You have to use a 50cal weapon as your base.
I did, i used the M3 Halftrack's .50cal as the base, and edited it's tracking and anim tables to that of the Jeep's m1919a4.
I'll try using the M3 Halftrack's anim_table and report back.
Edit: Alright, using the M3 Halftrack .50cal's anim_table fixed the sound issue.
Edit Again: When Loran's M1919a6 and MG34 were first released, prop weapon models were included for the pickup props (the weapon lying on the ground when dropped). I noticed these weren't in your re-releases of them. Are you planning on adding them in future updates, and are you considering making prop weapon models for the other LMGs that don't have them, like the MG26(t) and MG30?
I know its slightly different to the one in the pic posted, but i seriously doubt any two were the same as it was a mod.
It will Probably not get amimated, so if anyone wants to animate it once its textured, let me know and ill send the file.
I can pack up the fixed Jeep import files if anyone needs them.
Looks awesome eli! And please do if it's not a bother
is that a katyusha jeep?
A jagdpanther has a litter of 33 hetzers. 17 hetzers are eaten by at guns. What percentage of hetzers were blown to bits by at guns?
I will Make the Calliope Jeep and uv map it However Someone would have to smooth and skin it as I have yet to Figure out how to do that in wings 3d.
Just need to get the Jeep's Model and the sherman Calliope's model as an "modelname.obj" (object file) from someone then I'll just finish the rest off from there.
Last edited by Blackw00lf; 2nd Jan 12 at 3:21 AM. Reason: Spelling
@Blackwolf, post 3853, been done. But ill need it animated.
For anyone interested in the Fixed Jeep source files, I added a new section on the front page for such things. It includes the reference.max for the Jeep and its Gunner. The Fixed Jeep can be exported to use the Relic RGA and textures.
Nice model, but the release seems a little bit.. well...rushed.
the normal map is screwed, and the armor plates have no wreck. they just stay on their position, when the jeep is destroyed.
and as LD said, the original 30cal would have been nice, so the armor and the 50cal could be used as upgrade.. but thats just me.
just wondering why the passenger markers arent inculded, i thought you already did that, Eli?
anyway,dont want to be a prick here, i am quite happy with it being released.
I overhauled the nrm map: http://www.mediafire.com/?hvpma59cw3qan1v
btw.. I had no problem importing the vanilla jeep into max, if anyone needs it, I could provide it for download.
and another btw: while on skin research, I found another, quite nasty variant of the armored jeep:
Could put the extra armor on the recoilles variant? And get sort of the same thing?
I admit it was a little rushed, but then again I've been on vacation.
I will toggle the armor plates off when the Jeep is destroyed.
The M1919A4 is not possible because of conflicted bones. The Jeep Gunner and the Vehicle Gunner both have the same name, "gunner". It was easier to remove the Jeep Gunner entirely than to edit every frame of either's animation.
Passengers would be more than just adding markers. I will have to release a Passengers package that will allow seated passengers and towed guns. But, that takes time to package. When it's ready, I will release multiple marker models for variation.
Thanks for helping with the normal. I thought I re-uploaded the package with a fixed normal, though, a day after releasing.
Perhaps not everyone will have trouble importing the Jeep RGM. However, the Fixed Jeep is smoothed by DMz and has correct UV map, so anyone interested would not have to do all of that themselves.
@Eli: ah, ok, that clears things up. thanks for the info. looking forward to the passengers.. and.. enjoy your vacations.
@aidas: could be possible, as they are mixed anyway.
Of course, thank you. Another reason it may have been rushed is because I'm juggling a lot of things at the moment. By the way, did you want any help hosting your releases?
@Halftrack, the nrm was upside down and had the wrong alpha, Come to that the dif had the wrong alpha too but wasnt upside down, i fixed both 2 minutes after i noticed it. Unfortunatly Eli didnt use the fixed one, but i sent the new textures once he mentioned it........
