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Defunct Community Model Project

  1. #4801
    neither reference works. ive double checked for typos multiple times.
    A Real Mexican Hero!

  2. #4802
    Member eliw00d's Avatar
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    Did you remove both references and test without them? The point here is process of elimination...

  3. #4803
    yes i did. both references cause the error alone or together. without both references, my conscripts appear. the rifle equipped ones with hands at their sides, and the smg equipped one with his hands holding an invisible gun

  4. #4804
    If you really have this:
    model =
    {
    "..\\..\\Common\\CompleteMotionTree.abp",
    "..\\..\\Common\\CommonMeshes.abp",

    [[..\..\..\Soviet\Weapons\ppsh_41_smg\ppsh_41_smg]],
    [[..\..\..\Soviet\Weapons\vm_91_30_rifle\vm_91_30_rifle]],




    "pilota\\pilota",
    "equip\\equip_conscript",
    "conscript\\conscript",



    }
    Remove the "[" and "]" from the new weapon lines, then add an additional slash "\" and remove one of the parent directory references("..\") for your new weapon entries:
    model =
    {
    "..\\..\\Common\\CompleteMotionTree.abp",
    "..\\..\\Common\\CommonMeshes.abp",

    "..\\..\\Soviet\\Weapons\\ppsh_41_smg\\ppsh_41_smg",
    "..\\..\\Soviet\\Weapons\\vm_91_30_rifle\\vm_91_30_rifle",




    "pilota\\pilota",
    "equip\\equip_conscript",
    "conscript\\conscript",



    }
    Btw, excellent work with the soviet weapons lads .

  5. #4805
    Member eliw00d's Avatar
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    @blackbishop
    You do realize that the [[ are not the cause, right?

    You are correct about the extra ".." in this case. I was thinking of his soldier being in a folder within soldiers. My fault.

  6. #4806
    I changed my references to what blackbishop showed and the weapons show up! however the mosins are still floating at the sides of the soldiers.

  7. #4807
    @eliw00d
    Yeah, realized after I wrote the post XD...

    But I disagree about the "..", reading what he posted if the Soviet folder is sibling of Common and if Races is the parent of both, then you would require the same amount of ".." to jump from soviets to common or from russian to soviets.

    @blandcatastrofe
    You need to edit the weapon files according to eliw00d's readme .

  8. #4808
    Member eliw00d's Avatar
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    @blackbishop
    I ninja edited. It's been a long day.

    @blandcatastrofe
    Floating at the sides probably means a conflict somewhere. This is where I can no longer help you, as I don't know how EF has their weapons set up. If you removed any references to the old Rifles file in completemotiontree.abp and the old Boys AT Rifle file in commonmeshes.abp, you should be good to go.

  9. #4809
    I believe i followed the readme to the letter. I'm not sure what the problem is. the SMG works but not the rifle. the boys at file is in place and the reference is in the commonmeshes.abp..

    -----------------------
    -- CommonMotions.abp --
    -----------------------
    -- Common Weapon Animations
    "Weapons\\Bazooka",
    "Weapons\\FLAMETHROWERS",
    "Weapons\\GRENADE",
    "Weapons\\HEAVY_MACHINE_GUNS_Sync",
    "Weapons\\MORTAR_Sync",
    "Weapons\\Pistol",
    [[FE\Weapons\RIFLES]],
    [[FE\Weapons\SUBMACHINEGUNS]],




    -- Allied Commonwealth for Slot Weapons
    "..\\commonwealth\\Soldiers\\Weapons\\Piat_AT_Launcher",
    "..\\commonwealth\\Soldiers\\Weapons\\bren",
    "..\\commonwealth\\Soldiers\\Weapons\\vickers_HMG_sync",
    [[..\British\Weapons\Boys_AT_Rifle\Boys_AT_Rifle]],

  10. #4810
    Member eliw00d's Avatar
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    @blandcatastrofe
    There is probably a conflict with an EF rifle, then. Try commenting out any EF rifles in completemotiontree.abp and commonmeshes.abp to find the culprit. Possibly the PTRD if it was based on the Boys AT Rifle.

