@inukshuk
I realize you are very excited for the StuG III variants, but any chance you might help with the Italian tanks? Even the simplest skin, like desert tan with rivets, would do as a base for other skinners to recolor or modify.
@inukshuk
I realize you are very excited for the StuG III variants, but any chance you might help with the Italian tanks? Even the simplest skin, like desert tan with rivets, would do as a base for other skinners to recolor or modify.
a ingame video of the new Tiger I "late" model
http://www.youtube.com/watch?v=Xk8pmqYPi1s
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)
Yes I can help, but like I asked before, whatever happened to the skins of those Italian vehicles. Chopin had a skin for every one of those, some were even animated, they all looked like a million dollars at "Weapons Range" - "Italian Mod" or whatever name the thread ran under. I dont get this, when the hype was on around that mod every few days a new model was shown and next day it was skinned (Chopin) and what beautiful skins those were too.I realize you are very excited for the StuG III variants, but any chance you might help with the Italian tanks? Even the simplest skin, like desert tan with rivets, would do as a base for other skinners to recolor or modify.
Its gonna take for me weeks to do what has already been done. We are talking about these Italian vehicles like stuff needs doing (skin-wise) whereas every of those is done with the textures and wreck textures. Like what? After showcasing the skins vanished or something?
Its nice we can use the vehicles but why do we get them without textures? The decent deal would be to give it complete.
@DMz
I will need that scout car again because I have no idea where I put it. And actually, could you point me to any reference material because "white scout car" doesnt cut it. What is the actual name of this babe?
#2856
is that tank commander animated to drop down everytime the Tank is aiming/firing? If it it is, all I can say is nice idea and well donei
you mean this armoured car?
http://en.wikipedia.org/wiki/M3_Scout_Car
okay, I can wrap a textures around this model quicky. could you pls send me the max files again in a PM? thanx.
@inukshuk
M3/M3A1 Scout Car, since it was American.
@Darkblade
The Relic commander does that by default if the vehicle has a main_gun_state.
Okay, got it!
I dont see Chopin's name on the team anymore, but in the thread his textures are all over the place. Did he actually withdraw from the team taking his skins with him? Now that you would animate the models and help release them, Chopin should be interested providing his 2D files.
Or at least provide me with the basics so I dont have to spend weeks with research and stuff.
http://forums.relicnews.com/showthre...-2D-3D-Artists
Or...send me the stuff and I can start working on it. Next week I am already free enough to get going. Dont get me wrong, I love the assignment and the challange but I would hate to redo the skins if existing ones could be used. Thats all I am saying.
I was wondering the same, Chopin textured every Italian vehicle and the skins are just gone?
No idea but I wonder where Chopin is. There is no way to get a hold of him. I tried.
@Eli
Send me a vehicle pls and I will give it a shot. I dont know your priority list but something simple i have time for.
Last edited by inukshuk; 29th Jul 11 at 4:47 AM.
@Eli, will you ever release the Sherman and Stuart skirts I've sent ya? I remember seing the Sherman ones ingame wih a texture, don't remember anything about the stuart though.
I have done both.
They will be included in future Sherman and Stuart variation packages, but we have no modeler for those, so indefinitely on hold. I think I had the mudguards in separate files, uploaded long ago.
No, you never released neither the sherman nor the stuart skirts, or am I missing something? Atleast they'r not on the list.
they're in this thread somewhere, i had one of my textures have a go at them...dunno if i still have the files floating around though
ive uploaded a small ingame video of the flakpanzer IV
it shows the high rate of fire and the strong firing power against infantry units
(@Eli: i hope the weapon stat RoF are similiar to the firing animation)
http://www.youtube.com/watch?v=brgzX9SZID4
Enjoy!
Rate of Fire for 3,7cm FlaK 43 should be 4.67 to match animation. I will update the download posts for both FlaK types to reflect this information. Also, do you have the crew on there? If not, add "gunner_quad" to the Moebelwagen EBP.
Skin looks quite good, must have done somthing wrong, must go slap myself immediatly .
Just out of curiosity, can a hull MG be used with the Alkett Jagdpanzer model? I wasn't sure if that provision had been made, so I figured I'd ask.
#2873
Wow the RoF on the Mobelwagen is pure overkill :O.
indeed i hope its not unrealastic
but this thing will be atrue killer with such high tracking speed + RoF
@ Martin: Use "Attach_Gunner_Quad" as sync_action_name for the Moebelwagen crew gunner
@ Eli: Are you capable of editing the FLAK43 basic barrel alignment towards the air so that the Flak`s barrel isn`t touching the armor flaps while in travel or AA position? Like seen here:
The solution could be a variety_name like "low_angle" and "high_angle" to toggle between 0° and a ~45° raised barrel...
