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Small Arms

  1. #151
    Member TigerTanker's Avatar
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    @Eli: Are there any ways to reach you? I see you disabled private messaging and Steam too..

  2. #152
    Member eliw00d's Avatar
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    @blandcatastrofe
    Make sure that you are using the fx_tracer_name provided in the readme.

    @CoolCat74
    I can't help you without knowing what specifically is wrong.

    @TigerTanker
    You can post here.

  3. #153
    Member CoolCat74's Avatar
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    I downloaded the following files :

    heavy_machineguns__v1.4
    light_machineguns__v1.4
    m1919a4_hmg__v1.1
    mg_42_hmg__v1.3
    mg_42_lmg__v1.1

    Then I extracted the files, did the changes from the readme and pack the files so I got a new attrib file and a new ww2art.sga

    Unfortunately, I got this rgm-missing warning with blue cubes. I don't know why. Maybe I forgot something?
    "Viel Feind' - Viel Ehr'!"
    - Der Herrgott fragte die Steine: "Wollt ihr Gebirgsjäger werden?"
    - Die Steine antworteten: "Nein, denn wir sind nicht hart genug!"

  4. #154
    Member eliw00d's Avatar
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    Missing .rgm implies that something in your pathing is incorrect.

  5. #155
    Member TigerTanker's Avatar
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    I just wanted to ask if you saw the tanks at my topic.. Afaik Inuk's working on those hungarian tanks as well. If it's any help, I'd be glad to send those 3ds models over, that'd surely make Inuk's work faster.

  6. #156
    Member eliw00d's Avatar
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    @TigerTanker
    I can't speak for inukshuk, but I found the quality of those models to be somewhat subpar. Best of luck, though.

  7. #157
    Member TigerTanker's Avatar
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    Maybe I could PM Inukshuk about it, perhaps he could use those models as base.. Thanks anyway.

  8. #158
    Member Aidas2's Avatar
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    The models look very fine and are well detailed. Maybe a bit higher count than average but that can be fixed. There's nothing sub par about them and the skins can be altered later. Kinda stupid to make Inuk redo all the same models when you have perfectly fine ones done...

  9. #159
    Member eliw00d's Avatar
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    @Aidas2
    I am more than entitled to my own opinion and I am not making inukshuk do anything.

  10. #160
    Member TigerTanker's Avatar
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    Well, I decided to send Inukshuk a PM after all. Let's just wait for his answer.

  11. #161
    eliw00d, i am using the correct fx_tracer_name. but i am going to try leaving the fx_action_target field clear. but, I am also having some vanilla weapon tracers missing now. specifically, the scout car mg42.
    A Real Mexican Hero!

  12. #162
    Member eliw00d's Avatar
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    @blandcatastrofe
    The fx_action_target must be mp44_target.

  13. #163
    for both the stg44 and the PPSH-41?
    and also, do you have any idea why these vanilla weapon tracers wouldnt be working?

  14. #164
    Member eliw00d's Avatar
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    No, mp40_target for PPSh.

  15. #165
    Member CoolCat74's Avatar
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    Hm, I can't find the rgm problem. Could You please post e.g. your mggunner's settings?

  16. #166
    Member eliw00d's Avatar
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    It's included in the archive.

  17. #167
    Member CoolCat74's Avatar
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    Sorry, didn't find an mggunner.abp

  18. #168
    Member eliw00d's Avatar
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    You'll have to make your own and make sure the paths point correctly to the custom models.