  11. #4811
    well, that doesn't make sense to me because the only EF weapon i would think could conflict is a different file in a different location. they shouldn't cross paths from what i gather. it's not the weapon visibility is it?

  12. #4812
    @eliwood
    No problem... I know you have been working too much on the lattest object released, congratulations for you and your team (DMz, Beefy, inukshuk... do I forget someone XD).

    @blandcatastrofe
    Yeah, you need to modify some files on the common folder, I think that's covered in eliwood manual .

  13. #4813
    Member eliw00d's Avatar
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    @blandcatastrofe
    It's not a matter of crossing paths. The reason you have to replace the old Boys AT Rifle with the Rifles package is because it contains some extraneous Motion Tree nodes that cause problems. If any EF weapon was a copy of the Boys AT Rifle, it is possible that the extraneous Motion Tree nodes are present there as well. I suspect the PTRD, since they are similar weapons. Try commenting that out to see if it fixes the issue.

  14. #4814
    how do i comment it out?

  15. #4815
    Member eliw00d's Avatar
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    Comments in Lua are "--". So, to comment out a line like this:

    "..\\commonwealth\\Soldiers\\Weapons\\Piat_AT_Launcher",

    you would do this:

    -- "..\\commonwealth\\Soldiers\\Weapons\\Piat_AT_Launcher",

    and to comment out a line like this:

    [[FE\Weapons\RIFLES]],

    you would do this:

    --- [[FE\Weapons\RIFLES]],

    or you could just delete the reference and put it back later.

  16. #4816
    so i need to comment out the PTRD or the commonwealth boys at rifle? and is this in soldier abp or in the common meshes abp?

  17. #4817
    Member eliw00d's Avatar
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    The PTRD. Probably the commonmeshes.abp.

  18. #4818
    under commonwealth or soviet slot weapons*? ive edited the ptrd so that it cannot be dropped when the soldier dies.
    Last edited by blandcatastrofe; 21st Apr 12 at 5:59 PM. Reason: weapons, not items

  19. #4819
    Member eliw00d's Avatar
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    In commonmeshes.abp or completemotiontree.abp, wherever the PTRD is. I don't have EF at the moment.

  20. #4820
    ok, it works now. however the PTRD soldiers have both their rifles & ptrds hanging at their sides now. is this an unsolvable conflict?

  21. #4821
    Member eliw00d's Avatar
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    You'd have to talk to the EF guys. I can't offer you any support in that regard.

  22. #4822
    Yeah, you would need to edit some RGOs ^^. Maybe we could include these fine weapons in EF .

  23. #4823
    nope, solved it. i just commented out the british//weapons//boys_at_rifle//boys_at_rifle// in the abp of the ptrd soldier. it works!

    Thanks so much for the help eliw00d & blackbishop!!

  24. #4824
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    texture edit

    The tools we have to work with are far from perfect. This means we most often then not have to release fixes for the modded material. I am a perfectionist when it comes to models and especially when it comes to textures (within the limitation we have to face).
    What I have done is very unortodox but it seems to work and stabilizes the colors of the texture. From a 2D point of view I tried just about everything that might works. I have been working an entire day on this and I think this will work now.
    The weapons were released with no normal maps because I didnt send the normal maps to Eli for the export of the models. Since the textures have to be post processed anyway, I figured I will only have to do it only once this way.
    But as it is the .rgm files of the weapon models doent have the entry to include the normal maps (it is a blank line), so I will upload the stabil textures and the .rgm files with the entry to use the new normal maps. All you have to do is copy the folder into your game directory and it will fix the textures. Hopefully this will get the textures stabil and will end the too bright and too dark parts stand apart.
    The screenshot shows an exmple of how the new textures turned out ingame.
    I will release the skin pack-hotfix here and will also send them to Eli to release it at the medpackstudios forum where the weapons are actually released.
    Attached Images
    Last edited by inukshuk; 23rd Apr 12 at 1:33 AM.