Im assuming Eli updated the zip so please redownload it, it will have correct alphas and be the right way up....... Also i saw no point in making wrecked shields, as it was only a jeep i thought it pointless because a standard jeep wreck would suffice, if however you want them i suppose i could waste 5 minutes making them and ask Eli to add them......
hmm.. I didnt realize I downloaded THAT early^^. nevermind, had the normals repaired in a few minutes, so its fine for me.
about that wreck: would be kind, if it doesnt cause too much trouble to both of you. but afterall its only a wreck.
if it just vanishes , thats absolutely ok.
its just looking a little bit strange with my BotB-whitewashed skin, if the white armor stands untouched above a burnt wreck.^^
@Eli: yes, sure and thanks for your offer. I am so tired of GF loosing files all the time...
that old releases are just not very much on top of my list atm... but i ll come back to you later.
Turns out it didn't upload. The ZIP on my end had the updated NRM, but my FTP program must have glitched out and I didn't notice that it didn't get uploaded. Anyways, I uploaded a version 1.1 release with some texture work that DMz did to try to make the parts match. It also contains an updated RGO that hides the armor when destroyed. I hope that helps.
For now, I am taking a break from model work and concentrating on Fortress Europe.
I could release it in its current state and update it later when I have time. Is that acceptable? It's mostly finished, just a few things left. Plus it would be nice to see the skins people come up with for it.
sure it is.. whats left to do? it looked finished to me...
`nother question: what happened to DMzs/TDs M15a1 ? The old thread is linked here, but there is no download for it on the first page?
thx for the Jeep fix, btw.
Just some stuff I need to do, but it can be done later. There's enough there for it to work. Anyways, see front page for download. inukshuk and I were planning on adding the Finnish stowage bin and added concrete armor for a proper 1944 Sturmi, but that can be released later. Still waiting on the early variant skins as well.
As for the CGMC M15, DMz told LD to merge with this thread, but since it wasn't my work I don't have it here. If TD is okay with it, I can host it here.
Great stuff. Thanks, and enjoy your modeling break, you deserved it.
M15a1: I have it anyway, but I guess its better to host it here than to have no download at all.
hey there @eli...is the StuG III Ausf.A on the factory?...I mean I don't remember quite well the short barreled StuG but if I do remember correctly those were the Ausf.A-B so I want to know if someone(you or someone else) is going to work on making that model or well...historicaly the model was replaced by the later 7.5cm StuK gun but yeah you know...that StuG looks great an it could be useful for modders or stuff...I don't know XD
R.I.P.(Requiescat in pacem) loran korn & MrScruff
Normandy 44:European Theater Team Member (s0uNds t3sTeR,fOrUmS Ass!stAnt,c0d¡ng c0nsUltaNt)
StuG III Ausf. A has been modeled and UV mapped by DMz. It is just waiting on inukshuk to skin it. Also included will be Ausf. D and Ausf. F/8. There are pictures of them somewhere in this thread.
holy crash!!! sorry I didn't knew but those are great news...for me at least hehehe...thx for the quick response @eli
Of course. As soon as they are skinned, they are basically ready for release... although, I think DMz still has to resize them to match the Stug III Ausf. G size.
Okay ive been doing some trolling so as to try and sort the mess ive left behind out .
Ill do the ones that have downloads first.
TD and my M15 AAA is in post #3357 along with the download.
Opel Blitz camo skin is in #3323 with the download.
Ambush camo skins for download #3526 Thats an Alkett, Gepard, MarderIII, & PIV. Contains fixed gepard RGM so all texture files come from the same texture folder.
Mobilwagon with altered rgm and camo skin is here #2850 for download. Same as above fixes it so all textures come from the MW folder.
251 skin with no canopy in camo #2559 for download.
Ambush Jagdpanther skin pics and download #2368 #2377 #2349.
hetzer skins and more halftracks #2295 with download.
Halftrack skins 251 ect #2304 #2328 #2330 some with downloads, one fixes darkness issues on the origional 250/8 and has a camo skin for it with leer markings. With altered RGM so all textures come from the 250/8 folder.
Now the ones with just pics that have been buried and lost.
StugIII CD B A F F8 ,#3432.
Ford GPa With finished skin,#3444.
Steyr rso variants, #3333 #3342 #3347.
New 251/22 #3367.
Opel mule thread #3287 #3321.
Full cab edited flak blitz variant #3299.
White scout car #3004 #3204 #3058.
Sturmpanzer mid ingame pic here #3188.
Beefys m49 mount #3193.
Inuks\loran\sweeten churchill vii #3110.
Inuks\loran\sweeten sexton #3098 #3134.
