Need to add some markings and mess about on the skin a fraction more colourmathing a few of the new bits, but this is i suppose done bar the shouting.
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Need to add some markings and mess about on the skin a fraction more colourmathing a few of the new bits, but this is i suppose done bar the shouting.
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I was able to convince DMz to help make an Ausf. C hull out of this, so we will also be getting Ausf. C variants of the 251.
Great work as always, DMz!
To: DMZ, Damn dude you really know how to make a guys jaw drop. Great Job with the 2cm flak halftrack!
Damn the halftrack pack will be awesome, hope you'll be able to fix the flak pac shading issues aswell.
one of the things i want to make is the panzerbüchse for the germans.
i already got my delisle and the thompson drum animated and tested
DMz, your halftracks are perfect!
One German truck are missing beside the Blitz according to me.
Krupp Protze Kfz.69
http://www.the-blueprints.com/bluepr...z_69-25681.jpg
http://i401.photobucket.com/albums/p...a/DSCF7464.jpg
Last edited by Thiky83; 17th Jul 11 at 5:42 AM.
Technically it's the Kfz 70, but yes we have that planned. First would be the Steyr version, since that was in use during 1944 whereas the Krupp version was more of an early/mid war truck.
@nachocheese
A Panzerbuesche would be cool.
@aidas
We have fixed the Flak Blitz on our side, stay tuned.
The truck body is fixable I believe with a change in textures; the stowage inside has to be an updated RGM, which I will release soon as an update along with a fixed crew.
Really love the models you guys are working on and have planned. Krupp Protze trucks looks more sturdier than the Opel Blitz...
here some screenshots how the thompson and pzb animate ingame.
http://s1.directupload.net/file/d/2588/rru45y7o_jpg.htm
http://s1.directupload.net/file/d/2588/9neskla6_jpg.htm
they arent textured for now but they are fully funktionally gameplaywise.
also i created a weapon file for the trenchgun where there are comming more bullets out of it like in RL.
thx to burton for the trenchgún modell.
You're right Eliw00d, the Kfz.69 is only on the second pictures.
Kfz.69 - for towing the PaK 36
http://farm5.static.flickr.com/4043/...94ee5265_b.jpg
Kfz.70 - with plateau for personnel carrying
http://farm3.static.flickr.com/2703/...d103c2a7_b.jpg
the one with the plateau looks like a sweet thing for some anti infantry support.
Ok ive finished with messing about with the skin, this belongs to Fatsos Division now.
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Nice job there mate
Now you just need to do the command version of that conversionYes, one was actually built with folding sides, frame aerial and all...
No, we don't plan on making the command version.
Looks good, DMz!
Last edited by eliw00d; 17th Jul 11 at 6:09 PM.
As if I was being serious
On a serious note though, that 251/17 would be great for anyone that wants to show off elements of the Luftwaffe's Fallschirm-Panzer Division 1 Hermann Göring. The HG division saw action in Sicily and Italy in 1943 and early 1944 and spent the rest of its existence on the Eastern Front from April 1944 onwards. Even though only a few were ever built, this version of the /17 did see considerable action in Italy. However, there are only a few photos that I've seen of this vehicle on the Eastern Front.
Last edited by Mirage Knight; 17th Jul 11 at 6:32 PM.
I had a few moments to take a look at the proposed 17/25-pounder and came up with this:
It's still on the low priority side of things, but it should be relatively easy to finish as it would only need flipped textures and smoothing.
I can probably go a step further and replace the shells with those from the 17-pounder, as well.
Looks nice, thx Eli, don't forget to give it at gun anims and 17pdr sounds though.
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Also, did the 251/17 see any action in africa? I know that it was used in Italy and Eastern front and that something very similiar to the 251/17 was sent to Africa, but can't find any proper source.
Last edited by Aidas2; 18th Jul 11 at 6:34 AM.
Why its an antitank gun, just have it static and us 17lb anims, it would fit straight in the 17 pit .
It has a horizontal and vertical like anything else, just create a proper weapon for it.
