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Defunct Community Model Project

  1. #3551
    Member Mirage Knight's Avatar
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    Looks really nice DMz! A couple of suggestions though: 1. If you're going to use Panzer Lehr's insignia could you make it a bit smaller and move it to the front right corner? 2. Might it be possible to scoot the turret numbers down a bit and get the Balkenkruez above them?

    Ok - I'm done nitpicking now

  2. #3552
    Member Jagdpanther's Avatar
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    Quote Originally Posted by Celéstial
    It's a new model DMz made, but don't we already have a Henschel turret?
    Yeah, if I'm right this (our public) model was made by @TD/@HT. I was thinking that those addons are separately available or part of a new version of this model. But as you said it, I also remember me of the presentation of DMZ's own model a while back.

  3. #3553
    Member DMz's Avatar
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    almost 2 yearsback, and ive decided to finish it, as i found it on an old hard drive, i just spruced it up a bit,made a new barrel added some stowage and then made a new zimmeritt plus new nrm for the texture.

    And i always find it rather uncomfortable that everyone always says Halftrack and TDs, no one ever seems to bother to mention Skyward, the who that sloged his ass off modelling the thing and smoothing it plus uvwrapping it.

  4. Company of Heroes Senior Member  #3554
    Moderator Lethal Dosage's Avatar
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    In the back of my mind.
    Probably because there are no credits list or readme distributed with the file, and he's only mentioned once on the first post regarding it. He'd probably get more credit if there was a credits list or readme packaged in with the release files, but i think the main reason he's forgotten is simply because the thread is called HTs & TDs 3D Factory. Much like most of the new models released here are simply known as the ones Eliw00d has done, with little mention of the modeller, skinner, or anyone else involved.

    Of course, we mostly do it just to easilly differentiate one model of a vehicle from anther. If we were to list everyone involved in making a model every time we wanted to talk about a specific model, we'd be here all day. Personally, i don't think there's anything wrong with mentioning 1 or 2 people involved in releasing a model to differentiate it from another, especially since everyone involved will be mentioned in each mod's credits list.

    DMz, i still remember when you first showed us that KT of yours. The camo looks dam good, and i really like the tools, commander antenna, and other accessories you've added to it.

  5. #3555
    Member eliw00d's Avatar
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    @LD
    Not true. All the names of contributors are listed for releases. We just don't have a readme included in the download.

    Quote Originally Posted by Recent 37M Pistol Release
    Credits
    Custom Model by nachocheese <--
    Custom Textures by nachocheese <--
    Attributes by eliw00d

  6. #3556
    Member DMz's Avatar
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    Well Ive finally got it so im somewhere near happy with theresult, all textures made and my zimmeritt added to them all plus a new nrm made with the annoyung now unwanted bits removed.

    The only parts not on the origional uv are Top hatch barbers poles and stowage tools ect, barrel and the other bits went on okay after a bit of a fight.

    Its a new barrel 3 piece 8 sided with hollow end.

    Spoiler


    Spoiler


    Spoiler



    New nrm. Pain in the ass, all cos i wanted zimm & a custom barrel :/ .

    Spoiler


  7. #3557
    Member Jagdpanther's Avatar
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    And i always find it rather uncomfortable that everyone always says Halftrack and TDs, no one ever seems to bother to mention Skyward, the who that sloged his ass off modelling the thing and smoothing it plus uvwrapping it.
    Oh sorry @DMZ, I wont bother you mate, but the name @Skyward I hear the first time. It's like @LD says, I only remember the old thread from the models of @HT/@TD. At least now it is explicitely credited to @Skyward.

    Credits for the model go to Skyward!!!
    Do you plan to release your own model also? I like those addons and the overall look and feel of this beast.

  8. #3558
    Member Aidas2's Avatar
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    Dmz, how do you make the normal maps? Do you use the nvidia dds plugin? If so, what settings?

    The KT looks frikin epic, reminds me of medal of honor
    Last edited by Aidas2; 5th Dec 11 at 8:48 AM.

  9. #3559
    Member Mirage Knight's Avatar
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    On the left side, those ought to be cleaning rods for the main gun barrel, not artillery survey sticks...