PZb41 on carriage #3029.
Panther Panzer command tank #2938.
I hope that helps a few lost threads and items.
The thing is I havent publicly told you this, I have just realized I was only conversing with Eli about it:soon as they are skinned, they are basically ready for release
I am rather busy at the moment and will be unable to do much work. In about two weeks I am going on leave from work for almost three weeks and will work on my assignments then. Until then I am sorry but I cant really attend to the skins I still owe to you.
Skinwise they are done. In addition I was uvmapping and skinning the Lorraine Schlepper and as far as I know it is also animated already. One problem is that is it resized to match other models so it is yet another example of oversized vehicles, so I kinda lost interest of it but I still have the files, I checked. My personal baby is the Churchill VII but Sweeten didnt release that before fell off the grid.Inuks\loran\sweeten churchill vii #3110.
Inuks\loran\sweeten sexton #3098 #3134.
This is a Favour to Celestiel.
Its far from perfect.
Plus i havent had time to ingame test it. Was a pain in the ass to do Celestiel so you owe me .
Let me know if its alright ingame. I included Xali sounds and Elis syncpoint files.
Also has anyone actually got the 3rd crewman to work. Call me thick but no matter what i do in my game he just will not appear......
Adding a note, i can probebly do this with the our Earlier Releases, ie Autocar Su76 M2\3 halftracks and M21 aswell, but it will be time consuming.
Also im not really Happy using other peoples texture except relics, incase i screw them up........
What would be esier is if we actually had some skinners left in the comunity, or possibly if we could get some of our older member back again. maybe Geo
Credits in the zip read as follows.
M15a1 Multiple gun carriage for Company of Heroes Tales of Valour.
Animations/halftrack Edits/Coding -Tankdestroyer.
Model/Skin - Default Skin & UV By DMz Using relic halftrack as basis and highly edited relic texture.
NEW Custom Skin Origionally BY GnigruHs, With Edit And Colour match By DMz.
Removed star from bonnet and edited new star onto rad grill due to some uv map distortion.Plus Colour and texture matched
my model parts to GnigruHs texture. Also added 2 side stars to gun compartment.
Unfortunatly removing the bonnet star was unavoidable due to uv map distortion, which i can only assume happened when the
OCL was origionally made.
There is also some distortion on the top of the 37mm gun and on a few rear faces, but its
hardly noticable. Besides that its better then a default skin we had.
Syncpoint files by Eliw00d.
50cal sounds By Xalibur .
Last edited by DMz; 5th Jan 12 at 3:27 AM.
Wow DMz, that looks absolutely amazing! I completely forgot I asked you this, never thought you would do it!
Ahh DMz, i had my hopes up there for a bit when i read your list or post #'s. I gotta learn to read long posts more thoroughly, at first i thought all those pics were of finished and released models that i'd somehow missed! lol. But thanks for the list, that was a big help for me (and others i'm sure), and i did find some of your skins that i must have missed at the time, like your moebelwagon. Some time ago, you showed off some camo skins for the 251 Halftrack variants (the 251/8 Ausf.C and 251/17 Ausf.D come to mind)(this was before the latest 251 variants release with all the extra variations and existing variations rolled into one). Do you have any plans on releasing them, even just as is?
I think it's highly unlikely we'll get Gnigru or Georider back. Bans are pretty final here, and i know Geo tried to come back with other accounts and they got banned pretty quick too. I don't know what happened to Gnigru after his ban here, but Geo moved to the CoHMods forum (that forum is now gone) for a while, but i haven't heard from him in over a year. Last i had heard, he'd been suffering some bad computer issues, lost most of the work he'd done on his Waffen Mod, and subsequently lost interest in skinning for CoH, and CoH in general.
But lets not get to off track discussing Geo and Gnigru, their banned, and i'm 99% sure that won't get over-ruled any time in eternity. If anyone's deadset on getting either of them back, and they themselves wish to come back, i'm sure you cans start a petition somewhere (saying this might get me sacked tho ).
Eli, the StuG III looks great so far, i look forward to testing it thoroughly soon! I too can't wait to soo what kind of skins other skinners might come up with.
I did notice though, that the StuG III has a tank commander state, but nothing in the .abp file. Is the model setup for a tank commander yet, or is it something that's still WIP?
