At Mirage Knight's insistence, I fixed a typo: ariel_state -> aerial_state. Also, the star antenna is only for the Command variant now.
At Mirage Knight's insistence, I fixed a typo: ariel_state -> aerial_state. Also, the star antenna is only for the Command variant now.
It'll only show up if you toggle the command state on now. The "star" antenna was used in conjunction with long range, divisional radio sets (like the FuG8), which were typically associated with command vehiclesthe antenna for the 252 is gone
Edit: Dammit, nice ninja post there eli![]()
Could it be, that the open hatch is in a wrong direction for the Sd.Kfz. 253 and must be like in this picture?
![]()
Ah ok, all is right then. Yepp, mostly the model pics are wrong, that's true.![]()
Well, it might be that it rotated somehow. Who knows. But when animating, I did some research. I think DMz originally based it off that same model, but I moved them in Max.![]()
The hatch assembly could indeed be completely rotated. The reason for this is that apparently each hatch had a single small flap that permitted the use of a binocular scissors spotting scope to be used when the main hatches were closed. In conjunction with the rotating hatch assembly, this permitted safe observation in any direction while the vehicle was "buttoned up".
Thank you both, Eli and Mirage, for the assistance. All is well now.
Also just to share my knowledge with the modding community, I just wanted to mention that its possible to use upgrade instead of criticals. By using the upgrades instead, you can keep online multiplayer compatibility! I've used the upgrade instead of the critical for many of the models available here already, such as the MG34 BMW Bike, the Shield-less Flak88, the Panther variants, the Tiger variants, and now these halftrack variants as part of my private skinpack, which is multiplayer compatible!
Huh - I didn't think that was possible. I've been under the impression that if data didn't match up between players, i.e. with one player having modified unit files, it would give you a sync-error and halt the game. I guess as long as you don't mess with things like costs, HP, armour types. etc. it's all good.
Neat find there and glad I could help out![]()
Wow. The both of them look awesome. Keep up the great work guys...
Last edited by firefish; 10th Dec 11 at 7:12 AM. Reason: spelling
Screenshots
Sd.Kfz. 251/7 Ausf. C
Sd.Kfz. 251/7 Ausf. D
Sd.Kfz. 251/9 Ausf. C
Sd.Kfz. 251/9 Ausf. D
Sd.Kfz. 251/17 Ausf. C
Sd.Kfz. 251/17 Ausf. D
Readme
SdKfz 251 variants, Version 1.0
********
Credits:
********
Custom Models by DMz and ^Beefy
Custom Textures by DMz and ^Beefy
Animations and Attributes by eliw00d
*********
Includes:
*********
SdKfz 251/1 Ausf. C/D
SdKfz 251/2 Ausf. C/D
SdKfz 251/7 Ausf. C/D
SdKfz 251/7 Ausf. C/D mit 2,8cm sPzB 41
SdKfz 251/9 Ausf. C/D
SdKfz 251/10 Ausf. C/D
SdKfz 251/16 Ausf. C/D
SdKfz 251/17 Ausf. C/D
*************
Installation:
*************
Extract contents into your mod's root directory. Some assembly required.
******************
Entity Blueprint:
******************
alternate_sua: Races\Axis\Vehicles\Halftrack\Halftrack
animator: races\german\vehicles\sdkfz_251\sdkfz_251
*****
Crew:
*****
Loader01
Gunner01
Gunner_KwK (Sd.Kfz. 251/17 Ausf. D only)
*******
States:
*******
do_action_state_name: 251_1, 251_2, 251_7, 251_7_mit_2,8cm 251_9, 251_10, 251_16, 251_17
state_machine_name: sdkfz_variation
Note: sdkfz_variation only works with certain states of hull_variation. See the list above for a better understanding.
do_action_state_name: ausf_c, ausf_d
state_machine_name: hull_variation
do_action_state_name: off, on
state_machine_name: canopy_state
do_action_state_name: off, on
state_machine_name: upgrade_armor
Note: upgrade_armor only works on the SdKfz 251/10 variant. It toggles the shield for the 3,7cm PaK 36.
do_action_state_name: invisible, ready
state_machine_name: main_gun_state
Note: main_gun_state must be set to ready in order for the sPzB 41 and PaK 36 to show.
do_action_state_name: invisible, ready
state_machine_name: mortar_state
Note: mortar_state must be set to ready in order for the 8cm GrW 34 to show.