Last edited by Xalibur; 30th Jul 11 at 5:56 AM.
BLITZKRIEG MOD -
FOUNDER & PROJECT LEADER
http://forum.blitzkrieg-mod.de/
http://forums.relicnews.com/showthread.php?t=209582
![]()
@Celestial, Martinlegend
Actually, ROF should be 4.167 to match animation, I remembered wrong. But still, it had a cyclic ROF of 250rpm, which is accurate.
@Xalibur
I think this can be done with animator_set_variable, using it in an ability or changing the max_down in the weapon. Either way, you will need a modified weapon.
#2878
eliw00d, what exactly is the RoF on the Ostwind in CoH?
#2880
@Eli: I have a question about the Jagdpanzer IV (Alkett). The Ausf. J seems to be fixed for use with skirts only, so a state "upgrade_armor: off" has no effect (which should be normally the default). Only the Ausf. H works correct.
Did I something wrong here or is this normal?
Wait, I am sorry, it should be Ausf. H has mandatory skirts. Let me look at the file...
Ooops, sorry my fault, as I see, it is vice versa the H has skirts and the J not. Are the versions mixed like for the Panther (Ausf. D before Ausf. A)?
Ausf. H was made before Ausf. J, but I would recommend using Ausf. J for Jagdpanzer IV as default as I believe more of them were made on that chassis.
After doing a bit of research, it seems the superstructure for the Alkett Jagdpanzers was mounted on the Panzer IV chassis from the same production line as the regular Panzer IV Ausf. J at Nibelungenwerke. As such, they only used the Ausf. J chassis. The prototypes and most production vehicles were fitted with the same armoured skirts as the Vomag Jagdpanzers but late production vehicles were fitted with wire-mesh "Thoma shields". On that note, it seems that not all Panzer IV Auf. J's had the wire-mesh skirts, reduced number of return rollers, and vertical exhaust mufflers. Instead, they were features that were introduced during the Ausf. J's production run. In addition, only late production J's had the wire-mesh skirts.
Visually it's nearly impossible to tell a late production Ausf. H apart from an early production Ausf. J. The only notable visable difference between the two is the lack of a small muffler on the rear plate of the Ausf. J. which was for the Ausf. H's auxilliary engine for the turret's power traverse. The J didn't have this engine.
awsome
"I can haz cheezburgerz?"
(\__/)
(='.'=) This is Bunny. Copy and paste Bunny into your
(")_(") signature to help him gain world domination.
You're full of surprises. Could pick a better camo though, looks quite ugly.
#2892
Wow, it's Modding Christmas in the Armoury! You've been pretty busy guys, and it doesn't look like your slowing down much either. Great work as always, it's quite refreshing to see this thread get over 150 posts in the space of a week.
DMz, that 251/17, is that on the new Ausf. C body? It's looking nice, and i do hope it can be UV mapped onto an existing Relic texture, especially since we don't really have many skinners willing to reskin these new vehicles anymore.
He used the Ausf. C for pictures, but it will be on the Ausf. D. Also, it is mapped onto the Relic texture.
Awesome work, DMz
The cool thing about that particular Sd Kfz 251/17 is that it was also used as a troop transport for the platoon headquarters, so it would be historically accurate for your mods to have a single unit slot in the hold.
@eli do you reckon you could release the stripped down british command truck shown on page 4![]()
http://forums.relicnews.com/showthre...nd-Model-Mixes - Just Some Skins
Will there be provisions for a rear facing pintle-mounted MG42?
Why would you want a rear facing mg on a unit that has a capability to engage 360 degrees with its main gun ?
@for those who find the Flak43 firing to fast:
The Flak43 had a 250 RPM as capability but later was set to 150 RPM to prevent barrel overheat. The animation is set to 250 RPM but I set my rate_of_fire (meaning projectile leaving the barrel) to 150 RPM. The animation and the rate_of_fire is not matched but it has a lower killing ability and I find it more realistic on the battlefield. Upon testing the original settings the Möbelwagen just cut down the enemy with ease, now they have a fighting chance.
@Eli,
Animation cannot be adjusted in OE, right? I tried but to no avail. I was trying to match the animation speed with the rate_of_fire. Can it only be set in Max during animation?
@DMz,
Looks great mate!
There are currently 2 users browsing this thread. (1 members and 1 guests)