  19. #169
    Member CoolCat74's Avatar
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    Ok, I'll try to explain my problem a bit more precisely. I try to implement the m1919a. Therefore I downloaded the Heavy MG file and the m1919a file and extracted both. Then I edited the commonmeshes.abp and commonmotiontree.abp and my mg_gunner.abp. First as documented in the readme then I tried to find a soultion by looking for the correct pathing in other mods. But nothing worked. My problem is, that all US Troops no get the blue rgm box. I guess that one of the common files isn't correct. Here they are:

    commonmeshes.abp

    Code:
    model =
    {
        -- Allies Meshes for Slot Weapons
        "..\\Allies\\Soldiers\\Weapons\\M18_57mm_Recoiless_Rifle",
        "..\\Allies\\Soldiers\\Weapons\\BAR",
        "..\\Allies\\Soldiers\\Weapons\\M9_Bazooka",
        "..\\Allies\\Soldiers\\Weapons\\M1A1_Thompson",
        "..\\Allies\\Soldiers\\Weapons\\60mmMortar_sync",
        "..\\Allies\\Soldiers\\Weapons\\30cal_M1917_Browning_Sync",
        "..\\Weapons\\American\\Small_Arms\\M1919A4_HMG",
        "..\\Weapons\\American\\Small_Arms\\M1919A4_HMG\\M1919A4_HMG_Sync",
        --"..\\Weapons\\American\\Small_Arms\\M1919A4_HMG",
    
        -- Axis Meshes for Slot Weapons
        "..\\Axis\\Soldiers\\Weapons\\MP40",
        "..\\Axis\\Soldiers\\Weapons\\MP44",
        "..\\Axis\\Soldiers\\Weapons\\Panzerschreck",
        "..\\Axis\\Soldiers\\Weapons\\Granatwerfer_34_sync",
        "..\\Axis\\Soldiers\\Weapons\\MG42_Heavy_Tripod_Sync",
    
        -- Allied Commonwealth for Slot Weapons
        "..\\commonwealth\\Soldiers\\Weapons\\Piat_AT_Launcher",
        "..\\commonwealth\\Soldiers\\Weapons\\light_MG",
        "..\\commonwealth\\Soldiers\\Weapons\\vickers_HMG_sync",
        "..\\commonwealth\\Soldiers\\Weapons\\Boys_AT_Rifle",
    }
    
    
    -- Intermediate ABP
    simvis_attributes =
    {
        Intermediate_Model = 1
    }
    completemotiontree.abp

    Code:
    model =
    {
        ---------------------
        -- BaseMotions.abp --
        ---------------------
        "BASE\\BaseLayout",
        "BASE\\BaseMaterial",
        "BASE\\BaseMotion",
        "BASE\\BaseHead",
        "Soldiers\\Giblets\\Giblets",
        
        -----------------------
        -- CommonMotions.abp --
        -----------------------
        -- Common Weapon Animations
        "Weapons\\Bazooka",
        "Weapons\\FLAMETHROWERS",
        "Weapons\\GRENADE",
        "Weapons\\Heavy_Machineguns_Sync",
        "Weapons\\MORTAR_Sync",
        "Weapons\\Pistol",
        "Weapons\\RIFLE",
        "Weapons\\SUB_MACHINE_GUNS",
        "Weapons\\HEAVY_MACHINEGUNS",
    
    
        ------------------
        -- Engineer.abp --
        ------------------
        -- Engineer's Special Abilities
        "..\\Allies\\Props\\Demolitions",    
        "..\\Allies\\Props\\Wire_Cutters",    
        "..\\Allies\\Props\\Mine_Detector",
        "..\\Allies\\Props\\Blow_Torch",
        "..\\Allies\\Props\\Shovel_digin",
        "..\\Allies\\Props\\Sandbag",
        "..\\Allies\\Props\\Spool",
    
        "..\\Axis\\Soldiers\\Weapons\\Tellermine",
    
        ----------------------------
        -- Allies\Paratrooper.abp --
        ----------------------------
        "..\\Allies\\Soldiers\\Weapons\\Satchel_Charge",
        "..\\Allies\\Props\\Parachute",
    
        ----------------------
        -- Allies\Medic.abp --
        ----------------------
        "..\\Allies\\Props\\Medic_Kit",    
    
        --------------------------
        -- Axis\CommonItems.abp --
        --------------------------
        "..\\Axis\\Soldiers\\Weapons\\Panzerfaust 100",
        "..\\Axis\\Soldiers\\Weapons\\MG42_light",
    
    
        --------------------------------
        -- Resuming CommonMotions.abp --
        --------------------------------
    