Don't forget to give it the 17pdr sounds. can't wait to see it ingame![]()
Found this model by accident, you might be able to use it as you're making Hungarians. http://www.turbosquid.com/FullPrevie....cfm/ID/244580
I had my final exam last week, and after a slight break to relax, I have resumed work on several key models:
2cm FlaK 338
2cm FlaK 38 auf Opel Blitz
3,7cm FlaK 43
Flakpanzer IV "Moebelwagen"
Unfortunately, it would take a lot longer to get the Ostwind gunner to fit the FlaK 43, as there are so many animations that would have to be modified. I know this has been a desired set of models, so I am working hard to get them done. I am using the same gunner as the FlaK 43 for now. I am also updating the 2cm FlaK 38 by rotating the base 180 degrees (it was facing the wrong way) and adding a toggle state for the armor shields.
I am also going to release a slightly tweaked Flak Blitz, as the original had some darkness issues with the stowage.
If things go well, I should be able to release them by the end of the week. I just need to make sure all the textures are in order and test them in game.
Here's a quick sneak peak at the FlaK 38 (with armor shields off):
![]()
Last edited by eliw00d; 20th Jul 11 at 10:30 PM.
Not to be a pain but from what I've seen, the FlaK 30 and FlaK 38 are fairly different in appearance - notably with regard to the gun shield, carriage, and gun mount.
http://www.lonesentry.com/blog/2-cm-...craft-gun.html
The current release of the FlaK 38 is fine except for the seating glitch really. But if you really want to do a FlaK 30 properly, I think it's going to require a different model. Just my observation though :/
Screenshots
Pz.Kpfw. Panther Ausf. G
Readme
Includes
- PzKpfw Panther Ausf. D (early)
- PzKpfw Panther Ausf. A
- PzKpfw Panther Ausf. G (late)
Credits
Original Model and Textures by Relic Entertainment
Custom Model by Medes and DMz
Custom Textures and UI by Xalibur
Animations and Attributes by eliw00d
States
texture_swapper: off (default), on
panther_variation: ausf_d, ausf_a (default), ausf_g
Notes
- The texture_swapper state allows you to use the included variant-specific skins.
- Either a Commander or Gunner can be used with the animated hatch, just use the appropriate states.
Installation
1. Extract all files to your mod's root folder without modifying the contents.
2. Make a copy of (or modify directly) "ebps\races\axis\vehicles\panther.rgd".
3. Change the animator field in entity_blueprint_ext to "races\german\vehicles\panther\panther".
4. Add an animator_set_state action to the critical actions table in action_apply_ext to toggle the appropriate states.
5. Please give credit where it is due.
6. ???
7. Enjoy!
Download
Last edited by eliw00d; 12th Dec 11 at 8:48 AM. Reason: updated
Wow, they look great, nice to see these finaly released![]()
Last edited by Aidas2; 22nd Jul 11 at 11:01 AM.
#2735
Really cool eli, can't wait to try them out when I get home from holiday.
Thanks guys! If all goes well I will also release the Tiger variants tonight, as well as some other things.
Also, a big thanks to DMz and Xalibur, who have been instrumental in the release of these packages.
DMz went above and beyond by adding a new Ausf. G hull with the streamlined sides, completing the look of the variant, so enjoy!
Blame Xalibur, if he hadnt done the skin i wouldent have altered the sides and mudguards, but i hope i didnt shorten those front mudguards too much tbh, as for the side we cant really see it with the skirts on but it should be fine .![]()
Last edited by DMz; 22nd Jul 11 at 11:07 AM. Reason: cant type
Even more awesome, can't wait for the Tiger package![]()
hehe, now with the shortened mudguards is looks much better and needs no playing around with alpha chanel, not to mention the "black line" problems with alpha out textures... and Eli managed to use onle 1 texture per variant, no more use of 2 textures, thats fine and should enhance ingame performance! So we should all be satisfied![]()
BLITZKRIEG MOD -
FOUNDER & PROJECT LEADER
http://forum.blitzkrieg-mod.de/
http://forums.relicnews.com/showthread.php?t=209582
![]()
The flipped UV maps and shortened mudguards were all DMz.