  25. #4825
    Member VanAdrian's Avatar
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    ... and they appenretly turned well

    So sweet Inukshuk ! Well done, russians riflemens now looks like real soldiers with your new toys

    Good job !

  26. #4826
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    Here is the download link for the Russian weapons. Finn come later, German also (MG34, MG42, MP40 I think what needs a little adjustment).

    http://www.mediafire.com/?2orib5roc2l2cez

  27. #4827
    Member Adiya's Avatar
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    looking forward to see them in every major mod!

  28. #4828
    Member TigerTanker's Avatar
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    Has anyone of you got the MP40 unfolded version working? I double-checked and I haven't mis-typed the rolevariation command and I still get the folded variant in-game..

    GJ at the Mosin, it looks very decent!

  29. #4829
    Member eliw00d's Avatar
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    There is no unfolded variety_name. Just leave it blank.

  30. #4830
    @TigerTanker
    You mean, "extended" right , I think it's the default variant as eliw00d suggested.

  31. #4831
    Member TigerTanker's Avatar
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    I typed the one shown in the readme and it's still extended..

  32. #4832
    Member eliw00d's Avatar
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    If you have the latest version, just leave it blank.

  33. #4833
    Member TigerTanker's Avatar
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    Cheers mate!

  34. #4834
    I'am sure you busy already, but could you try to make an MP28 or/and MP34 sometime?

    Waffen SS, Marieneschuetzen, Fieldpolice, Pioniers, basicly all of them and other Countries such as Romania used 28 and 34.

  35. #4835
    Member eliw00d's Avatar
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    @Dosenmais
    We don't take requests, but rest assured that inukshuk himself is interested in the MP 28 and I believe has either already made one or plans to. We will also be releasing an MP 41 soon. There are no plans for an MP 34.

  36. #4836
    Member DMz's Avatar
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    If anyone wants these theyre welcome to them, ive been bored and ill last week or so and decided to tinker with the Modern Combat structures. They just match up the buildings a bit better to theyre main HQ, plus ive added a flag or two. Theres credits in the file.

    Spoiler



    Download with Fixed MG Nest

    Eli will now proceed to slap me viciously.

    Updated the download with a fix for the MG texture, it will remove the black splodges from the nest. Also fixes the error on default MC MG Nest if you use \Data\art\Models\Races\Allies\structures\machinegunemplacement\ folder only.
    Please redownload.
    Last edited by DMz; 24th Apr 12 at 1:30 PM.

  37. #4837
    Member Mirage Knight's Avatar
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    Eli will now proceed to slap me viciously.
    Any reason in particular?

  38. #4838
    Member DMz's Avatar
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    Cos its new he hates new, hes old fashioned, if he had his way wed fight wars with swords and clubs

  39. #4839
    Member Mirage Knight's Avatar
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    Nah - eli strikes me as the type that's into muzzle loaders w/ bayonets

  40. #4840
    Member eliw00d's Avatar
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    I like new...



    My Steyr AUG A3.

  41. #4841
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    nice AUG eli you ordered it from web or bought it here at my home (Austria) ?

  42. #4842
    Member eliw00d's Avatar
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    @nachocheese
    I bought it from a Steyr dealer over the phone a few years ago. They only made a couple thousand before they stopped production, so I consider myself quite lucky.

  43. #4843
    Member DMz's Avatar
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    Updated 4836 with new link and a fix...

    @Eli doesnt it take you a long time to load all those musket balls into a magazine like that ? .

