the Jagdpanzer IV L/70 (Alkett). No textures have been assigned, as I am constantly modifying the .MAX files and didn't feel like messing with the .RGMs yet. However, you can see some of the new features: the Jagdpanzer IV L/70 (Alkett) has only 3 return rollers, since it is based on an Ausf. J.
A few things to clean up, like the position of the gunner (I hate working with crews...), smoothing of a few extra parts I threw in and some tweaking otherwise.
A little something I just cooked up:
Some Engineer Combat Platoons had M2HBs in their trucks.
nice to see that you`ve got your motivation back Eli
Yesterday I found an issue regarding the Pz4 package: I tried around with the new variants and I noticed a bug that only appears/reveals ingame. On different zoom out and in some special camera angels the textures seems to "flip". But only on a certain distance or view angle. On Ausf. D & E the textures for the turret and some side parts flip and on Ausf. J the barrel texture.
Has anybody else seen this issue ingame yet?
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Your full of surprises Eli! it does indeed seem the break did the trick, or was it a bit of prodding from DMz and/or the Africa mod team? Whatever it was, i'm certainly not complaining, i never thought this Panzer IV variations package would see the light of day of these forums. If it may ask, whatever happened to the Tiger variations package? i seem to remember it being fairly complete, certainly complete enough for some ingame screens in Blitzkrieg mod.
@Eliw00d : This is now in your folder. Its the FINAL FINAL redone version of the Late sturmpanzer, with all the textures ALL.
Now its in no way compatible with the old one,New barrels new hatches and texture parts added and various parts altered,Even the old Wreck is not completly compatible due to uvmap alterations. Plz Plz DO NOT try and use the old one as a base for parts except the wheels tracks and skirts and probebly engine hatches. The rest just wont work because it will come out with fuel cans with crosses on and all sorts of mess. Slayes skin is there as is my yucky green one, slayers has had my Zimmerit added to it and has been altered to fit the new model, which is what he asked me to do. Once released. EVERYONE :- Slayers origional non zim skin WONT work on this version, because the uvmap has bits added and bits that have been moved and altered. Slayer can probebly do his origional to fit it once he sees the model in max, it wont take him long. But at the moment i havent the time to alter the origional aswell, as im bogged down with the mid version skins, and my wifes being very unforgiving at the moment for time wastage on coh. .Eli ive included basic psd in this file so that when you import it the model will show up completly textured so you can see whats what. In each of the skin folders there are ALL the DDS files with all correct alphas ect. Slayers wrecked shields use the origional piv wrecked shield texture, mine dont, his skin uses the wreck texture in his folder in the rar which thankfully didnt need altering unlike the dif nrm spc gls for everything.
Anyway this is the end result. (The fuelcan straps arnt no where near as loud ive altered them since rendering) Hopefully you can just import it onto youre bone structure. and animations. Theres also a text file for you to read, a lot smaller then this post tbh. Anyway i hope its okay and fingers crossed for the mid version by tommorrow night.
After the mid i want to get your panthers done and the wasp.
Last edited by DMz; 24th Jun 11 at 11:20 AM.
This is now in your folder Eliw00d. FINAL_STurmpanzerIV_Mid.rar.
All 3 skins with wreck textures and wrecked shields ect. Slightly different to the pics as they were done a while ago.
Model has exhausts in pic and the standard pipe ones,Plus a load of other features. Theres an important need to read in the rar.
Plz Plz read it will save shed loads of problems later. Destroyed main guns on it along with different wreck and crush model. nm just read the text lol . Hope its okay.
A small critical pack for your PZIV Package:
Those are pretty good, Noorbi. Thank you!
Are there any texture artists out there that would be willing to help with some Beutepanzer skins?
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