********
Weapons:
********
***************************************
SdKfz 251/7 Ausf. C/D mit 2,8cm sPzB 41
***************************************
state_name: main_gun_state
track_horizontal: spzb41_horiz
track_horizontal_speed: spzb41_horiz_speed
track_vertical: spzb41_vertical
max_down: -5
max_left: -15
max_right: 15
max_up: 5
launcher_marker: marker_spzb41_barrel_end
*******************
SdKfz 251/9 Ausf. C
*******************
state_name: main_gun_state
track_horizontal: kwk37_c_horiz
track_horizontal_speed: kwk37_c_horiz_speed
track_vertical: kwk37_c_vertical
max_down: -5
max_left: -10
max_right: 12
max_up: 20
launcher_marker: marker_ax_kwk37_c_barrel_end
*******************
SdKfz 251/9 Ausf. D
*******************
state_name: main_gun_state
track_horizontal: kwk37_d_horiz
track_horizontal_speed: kwk37_d_horiz_speed
track_vertical: kwk37_d_vertical
max_down: -5
max_left: -20
max_right: 20
max_up: 20
launcher_marker: marker_ax_kwk37_barrel_end
********************
SdKfz 251/17 Ausf. D
********************
state_name: kwk38_state
track_horizontal: kwk38_horiz
track_horizontal_speed: kwk38_horiz_speed
track_vertical: kwk38_vertical
max_down: -2
max_left: -180
max_right: 180
max_up: 90
fx_tracer_name: 20mm_puma_tracer
Download
* Requires: 2cm FlaK 38, Version 2.0
* Requires: Pintle MG 34 Gunner
* Requires: Syncpoint, Version 1.0
Last edited by eliw00d; 14th Feb 12 at 11:09 AM. Reason: added download
there are some skins for SdKfz 252-253?
I have skins installed on the vCoH and I can't get the original from relic. Because of this, the result is...
![]()
@Dartborne
Relic skins will not work on ANY of the custom parts. That means that any custom skins for Relic models will not work, either.
Sdkfz 251 with Flag.
Awesome!
The Panzer IV Variants are great too.
All in all i have many of the Community Model Project Models ingame, but each time i think i have them all new comes or i found older ones.
Now I see how i get this 250 ingame(greatest Problem is that there no slots the buildings more)
good Night.
I need skins are for the standard halftrack, not for new parts.
Youll have to reinstall COH, no way round that. Unless someone does a custom set of textures for the model, and even then they wont match yours.
Aha! I misunderstood. Well, you can always reinstall COH. Otherwise, we can't help you.
Looking good there with the SdKfz 251's
I'm guessing there will be a state for the 251/17 Ausf. C that toggles the sides.
Makes sense. The vehicle would be in combat for the most part, so what would be the point in having a toggle that positioned the sides anyway, aside from adding micro to gameplay?
Historically, the reason that the sides could be dropped in the actual vehicle was to provide additional clearance when firing on ground targets. They were kept up when the vehicle was moving over long distances and when being moved by rail on flatcars which of course had width restrictions.
nachocheese is currently working on a Stielgranate 41 for the 3,7cm PaK 36! It's definitely a good looking model, props to him on that. He is also making a custom projectile for it using the same model. We will release it soon.
![]()
Good job nacho! Would make for a nice ability for anyone including a PaK 36 team.
IIRC, aren't PaK 36 teams buildable units in xali's Blitzkrieg mod?
i still want to know what diet the gunner on the 251/17d had to go on to fit in there, and did you use lard or axel grease to make him fit. Also can we make some splodgey models, im getting withdrawal symptons. seing lightness hurts my eyes. I have to add, why do relics maps have armour piercing grass ? .
Hey nice looking skin on the Pak 36. Overall camo not overall grey for a change.Where could I find it please?