  44. #4844
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    in reality eli's AUG is muzzle loaded :P

    btw: eli do you want the 50 cal mg i made, maybe as weapon for a mg nest? shouldnt be a problem as long as the tripod i made isnt visible, cause it looks ugly

  45. #4845
    Just been wondering, are there plans for more American small arms? M1 Garand or Thompson maybe?

  46. #4846
    Member eliw00d's Avatar
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    @blandcatastrofe
    We are currently focusing on small arms that are not in the game. I know that inukshuk mentioned the other day he might be interested in making newer versions of other existing small arms, but we still have a few others to do first.

    I will also be working on getting the various MG 34 and MG 42 variants done this weekend, as well as the DT-28. I have been waiting for the whole set to work on a new version of the Pintle and Turret Gunner packages - which have been absent for some time - so stay tuned!

  47. Modding Senior Member Company of Heroes Senior Member  #4847
    Celéstial by heart Celution's Avatar
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    eli, would it be difficult for you to make the American MG nest armed with the .50cal M2Hb?

  48. #4848
    Member eliw00d's Avatar
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    Maybe later down the road. I need to play catch up with all of our current work. School has been winding down, so I have had more time, and Summer is right around the corner.

  49. #4849
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    inukshuk...might be interested in making newer versions of other existing small arms
    When CoH was released the visual environment was something amazing actually. Since such excellent modellers as DMz, Adiya and others started a major improvement on the general outlook of the models we all saw the potentials it presented us with. The once highly regarded visual environment went thru a facelift. In my humble ways I tried contributing to the very same effort. I think most weapon models should be changed to a "better" one but it cant be done without adding extra polies to the model. In order to have a still managable polycount some thinking and planning and preliminaries are required. I have been pushing out weapon models with a considerable speed (only because Eli was working with the same speed to set them up!) but even stricly from a modelling point of view an entire arsenal of a faction takes a lot of referencing, planning and so on so forth. The modelling part also takes time as I have to plan a model that doesnt exceed the poly-budget we set ourselves yet looks something better than what it replaces.
    The above is the very reason why we are working with a system. I have a few models to finish before I can even start research on other weapons. So for the foreseeable future I want to stay with the system. I think most US arms could be changed, some could go with a re-skin even but it takes time which is a luxury I dont have right now. A nicer Garand, an M1 Carbine, a BAR, even variants of the Thompson is in the plans. Some I even started experimenting with.
    I am finishing the ZB26, a heavy MG37, I have an MP18 Bergmann unfinished (which can be converted to an MP28 with ease), if I am saying ZB26 I might as well say a new Brengun that can be done with minor changes to the model and skin. If I say MP28 I might as well add a Lanchester...
    So I am just trying to explain how my weapon-factory works.
    I want to finish what is in the works as is, I experimented with sounds for the new weapons (Russian and Finnish) as they were released with sounds that had no claims attached to them (we are not using EF sounds for the Russian weapons). Sounds and editing relevant files is a pain for me as it is uncharted territory.
    In other words it will be some time I reckon before the US arsenal will undergo a development. But I havent forgotten about those.

  50. #4850
    Member eliw00d's Avatar
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    @inukshuk
    We need to eventually make Finnish, Hungarian, Romanian and Soviet Soldiers and gear (to go along with your weapons)!

    In other news, I have begun work on the new Pintle and Turret Gunner files. I don't think Relic designed them with different weapons in mind, so I am making them more generic and then the weapon files will add specifics. There will be some changes you will have to make to any weapons that use a Pintle or Turret Gunner, such as:

    pintle_lmg_state instead of pintle_mg42_state
    pintle_lmg_cooldowntime instead of pintle_mg42_cooldowntime
    pintle_lmg_horiz instead of pintle_mg42_horiz
    pintle_lmg_vertical instead of pintle_mg42_vertical

    Each weapon will have its own visibility state, similar to how normal weapons work. The reasoning behind this is so that each new weapon made can just be dropped in to an .abp without having to also modify the Pintle or Turret Gunner files.

    What do you guys think?

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