Also, Xalibur, make sure to grab the OCL files from the v1 package.
#2741
Its great to see the Panther variants finally out there. Eli, you and the other guys have put a lot of work into them, especially getting the models just right. So it's great to see them finally finished and in a state that your comnpletely happy with.
I look forward to seeing the Tiger variants (didn't they start the whole 'variants' crusade? lol), but even more so, i look forward to eventually seeing the revised Flak38s, with the Sdkfz 251/17.
I'm curious about the proposed Sdkfz 251 Ausf. C variant which we may see in the far future. Since the differences are all cosmetic and related to the body, would it be able to be implemented as a body swap, with the new hull model UV mapped to use the Relic 251 skin?
Yes LD there are a couple of C variants planned, mainly because the 251/17 has the C back end on It .That isnt as easy as said though because i have to remake the sides of the halftrack in & out because the 17 has the flap doors, i could just close them and weld the verts but that still leaves a larger section in the middle where the gun was. Easiest solition therefore is to remake the middle of the hull & uvmap it onto the Relic texture. Whats this moderater taggy thing youve aquired ? you trying to fighten me.
@LD
It will be implemented as a "hull_version" state, which will be either "ausf_c" or "ausf_d". Then, you can switch "sdkfz_variant" to things like "251_2" or "251_17", etc. The SdKfz 250 package will be similar, with a "hull_version" state (between "early" and "late") and an "sdkfz_variant" state ("250_7", "250_10", etc).
In which .sga file is the DataSrc stuff supposed to go into? WW2Art.sga? So far I have this:
Also, in the abp file there seems to be lines that refer to these rgms:
"..\\..\\Soldiers\\Turret_Gunner",
"..\\..\\Weapons\\MG34\\MG34_Turret",
These were not included in the Panther download. Will it be a problem?
DataSrc is just the folder for the source files, for anyone that wants to learn how to animate.
I forgot to include those, as they had been in a previous release. I will do something about that soon, but the default COH gunners should suffice for now.
Hi thanks for the fast reply, but I think I am getting a blue box because of those lines. I have changed those two lines back to the default "..\\..\\Soldiers\\Vehicles\\Gunner_Turret",
Right now I've changed the ebps of the pe_panther.rgd file under action_apply_ext/actions/upgrade_actions/action_01 to:
Reference: action\upgrade_action\animator_set_state.lua
action_state_names: ausf_d
state_machine_name: panther_variation
Yet, in World Builder, it still shows as the normal Panther. I have your 88 working with the same method (turn off the shields state) so IDK what gives here.
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Hi thanks for the fast reply, but I think I am getting a blue box because of those lines. I have changed those two lines back to the default "..\\..\\Soldiers\\Vehicles\\Gunner_Turret",
Right now I've changed the ebps of the pe_panther.rgd file under action_apply_ext/actions/upgrade_actions/action_01 to:
Reference: action\upgrade_action\animator_set_state.lua
action_state_names: ausf_d
state_machine_name: panther_variation
Yet, in World Builder, it still shows as the normal Panther. I have your 88 working with the same method (turn off the shields state) so IDK what gives here.
You need to change the "entity_blueprint" in the "entity_blueprint_ext" in order to use our custom model. The "animator_set_state" action you used is to toggle a state for the model, not to change the model itself. That is why it shows up as a normal Panther, since you have not actually changed the model.
I don't think that's the problem
I double-checked the entity_blueprint_ext/animator and it does read "Races\German\Vehicles\Panther\Panther". Still, my PE Panthers are not any different.
I deleted the DataSrc stuff since you said it was irrelevant btw.
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I don't think that's the problem
I double-checked the entity_blueprint_ext/animator and it does read "Races\German\Vehicles\Panther\Panther". Still, my PE Panthers are not any different.
I deleted the DataSrc stuff since you said it was irrelevant btw.
Is "data\art\models\races\german\vehicles\panther\panther" where you put the files?
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