        -- Common Team Weapon Sync files
        "Vehicles\\ANTITANK_GUNS_Sync",
        "Vehicles\\SyncPoint",
        
        -- Race-specific Team Weapon Syncs
    
        -----------------------------
        -- Allies\VehicleSyncs.abp --
        -----------------------------
        "..\\Allies\\Vehicles\\M2A1_105mm_Howitzer\\M2A1_105mm_Howitzer_Sync",
        
        -----------------------------------
        -- Commonwealth\VehicleSyncs.abp --
        -----------------------------------
        "..\\Commonwealth\\Vehicles\\Bofor_40mm\\Bofor_40mm_Sync",
        
        ---------------------------
        -- Axis\VehicleSyncs.abp --
        ---------------------------
        "..\\Axis\\Vehicles\\88mmFlakCannon\\88mmFlakCannon_Sync",
        "..\\Axis\\Vehicles\\Flakvierling 38 20mm\\Flakvierling_Sync",
        "..\\Axis\\Vehicles\\Nebelwerfer\\Nebelwerfer_Sync",
    }    
    
    
    -- Intermediate ABP
    simvis_attributes =
    {
        Intermediate_Model = 1
    }
    Maybe s.o. knows where the problem is? Thanks in advance.

    Edit: I copied the files additionally to races\allied\soldiers\weapons. Now the rgm-problem is gone, but the gunner still shows the old animation and the m1919a is invisible.
    Last edited by CoolCat74; 29th Jul 12 at 6:25 AM.

  20. #170
    Member eliw00d's Avatar
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    You need to read the readmes again.

  21. #171
    Member CoolCat74's Avatar
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    Well, I read the readme, but it didn't work as described. The [[ didn't work, so I replaced them with ". I changed the commonmeshes.abp, completemotiontree.abp and my mg_gunner.abp as decribed in the readme. I still got the rgm-problem with the mg_gunner.abp. This is the abp:

    Code:
    model =
    {
    	"..\\..\\Common\\CompleteMotionTree.abp",
    
    	-- Weapons
    	"..\..\Weapons\American\Small_Arms\M1919A4_HMG\M1919A4_HMG_Sync",
    	"Weapons\\M1_Carbine",
    
    	-- Mesh
    	"Rifleman\\Rifleman",
    }
    And what's the deal with the visibility name? Why do I need that? Sorry, but I'm not a pro at modding.

  22. #172
    Member eliw00d's Avatar
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    Your commonmeshes.abp:

    Code:
    -- Allies Meshes for Slot Weapons
    "..\\Allies\\Soldiers\\Weapons\\M18_57mm_Recoiless_Rifle",
    "..\\Allies\\Soldiers\\Weapons\\BAR",
    "..\\Allies\\Soldiers\\Weapons\\M9_Bazooka",
    "..\\Allies\\Soldiers\\Weapons\\M1A1_Thompson",
    "..\\Allies\\Soldiers\\Weapons\\60mmMortar_sync",
    "..\\Allies\\Soldiers\\Weapons\\30cal_M1917_Browning_Sync",
    "..\\Weapons\\American\\Small_Arms\\M1919A4_HMG", -- this is not the correct location!
    "..\\Weapons\\American\\Small_Arms\\M1919A4_HMG\\M1919A4_HMG_Sync", -- this is not the correct location!
    --"..\\Weapons\\American\\Small_Arms\\M1919A4_HMG", -- why do you have it in here twice?
    What the readme says:

    Open "data\art\models\races\common\commonmeshes.abp" and add the following line:

    [[..\..\Weapons\American\Small_Arms\M1919A4_HMG\M1919A4_HMG_Sync]],
    Your completemotiontree.abp:

    Code:
    -----------------------
    -- CommonMotions.abp --
    -----------------------
    -- Common Weapon Animations
    "Weapons\\Bazooka",
    "Weapons\\FLAMETHROWERS",
    "Weapons\\GRENADE",
    "Weapons\\Heavy_Machineguns_Sync", -- this is not the correct location!
    "Weapons\\MORTAR_Sync",
    "Weapons\\Pistol",
    "Weapons\\RIFLE",
    "Weapons\\SUB_MACHINE_GUNS",
    "Weapons\\HEAVY_MACHINEGUNS", -- where did this come from?
    What the readme says:

    Open "data\art\models\races\common\completemotiontree.abp" and change the following line:

    "Weapons\\HEAVY_MACHINE_GUNS_Sync",

    To:

    [[..\..\Weapons\Heavy_Machineguns_Sync]],
    So, you did not read the instructions properly. Also, moving the model files will actually cause more problems. The M1919A4 will NOT - I repeat - will NOT work AT ALL if you move it into a different folder. I will not provide support if you do not use the files in the locations they are meant to be in. As for changing the [[ and ]] to " and ", that is fine as long as you keep the pathing the same and just add the necessary escape characters for the backslashes.

    The visibility name is used in the weapon itself, in the anim_table. In the case of the M1919A4, the weapon is already included so you can ignore the visibility name. There are plenty of modding tutorials in the Tutorials forum that can help you out more with basic modding.

  23. #173
    Member CoolCat74's Avatar
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    Sorry for the inconvenience, but I posted the wrong commonmeshes.abp and completemotiontree.abp. This were versions in which I tried and errored.

    I started again with an vanilla ww2art.sga and implemented the following

    commonmeshes.abp
    Code:
    model =
    {
    	-- Allies Meshes for Slot Weapons
    	"..\\Allies\\Soldiers\\Weapons\\M18_57mm_Recoiless_Rifle",
    	"..\\Allies\\Soldiers\\Weapons\\BAR",
    	"..\\Allies\\Soldiers\\Weapons\\M9_Bazooka",
    	"..\\Allies\\Soldiers\\Weapons\\M1A1_Thompson",
    	"..\\Allies\\Soldiers\\Weapons\\60mmMortar_sync",
    	"..\\Allies\\Soldiers\\Weapons\\30cal_M1917_Browning_Sync",
    	"..\\..\\Weapons\\American\\Small_Arms\\M1919A4_HMG\\M1919A4_HMG_Sync",
    
    	-- Axis Meshes for Slot Weapons
    	"..\\Axis\\Soldiers\\Weapons\\MP40",
    	"..\\Axis\\Soldiers\\Weapons\\MP44",
    	"..\\Axis\\Soldiers\\Weapons\\Panzerschreck",
    	"..\\Axis\\Soldiers\\Weapons\\Granatwerfer_34_sync",
    	"..\\Axis\\Soldiers\\Weapons\\MG42_Heavy_Tripod_Sync",
    
    	-- Allied Commonwealth for Slot Weapons
    	"..\\commonwealth\\Soldiers\\Weapons\\Piat_AT_Launcher",
    	"..\\commonwealth\\Soldiers\\Weapons\\light_MG",
    	"..\\commonwealth\\Soldiers\\Weapons\\vickers_HMG_sync",
    	"..\\commonwealth\\Soldiers\\Weapons\\Boys_AT_Rifle",
    }
    
    
    -- Intermediate ABP
    simvis_attributes =
    {
    	Intermediate_Model = 1
    }
    completemotiontree.abp
    Code:
    model =
    {
    	---------------------
    	-- BaseMotions.abp --
    	---------------------
    	"BASE\\BaseLayout",
    	"BASE\\BaseMaterial",
    	"BASE\\BaseMotion",
    	"BASE\\BaseHead",
    	"Soldiers\\Giblets\\Giblets",
    	
    	-----------------------
    	-- CommonMotions.abp --
    	-----------------------
    	-- Common Weapon Animations
    	"Weapons\\Bazooka",
    	"Weapons\\FLAMETHROWERS",
    	"Weapons\\GRENADE",
    	"..\\..\\Weapons\\Heavy_Machineguns_Sync",
    	"Weapons\\MORTAR_Sync",
    	"Weapons\\Pistol",
    	"Weapons\\RIFLE",
    	"Weapons\\SUB_MACHINE_GUNS",
    