@LD, i didnt really mean the comment like that, just was a thought like an amnesty ect as things are getting pretty quiet in the comunity i thought it wouldent hurt to suggest it, apart from that, you really shouldent get involved in my silly comments as it would hurt me personally and upset me greatly, if i thought id dropped you in to the poo.
Apart from that LD, i will dig out what i have on Camo Textures for the 251/17c D and the 251 standard C ,251/9C 251/9D, and see what i can do with the rgms to make them find theyre textures. Once ive done them ill test the ones i can ingame and let you have them.
@ Inuk, i just read again what you posted and realised what you were saying, m8 you dont have assignments, we do what we want here, and you deffinatly dont owe me any work, anything you do for me is greatly appreciated, and in my eyes a bonus that saves me a lot of work, waiting doesnt matter as i seem to have the patience of an elephant since coming out of hospital, so therefore i deffinatly wont nag for them. I was merley posting the thread links because occasionally people like Gamerisin come back, after being away for some time and have not a clue whats been done or where it it. I was hoping that it would help them to catch up on things.
@Celestiel, im glad you like it, ill see if i can do the Autocar and the T48\SU57 and M21 aswell, Though a couple of those may be even more complex . I may change some numbers here and there or pixel art out some markings, as theres no telling what is deformed on the uvs and isnt till i do them, (I was pretty useless back then with uvmaps) and i may use one of his other halftracks too as we really dont want them all exactly the same colour.
Not sure if this is what you want but anyway...The system I'm using involves a toggle, wherein you can switch between using the main gun or the MG. First set up a crewman for that position so that he doesn't sync on create. You'll also need a weapon on that hardpoint (I'm using hardpoint 4), but have it disabled via an action by default, preferably an upgrade action. I then set up a toggle ability that deactivates the hardpoint weapon for the main gun but activates the hardpoint weapon for the mg. The toggle also adds a slot item that triggers the gunner to open the hatches and man the mg. Basically, click once and the mg is manned and click again to send him back inside to keep feeding ammo to the man gun
For me it suddenly started working after I added in all the goodies for the new 251 HT's and the Jagpanzers.Also has anyone actually got the 3rd crewman to work. Call me thick but no matter what i do in my game he just will not appear......
in this image the mg shield is raised...how it is configured so?
pintle_mg42_state = Unarmed
thank you eli
only one thing, inside the commander's hatch is white
@Eli: Is it possible for you to add a state to the StuH (late) for toggeling the muzzle brake on or off? Because since September 44 all StuH's are produced without them. I also hope, eventually you add the E version for a later release (it's my favorite).
Do we have any chance to use older skins from the StuG IV with this StuG III, maybe with some minor tweaks?
Anyway, it's a really nice model and looks very well.
LOWL minor tweaks hahahaha have you actually looked at the skin lol it will take more then a few minor tweaks, its not a mix its a complete model .
Sorry that was rude, you wernt to know. anyway its not possible m8 it would need reskinning from scratch to match any of the older skins around.
I will look into the muzzle brake at some point as a state, probably for the late variant. Only Ausf. A, D, F and F/8 for the future, though. There is not enough of a difference between Ausf. D and E to require a new model. I selected the variants with the most significant changes.
The StuG III is an entirely custom model, no skins meant for Relic models will work. We will have to wait and see what few skinners we have left can come up with.
Yepp, that's right, it was only the silhouette, because both sides had no inclination, but therefore two tool boxes. The rest of the changes are only marginal. But it is ok, the changes are not that important.There is not enough of a difference between Ausf. D and E to require a new model.
Shame for the skins, but it is normal for a new model and we have to live with. It's ok.
Greetings, I cant find what point in ebps need to edit to receive stuh42 the weapon in stugIII models, someone can probably explain?
Last edited by AndreiTARAN; 5th Jan 12 at 12:15 PM.
Well, we will have the Ausf. F, so I suppose I could fit in the Ausf. E as a state change - as most of what would be needed is part of the Ausf. F model.
You need to add an "animator_set_state" critical (or upgrade) action to the "action_apply_ext" of your StuG III EBP. Then just set "stuh_upgrade" to "on". If you are still having trouble, there are some tutorials on how to add states in the forums. The readme should also have some extra information regarding how to apply the states.
Ill ambush camo it once its been around a week or so.
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