    Other than that, perfecto

  10. #3560
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    If so, what settings?
    You have to play with that. For different things you need different settings. Plus you can play with each channel before multiplying, down merging and filling. Especially the green channel you can adjust the contrast with as it looks more like a pencil drawing at its raw stage.

    cos i wanted zimm
    I personally favour a nrm map skilfully set up, and only for zimmerit, burning the nrm's alpha in the diffuse map. The two combined makes it as if it were real 3D.

  11. #3561
    Member DMz's Avatar
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    Zimmeritt is on dif spc gls and nrm, and in the alpha n the nrm, i find it doesnt show up correctly and looks weak ingame unless you add it to all 4 textures.

    Mirage knight, it stays as is, kingtigers didnt carry cleaning rods, they carried the poles, in orger to navigate narrow roads bridges and gullies, they are so the driver can get some idea of the clearance each side. Unlike everyone thinks, the kingtiger wasnt really a practical vehical, it was very limited as to the roads it could traverse, and the weight was very limiting to the routes it could follow where they were able to find river crossings that could support the tank. The thing even had problems going across open fields, once the ground was wet, it sank like a submarine.

  12. #3562
    Member Mirage Knight's Avatar
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    they carried the poles, in orger to navigate narrow roads bridges and gullies, they are so the driver can get some idea of the clearance each side
    Really - I never knew that! You certainly did your homework there mate

    I know that KT's couldn't use most of the rural bridges in Europe due to weight restrictions and that their wide stance made navigating most country roads rather difficult. I was also under the impression that the wide combat tracks actually gave the KT decent ground pressure and traction when moving through mud and snow. Learned something new today

    it stays as is
    Fine with me, now that I know better

    Out of curiosity, where did you glean that bit of info on the surveying poles?

  13. Company of Heroes Senior Member  #3563
    Moderator Lethal Dosage's Avatar
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    Quote Originally Posted by eliw00d
    @LD
    Not true. All the names of contributors are listed for releases. We just don't have a readme included in the download.

    Quote Originally Posted by eliw00d
    Recent 37M Pistol Release
    Credits
    Custom Model by nachocheese <--
    Custom Textures by nachocheese <--
    Attributes by eliw00d
    Ah, no sorry mate, i was referring to the models released in HTs & TDs 3D Factory thread, not yours. Their's weren't released with any included documentation at all. I quite appreciate that you go to the trouble to post a proper credits list with every release. I do think it would be handy to include a credits.txt file in each release's .rar as well, after all, these releases will hopefully still be floating around and being downloaded long after the thread dries up, or at least long after the relevant posts wind up buried in a 3500 post thread. (which just spells your success )

  14. #3564
    Member eliw00d's Avatar
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    SdKfz 250 variants, Version 1.0

    Screenshots



    Readme



    Download
    Last edited by eliw00d; 12th Dec 11 at 8:37 AM.

  15. #3565
    Member eliw00d's Avatar
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    SdKfz 251 variants coming soon as well. Let me know if there are any issues!

    It's funny, I began the SdKfz 250 project when Slayerknecht brought up the idea for more Ausf. B variants. Are you still around, Slayerknecht? Sorry it took so long!

    I hope nobody minds, but I removed the chassis shake animation. It bugged me.

  16. #3566
    Member Jagdpanther's Avatar
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    Wow that's a full set of stuff, many to trying out on cold winter days ...

    Great work maties!

  17. #3567
    Member eliw00d's Avatar
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    There's more to come!

  18. #3568
    Member Jagdpanther's Avatar
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    There also comes more cold winter days, so we have time enough for ...

  19. #3569
    Member Mirage Knight's Avatar
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    I hope nobody minds, but I removed the chassis shake animation. It bugged me.
    That gets my seal of approval

  20. #3570
    Member DMz's Avatar
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    Oh god not more halftracks, im seing them like spots in front of my eyes lol

  21. #3571
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    awesome!

  22. #3572
    Member Mirage Knight's Avatar
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    @DMz: You do realize that you're going to have to change your nick now, right?

    You and ^Beefy did a sterling job on the models, work that deserves much thanks and praise from us. Eli, much gratitude goes to you as well for helping get these models ingame with all the options they have. To use an old english expression, you lads ought to be dead chuffed over what you've accomplished and done for everyone else in the COH community.