    
    	------------------
    	-- Engineer.abp --
    	------------------
    	-- Engineer's Special Abilities
    	"..\\Allies\\Props\\Demolitions",	
    	"..\\Allies\\Props\\Wire_Cutters",	
    	"..\\Allies\\Props\\Mine_Detector",
    	"..\\Allies\\Props\\Blow_Torch",
    	"..\\Allies\\Props\\Shovel_digin",
    	"..\\Allies\\Props\\Sandbag",
    	"..\\Allies\\Props\\Spool",
    
    	"..\\Axis\\Soldiers\\Weapons\\Tellermine",
    
    	----------------------------
    	-- Allies\Paratrooper.abp --
    	----------------------------
    	"..\\Allies\\Soldiers\\Weapons\\Satchel_Charge",
    	"..\\Allies\\Props\\Parachute",
    
    	----------------------
    	-- Allies\Medic.abp --
    	----------------------
    	"..\\Allies\\Props\\Medic_Kit",	
    
    	--------------------------
    	-- Axis\CommonItems.abp --
    	--------------------------
    	"..\\Axis\\Soldiers\\Weapons\\Panzerfaust 100",
    	"..\\Axis\\Soldiers\\Weapons\\MG42_light",
    
    
    	--------------------------------
    	-- Resuming CommonMotions.abp --
    	--------------------------------
    
    	-- Common Team Weapon Sync files
    	"Vehicles\\ANTITANK_GUNS_Sync",
    	"Vehicles\\SyncPoint",
    	
    	-- Race-specific Team Weapon Syncs
    
    	-----------------------------
    	-- Allies\VehicleSyncs.abp --
    	-----------------------------
    	"..\\Allies\\Vehicles\\M2A1_105mm_Howitzer\\M2A1_105mm_Howitzer_Sync",
    	
    	-----------------------------------
    	-- Commonwealth\VehicleSyncs.abp --
    	-----------------------------------
    	"..\\Commonwealth\\Vehicles\\Bofor_40mm\\Bofor_40mm_Sync",
    	
    	---------------------------
    	-- Axis\VehicleSyncs.abp --
    	---------------------------
    	"..\\Axis\\Vehicles\\88mmFlakCannon\\88mmFlakCannon_Sync",
    	"..\\Axis\\Vehicles\\Flakvierling 38 20mm\\Flakvierling_Sync",
    	"..\\Axis\\Vehicles\\Nebelwerfer\\Nebelwerfer_Sync",
    }	
    
    
    -- Intermediate ABP
    simvis_attributes =
    {
    	Intermediate_Model = 1
    }
    mg_gunner.abp
    Code:
    model =
    {
    	"..\\..\\Common\\CompleteMotionTree.abp",
    
    	-- Weapons
    	"..\\..\\Weapons\\American\\Small_Arms\\M1919A4_HMG\\M1919A4_HMG_Sync",
    	"Weapons\\M1_Carbine",
    
    	-- Mesh
    	"Rifleman\\Rifleman",
    }
    The files are located at data\art\models\weapons. The rgm-problem still exists (blue box with the machinegunner). I appreciate your help and please excuse the inconvenience of posting the wrong files.

  24. #174
    Member eliw00d's Avatar
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    I feel like there needs to be a tutorial written on how computer folders work. Your mg_gunner.abp is located at a different level of the folder hierarchy than completemotiontree.abp, so you need to add an extra "..\\" in the M1919A4_HMG_Sync line.

  25. #175
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    Well, I decided to send Inukshuk a PM after all. Let's just wait for his answer.
    I got the PM guys but I havent seen these models in question so I have no idea what we are talking about. I am sorry, I wasnt really looking but where are these models, where can I see them?
    I think you might want me to use these as basis for my models? Only one question comes to mind - why? I mean if you have these models, why not use them? As is. Maybe I am missing the point...like I said I havent seen them.

  26. #176
    Member eliw00d's Avatar
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    @inukshuk
    They are talking about these.