I talked with eli about the /17's gunner...and it's up to him if that position is going to be final. Technically he should be seated down far more and a bit more to the left so that his head is completely protected by the gun shield. There was a vertical slit on the left side of the front of the gun shield for a monocular gun sight that the gunner used to acquire ground targets. The ring sight was only used when the gun was elevated to engage aircraft. On a side note, the gunner's seat was designed to raise and lower in conjunction with the gun itself - lowering as the gun was aimed higher.
And I totally agree with the need to see more cammo'd models
Grass is a bit annoying when taking screenshots innit?
Last edited by Mirage Knight; 11th Dec 11 at 6:21 AM.
@MajorWAA
To be honest, I forget who made the skin. I will do some research and find out where I got it from, as it was some time ago.
#3628
I think that skin was made by Geo?
I have a Problem with the 250's. "Missing RGM" by all Models, so i have look in the sdkfz_250- all rgm in. Next i have look which thinks are required- all there with RGm. I reset skins of the panzerelite to vanilla- no change. I have pack the states in action_apply /upgrade first example 250_1 sdkfz_variation and action_2 ausf_a hull_down. also tested with critical.
I haven't a idea which reason it could be. Hope someone can help me.
@Celestial
I believe so, as I think the PaK 36 I have was the updated release by tankdestroyer.
@Lord Sharka
Did you extract the content into the root of your mod directory?
Did you modify the folder structure of the content?
Missing RGM is usually caused by putting things where they are not supposed to be.
Sorry,
but i hasn't the the vehicle_gunner. Don't no why i have found this not early.
Haven't found it anywere! Can someone say to which Model pack it belongs to?
I'll release it shortly or you can use the default pintle gunners.
all in!
Looks great!
specially the sdkfz 252 with his open backs.
I will count the days to 251's.
@offtopic for what is this flag? http://www.ns88.com/shop/images/germanimperalFlag01.jpg
I use them as a icon for my own faction "tiger company"
#3634
That's the flag of the Imperial German Empire in 1914 iirc.
Exist special Tiger companies flags?
Screenshots
Stu 40 G 'Sturmi'
StuG III Ausf. G (late)
StuH 42 Ausf. G (late)
Readme
StuG III variants, Version 1.0
********
Credits:
********
Custom Models by DMz
Custom Textures by Inukshuk
Animations and Attributes by eliw00d
*********
Includes:
*********
Stu-40 G "Sturmi"
StuG III Ausf. G
StuH 42 Ausf. G
*************
Installation:
*************
Extract contents into your mod's root directory. Some assembly required.
******************
Entity Blueprint:
******************
alternate_sua:
animator: races\german\vehicles\stug_iii\stug_iii
*******
States:
*******
do_action_state_name: ausf_g_(early), ausf_g_(late)
state_machine_name: stug_variation
do_action_state_name: off, on
state_machine_name: stuh_upgrade
do_action_state_name: off, on
state_machine_name: smoke_launchers
do_action_state_name: off, on, random, logs
state_machine_name: upgrade_armor
********
Weapons:
********
state_name: main_gun_state
track_horizontal: main_gun_horiz
track_horizontal_speed: main_gun_horiz_speed
track_vertical: main_gun_vertical
max_down: -5
max_left: -10
max_right: 10
max_up: 20
launcher_marker: marker_ax_stug_barrel_end
launcher_marker: marker_ax_stug_barrel_end_105mm
state_name: rundum_mg34_state
track_horizontal: rundum_mg34_horiz
track_horizontal_speed: rundum_mg34_horiz_speed
track_vertical: rundum_mg34_vertical
max_down: -15
max_left: -180
max_right: 180
max_up: 15
Download
* Requires: Pintle Gunner, Version 1.0
Last edited by eliw00d; 4th Jan 12 at 4:03 PM.
@eliwood or Celestial
Hey sorry to bother you about the pak 36 skin - abit off topic. I think I have found the download under a thread by lorankorn (Lorankorn's Models), but the link is dead. It says the download is no longer available. The download file is "Geo36_sdk15_7.rar". Any you might have this floating around on your hard drive somewhere.
Much appreciated.
Cheers
@MajorWAA
Good find. I searched my download folder and was able to find that exact file if you want it.
Yes please. Please post. Perhaps others may want it aswell.