    Cheers mates

  23. #3573
    Member Aidas2's Avatar
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  24. #3574
    Member eliw00d's Avatar
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    @Aidas2
    LOL

  25. #3575
    Member Mirage Knight's Avatar
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    So many halftrack variations in just that one release I don't know what to do with them all...and then there's the upcoming SdKfz 251 release

    Oh well, I'll figure out something

  26. #3576
    Member eliw00d's Avatar
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    No release is perfect, and I just noticed that the crew might not work for the /8 and /11. So, here is a hotfix for those that have downloaded the package already:

    Download

    Some states have changed, so check the readme.

    If you have not downloaded the package yet, you don't need the hotfix as I have updated the original package.

  27. Modding Senior Member Company of Heroes Senior Member  #3577
    Celéstial by heart Celution's Avatar
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    Cool package eli, they look great! What exactly is the purpose of the 253?

  28. #3578
    Member eliw00d's Avatar
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    http://homepage.eircom.net/~nightingale/sdkfz252.htm

    http://homepage.eircom.net/~nightingale/sdkfz253.htm

    Both the 252 and 253 were early war (1940) vehicles. The 252 being a munitions carrier and the 253 being an observation vehicle for use with Sturmgeschuetz and later artillery units. The 252 was replaced by the 250/6 later on (which is just a 250/1 with ammunition boxes inside), but I'm not sure how long the 253 was used for. Production stopped in 1941 with only 285 units, so I would assume they would see little to no use in 1944.

    I believe the 1939 organization was something like this:

    1. Zug
    1 x SdKfz 253 (Zugtrupp)
    2 x StuG III Ausf. A
    1 x SdKfz 252

    2. Zug
    wie 1.

    3. Zug
    wie 1.
    Last edited by eliw00d; 9th Dec 11 at 9:27 AM.

  29. #3579
    Member DMz's Avatar
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    253 Id quess as a command vehicle or coms vehicle, seems reasonable for early war and north africa period. 252 was munitions carrier with ss units aswell as a command vehical till about middle of 42 early 43, i suppose they just let them die, didnt bother repairing them, bit like my engineers in vanilla.

  30. #3580
    Member eliw00d's Avatar
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    @DMz
    LOL! I'd hate to be an Engineer under your command.

  31. #3581
    Member Mirage Knight's Avatar
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    I'd imagine that the early vehicles would have been used as long as they could until they were lost either through combat or irreparable wear and tear. 10th SS pz. Div. "Frundsberg" employed a few 250/11's and even a couple of 253's for its StuG Batteries as late as mid '44. I've heard of instances of ex-StuG Batterie 252's being used to haul food and munitions to frontline troops and on rare occasions serving in their original role - supplying extra rounds to StuG's. The longer rounds for the 7.5cm StuK40 as compared to the shorter rounds for the 7.5cm StuK37 necessitated rearranging internal stowage however and naturally they couldn't carry as many rounds. The 250/6 was certainly more useful as it could carry far more shells with no loss in performance.

  32. #3582
    Member Aidas2's Avatar
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    So I setup the 252 and it's invisible in game.

    Variations are under critical actions:

    252
    sdkfz_variation

    munitions
    interior_variation

    on
    supply_state

    on
    commander_upgrade

    I have all the files, didn't touch anything.

  33. #3583
    Member Mirage Knight's Avatar
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    Shows up in worldbuilder for me, but I'm not using the supply_state. Lemme check that...

    edit: Yup, shows up fine for me. Are those the only animator states you're using? Also are your paths set up right for your ebps and sbps files? Even I forget to check sometimes

  34. #3584
    @ Aidas

    Did you set the animator line to Races\German\Vehicles\sdkfz_250\sdkfz_250? I didn't read the instructions carefully before and set it the animator to 252 before and it also turned invisible for me.

  35. #3585
    Member DMz's Avatar
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    Hes too busy painting it desert sand to be looking at animator lines, poor Halftrack.

  36. #3586
    Member eliw00d's Avatar
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    Aside from the advice already given, make sure the hull_variation is set to ausf_a on both the 252 and 253, as they were not made on Ausf. B chassis.

    @Crimson
    I will add that to the instructions. There is only one ABP, but many states. I figured it didn't need explaining since I had written out the states.
    Last edited by eliw00d; 9th Dec 11 at 1:20 PM.

  37. #3587
    Member Mirage Knight's Avatar
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    make sure the hull_variation is set to ausf_a on both the 252 and 253, as they were not made on Ausf. B chassis.
    I didn't use that myself, but everything displayed fine - with the exception of getting a "commander" to show up by default. Shall tinker with that a bit more later.