  27. #177
    Member TigerTanker's Avatar
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    Well Inuk, it would perhaps save you time, that's the only reason. We're going to use them, but it's hard to find animators who feel like helping nowadays..

    Edit: I'm not sure if you want to create them now that we have these models though..

  28. #178
    Member CoolCat74's Avatar
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    Ok, my bad that I didn't look for the folder levels. The rgm problem is gone, but the weapon isn't shown and the animation is the same as with the m1917 which shows up, when the animation is finished. Guess it has to be with the attrib files. I checked it. The files that came with the m1919a are in it. Are there any modifications to do in the mg_gunners epbs?

  29. #179
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    @TT
    These models look good to me. Just by looking at pictures I cannot be sure but I think their poly-count is sky high - but so are the EF models! A simple wreck should counterbalance the problem. Anyway, these models were made for a specific mod of a specific game I reckon - do you have permissions to use them?
    My question still stands: why do you need me TT? Why not use these models as is? Except for the Raba truck each one is skinned. I am not sure ewhat you mean by "using them as a base". These vehicles are ready to go. Once animated I mean.
    Send me the models and I will take a look but like I said before - I am not sure what I can help with.
    As you probably noticed I am not too active nowadays. The last batch of my weapons probably will not even get released. I left the tank models half done. I am doing only super-high-poly models lately and video tutorials for my website and neglected CoH modding. I am not sure if CoH modding still exist...
    TT, do you have my email adress still?

  30. #180
    Member TigerTanker's Avatar
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    I only have you on skype, Inuk, could you PM me your e-mail? These models were made for Battlefield 1942 and later Battlefield 2, but I do have permission. The wreck should counterbalance it, yeah. The reason why I asked you is that I also thought it's too hipoly and that's why I asked you about them.. If they are alright, then okay, I'll try to get somebody to get them ingame!



    Cheers.


    BTW, Eli, is the StuG3 included in one of the StuG4 packages at your site?
    Last edited by TigerTanker; 31st Jul 12 at 3:15 AM.

  31. #181
    Member Lord Wiffleby's Avatar
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    Tiger, I've recently started animating tanks and weapons. If you'd like to send me a link to download these models, I'll try animating them for you, though I'd like to do this so that I can use them in my own mod as well. Also, I'd encourage you to still look for other animators as well, given my workload. Anyway, PM me.

    Also, inukshuk, if you have any spare CoH models, go ahead and send them to me, and I'll see if I can animate and/or finish them. I probably wouldn't do all of them, but at least my finishing them would make your work worthwhile. I'll also be sure that they're released to the community, not just isolated in my mod.

  32. #182
    Member Zupadupadude's Avatar
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    I wasn't sure where to post this because the CMP thread is closed and I can't send you a PM. So in the CMP thread I downloaded the file fixed_76mm_shermans as I assumed it was the 76mm sherman with the fixed gun barrel. But it has a password. So... what's the password? Or am I not allowed to view or use the file?

  33. #183
    Member eliw00d's Avatar
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    I'll remove it later.

  34. #184
    So, I added your G41, Karabiner 43, and M1919a4 and several other weapons to a mod I'm working on. I don't see the weapons anywhere under the axis (in those gun's cases) soldiers/weapons list to add to the selected troops' abp file. Where can I find the added weapons/what should I add to each abp file in order for each weapon to properly appear?

    Edit: so I opened the zipfile again and traced the path. Will pasting [[G_41_Rifle\G_41_Rifle]], into the soldier abp of my choice result in the weapon appearing properly?

    Edit: nvm, I just reverted to an old version of my mod and kept working on it without any new models in it. The Lee-Enfield without a bolt pull anim does a fine job at a G41 stand in anyways.
    Last edited by Volsky; 8th Aug 12 at 7:11 PM.
    Your incessant button pounding is killing us!