Cheers
Last edited by MajorWAA; 11th Dec 11 at 10:50 PM.
what is the difference between the STUG 3 and STUG 4 in terms of looks because they both appear to look the same
"I can haz cheezburgerz?"
(\__/)
(='.'=) This is Bunny. Copy and paste Bunny into your
(")_(") signature to help him gain world domination.
There was a fair bit of difference between the StuG III and IV when seen from above or from the rear, as the rear plate and engine decks have different configurations. StuG IV's also had a slightly different nose and an extended superstructure that had a hatch for the driver on the left front.
StuG IV is basically a modified StuG III superstructure built on a Panzer IV chassis to complement StuG III production. They are very similar in look because they have nearly identical superstructures, but different hulls, chassis and suspensions. However, a little over a thousand StuG IV were made versus many thousands of StuG III.
7,720 StuG III Ausf. G's were built from December 1942 to March 1945, with a further 173 converted from battle-damaged Panzer III's in 1944.
----------
Quick question: in v1 of the StuG III pack, will there be the option to have the remote MG mount as opposed to the manned one pictured and a coaxial MG for the 7.5cm StuK 40...Or will these things be in v2?
Though its a plain colour i quite like it, the skin looks really detailed for weathered ingame, He did a good job on it, unlike the stuff i try to recolour lol, oh dont forget to include Inuks camo version, cos i like that too.
Screenshots
Sd.Kfz. 221 mit 2,8cm sPzB 41
Readme
SdKfz 221 variants, Version 1.0
********
Credits:
********
Custom Models by DMz
Custom Textures by DMz
Animations and Attributes by eliw00d
*********
Includes:
*********
Sd.Kfz. 221
Sd.Kfz. 221 mit 2,8cm sPzB 41
Sd.Kfz. 222
Sd.Kfz. 223
*************
Installation:
*************
Extract contents into your mod's root directory. Some assembly required.
******************
Entity Blueprint:
******************
alternate_sua: Races\PanzerElite\Vehicles\Sdkfz_222\Sdkfz_222
animator: races\german\vehicles\sdkfz_221\sdkfz_221
*****
Crew:
*****
Loader01
*******
States:
*******
do_action_state_name: 221, 221_mit_2,8cm, 222, 223
state_machine_name: sdkfz_variation
do_action_state_name: 280rpm, 480rpm
state_machine_name: rate_of_fire
Note: rate_of_fire is meant for the Sd.Kfz. 222 variant, determines whether it is using a 2cm KwK 30 or KwK 38.
do_action_state_name: invisible, ready
state_machine_name: main_gun_state
Note: main_gun_state must be set to ready in order for the sPzB 41 to show.
********
Weapons:
********
***************************
SdKfz 221 mit 2,8cm sPzB 41
***************************
state_name: main_gun_state
track_horizontal: spzb41_horiz
track_horizontal_speed: spzb41_horiz_speed
track_vertical: spzb41_vertical
max_down: -5
max_left: -15
max_right: 15
max_up: 5
launcher_marker: marker_spzb41_barrel_end
Download
Last edited by eliw00d; 20th Jan 12 at 1:15 PM.
Hmm my custom turret/hull modification came out okay. ugly gun, blind man must have made it. And i still miss my dark splodges.
I uploaded DMz' version of the Pz.Kpfw. Tiger Ausf. B, see first page for details!
Also, I recently found out that the long awaited skins for the Italian vehicles are no longer coming. I will be releasing them as is, with source files, for anyone that wants to skin them. They are UV mapped.
The Italian L6/40 and Semovente 75/18 made by JDilla! have been released on the first page as PRE-RELEASE versions. That means they are not fully game-ready and require textures to be made. I included the TGA textures that were supplied to me. If anyone is interested in texturing these vehicles, please let me know you intend to so that they can get a proper release. I would hate to see JDilla!'s hard work never see the light of day.
By not fully animated I mean they are missing a lot of OE work. They are animated enough so that anyone could edit their RGO files and get them working.
![]()
#3650
Haha never heard that one beforeBy not fully animated I mean they are missing a lot of OE work. They are animated enough so that anyone could edit their RGO files and get them working.
any reason why the treads have alphas?
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