  38. #3588
    Member eliw00d's Avatar
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    @Mirage Knight
    You shouldn't have to set it, since the default is ausf_a, but it never hurts to be safe. But, it sounds like Aidas did what Crimson mentioned, if it's 100% invisible.

  39. #3589
    I'm getting my own problem here. I've set all my states, but my commanders don't show up, and neither does the ammo door of the 252, even though I set the supply_state to on already. Also, these two MG42s show up on my 252s and 253s.


  40. #3590
    Member eliw00d's Avatar
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    @Crimson
    I've never used Worldbuilder, so I have no advice for you there. However, the Commander not showing up is probably due to it not being included in the ABP (my fault). As for the MG42s, those should disappear in-game, or you can force them off with pintle_mg42_state: invisible.

  41. #3591
    I'm guessing I add this line to the abp? (Same one I use for the Tiger tanks)

    "..\\..\\..\\Commonwealth\\Soldiers\\Vehicles\\Tank_Commander",

  42. #3592
    Member eliw00d's Avatar
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    @Crimson
    Yes. I will add that to the package for future downloaders.

  43. #3593
    RGDs.rar

    Hi Eli,

    Sorry to keep bugging you about this thing, but I did tried turning off the MG42 with states and it just removed the front MG. The line was added to the abp, and commanders did show, up, but not as expected. I tested them in-game and this is what they looked like.



    These are the .rgd files I used for the 252 and the 253. Perhaps if you are kind enough, you can take a look at my states and figure out what I'm doing wrong? I'd be very appreciative.

  44. #3594
    Member Mirage Knight's Avatar
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    I think I have a solution for you there, Crimson.

    First, make sure you have only 3 critical actions and no upgrade actions. The critical actions will be for the sdkfz_variation, interior_variation, commander_upgrade, and possibly one more for the antennae on the 253, if you want it up.

    Second, make sure there are no weapons specified in the combat_ext.

    Third, you might want to consider editing or deleting the hold extension for both vehicles - assuming you're basing the ebps files off an existing sdkfz 250 file...which is part of the problem you're having I'd gather.

    This ought to take care of your MG problems. Hope that helps

  45. #3595
    Member eliw00d's Avatar
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    This is how I have mine set up, with no weapons:

    do_action_state_name: invisible
    state_machine: pintle_mg42_state

    do_action_state_name: invisible
    state_machine: pintle_rear_mg42_state

    do_action_state_name: ausf_a
    state_machine: hull_variation

    do_action_state_name: 252, 253
    state_machine: sdkfz_variation

    The Commander should automatically switch to the right cupola if the states are done correctly. Also, as MK said, these should always be critical actions, not upgrade.

    Edit:
    Just realized that the RGA files were somehow not included. Sigh. Always something. :/

    Here is, hopefully, the last hotfix:

    Download

    I thought RGAs were Saved and Exported through OE, but apparently not. My mistake.

    Okay, uploaded the Hotfix and re-packaged the original. Current as of 17:20 CST.
    Last edited by eliw00d; 9th Dec 11 at 4:20 PM.

  46. #3596
    With the RGA files, I got everything figured out, except for the commander on the 252. The commander and ammo hatches now open and the antenna also comes up for the 253, but the commander on the 252 is still in the wrong place.



    Any idea about the commander on the 252? The one on the 253 works already.

  47. #3597
    Member Mirage Knight's Avatar
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    I do believe eli is working on that as I type this

  48. #3598
    Member eliw00d's Avatar
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    Okay, I have determined the cause of the issue and fixed it. I have done as much testing as I can to ensure that everything is in order. To make sure everyone is on the same page, just download the package again:

    Download

    I apologize for the inconvenience, but everything should work now.

    On a good note, I have learned a new technique in troubleshooting this that will benefit future position changes.

  49. #3599
    Member Mirage Knight's Avatar
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    No worries eli - thanks again

  50. #3600
    After downloading and replacing all the files, both commanders and all the hatches work, but now the antenna for the 252 is gone, and the one on the 253 refuses to come up. I apologize for being such a nitpick, and if you want to stop there, its perfectly fine; I can definitely live with the vehicles at this state. Thanks so for for all your efforts, Eli.


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