    "We aim to remove what is preventing us from preventing our opponent from preventing us from achieving our goals." - Audemed

  35. #185
    I have exactly the same problem as Khorney.
    https://dl.dropbox.com/u/55188626/50cal2.jpg

  36. #186
    Member striker's Avatar
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    @eliw00d
    I have a problem with the weapon g-41
    seems to be missing some attrib file and not put to work like the gun
    I can do to fix this

  37. #187
    Member eliw00d's Avatar
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    @striker
    You have to make your own. The readme should contain all the information you need.

  38. #188
    Member striker's Avatar
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    well I try to do one with the data that you say
    I edit the file g-43 and put the data of g-41 but do not see the weapon and the squad appears in a blue cube

  39. #189
    Member eliw00d's Avatar
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    You did not read the instructions clearly, then. You have to extract it exactly the way it is given. Moving or renaming the files will cause problems unless you know what you're doing.

    I might upload a modified version that includes attribs if I have time.

  40. #190
    Member striker's Avatar
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    venezuela
    if you try to do is I am new to this and do not know how

  41. #191
    Member eliw00d's Avatar
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    Jul 2008
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    USA
    In the meantime, The Armoury is a good place to learn how to mod. There are tutorials as well.

  42. #192
    Member Dartborne's Avatar
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    Apr 2009
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    Alcoy, Spain.
    Can you fix the M1919A6 tracers? are invisible...

  43. #193
    @ Eli (apologies for posting it here, but I guess you don't want to receive PMs), would I be able to use parts of your unit rating system from Fortress Europe in Operation Avalanche? I realise it's a silly thing to ask about but I don't want ModDB to come down with the "stole original content and ideas from another mod!!!11eleven!1!" card. Formatted something like this (taken directly from my current, unreleased ucs file)?: 15000217 Squad of Engineers from the 10th Engineer Reg., 3rd Infantry Division. Engineers can construct basic defenses and base buildings alike, and can repair damaged Vehicles and Structures. Equipped with an M2 Flamethrower for assaulting dug in troops or an SCR Mine Detector for removing enemy minefields, Engineers play a vital part in the Allied war machine. Combat Rating: Cautious.

    Using Untested/Cautious/Competent/Experienced/Veteran/Fanatic, some of which obviously also came from Fortress Europe.

  44. #194
    Member eliw00d's Avatar
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    @Volsky
    You could post the question in our mod's thread here (also linked in my signature). That question is probably best directed at Sturmhaubitze, who came up with the rating system and the names in it. Personally, I think you could come up with your own terms, especially since a lot of those don't fit "Combat Rating" very well.

  45. #195
    Member Dartborne's Avatar
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    Apr 2009
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    Alcoy, Spain.
    @eliw00d,
    What could be the reason why the machineguns setup off screen are showed invisible? Is it due to bad installation or model is bugged? I've tried everything...
    -Tripods also don't shown when they are garrisoned. Can this be fixed?

    Thanks for your hard work

  46. #196
    Member eliw00d's Avatar
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    @Dartborne
    No idea. You'll have to ask Darkblade, it is his work. I just packaged it and adjusted a few things.

  47. #197
    Member Dartborne's Avatar
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    Alcoy, Spain.
    And can you fix the M1919A6 tracers? are missing. ( m1919a6_tracer )

  48. #198
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    May 2010
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    Graz, Austria
    tripods dissabled in buildings, is triggered with states in the rgo file. you need OE to change it, if you dont have it, wait for him. I wont change it without his permission.

  49. #199
    Member eliw00d's Avatar
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    USA
    @Dartborne
    Tripods disappearing when garrisoned was intentional. If you need this fixed on a personal level, send a PM to nachocheese.

    As for the M1919A6 tracers, I will fix them when I have time. I have other priorities at the moment. In the meantime, you are welcome to fix them on your own. Making changes to an .RGO in the Object Editor that do not involve mesh selectors is quite easy. If you know your way around Mod Studio, then you shouldn't have any problems using Object Editor.

  50. #200
    Member Dartborne's Avatar
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    Apr 2009
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    Alcoy, Spain.
    ok, in buildings not appreciated, but on green cover (sandbags or low walls), the weapon is displayed "floating" in the air.

    -Honestly I would love to make these changes myself, but I fail to install correctly the object editor.

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