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PostPosted: Sat Oct 06, 2012 10:18 am Reply with quote Back to top

sadly no im not. Sorry
 
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PostPosted: Wed Oct 10, 2012 4:55 pm Reply with quote Back to top

Started work on a German rocket truck and jet fighter.

May give the rocket truck to Italy though.
 
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PostPosted: Wed Oct 10, 2012 7:46 pm Reply with quote Back to top

last night I was experimenting with Nifskope and may have figured out how to remove the cannon from the British SPA tank. what this means is that I might be able to make the British Armored Personnel Carrier look the way it's supposed to.

that also means, that if I can use the same process--- I might be able to take that ME109 model you have there and give it a swept-wing just like the ME.262 is supposed to have.

if you send me that jet model I'll see what I can do.

I like the German rocket halftrack.
 
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PostPosted: Thu Oct 11, 2012 2:37 pm Reply with quote Back to top

Here's the jet fighter.

Could you tell me how you can change the stuff you mentioned
 
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TheLastSterling
 


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PostPosted: Thu Oct 11, 2012 6:47 pm Reply with quote Back to top

theharkonnen wrote:
Here's the jet fighter.

Could you tell me how you can change the stuff you mentioned


How did you add the jets?
 
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PostPosted: Thu Oct 11, 2012 8:34 pm Reply with quote Back to top

buried in the .nif file is something called "NiTriShapeData". the exact location varies from one file to the next-- but you're probably going to find it about 2/3rds to 3/4ths of the way down the lines. it will have a "+" symbol on it. only one of these appears to have a collection of vertices attached-- so if worst comes to worst, you'll just have to click on all of those "NiTriShapeData" lines until you find the right one.

you're looking for the one that has "Num Vertices" on the third line. (that always seems to be where it is)

expand the "Vertices" line and it will reveal every single point that was used to create the model. some models are very simple-- and others, like infantry and some of the tanks, are very complex.

in order to change the shape you need to play around with the X, Y, and Z locations of each vertice to get the look you want.

I was able to turn the M7 Priest self-propelled gun into an Armored Personnel Carrier that I always wanted earlier this evening.

although I must warn you guys-- this takes a very long time. it's pretty tedious changing the location of every single little point that gets used to make a shape. it took me about 2 hours of experimenting before I was able to remove the gun from the SPA as much as I did here.
 
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PostPosted: Thu Oct 11, 2012 8:41 pm Reply with quote Back to top

while I was working on the APC I tried making a better version of the Panther.

when I saw the work that theharkonnen did on some of the new Italian units I realized that I could do better on the Panther than I previously thought. I settled for a modified King Tiger-- but when I figured out how to swap turrets and make adjustments to the UV mesh for the skin-- I tried making a Panther that looks truly unique. I grafted the turret of a T-34 onto the chassis of the King Tiger and made a lot of adjustments to the UV mesh for the turret skin. I think it looks much better than the slightly altered King Tiger I have in the existing mod.

I would like to add the tank commander's cupola later-- to make it look more authentic.
 
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PostPosted: Thu Oct 11, 2012 8:41 pm Reply with quote Back to top

Nice thought I do believe that they cover the gap in the front otherwise the enemy could shoot right through Laughing
Also I wonder if it is possible to use units form other games suck as civilization. I found a Crusader tank and I hope I can use it.
 
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PostPosted: Thu Oct 11, 2012 9:08 pm Reply with quote Back to top

Very cool looking!
 
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PostPosted: Thu Oct 11, 2012 9:12 pm Reply with quote Back to top

yeah, I know the front gap is supposed to be solid-- but, lol, one step at a time! I'll find a way to bring the entire front end together in the next week. it's much easier making existing parts invisible than to figure out how to merge parts together or move parts to a new location.

making a proper Crusader, with it's distinctive turret is something I've tried several times-- now that I know how to change vertices on the model-- the Crusader doesn't feel like a pipe-dream anymore. it does look to be a lot of hard work though!
 
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PostPosted: Thu Oct 11, 2012 10:29 pm Reply with quote Back to top

Nice panther, thought it looks more like the panther II but not really to worry. I hope you are able to make a crusader tank. Best of wishes. I'm planning to add new tank units for each nation:

British: Airborne tanks and cruisers
American : Airborne tanks and recon tanks
German : AA tanks and recon tanks
Russian : Bt tanks and kv-2

as for japan, its difficult since they lack any major tank designs during the war.
as of right now these are my plans currently. I might add more over time.
 
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PostPosted: Fri Oct 12, 2012 7:07 am Reply with quote Back to top

[/quote]How did you add the jets?[/quote]

I took the barrel from a tank and reshaped it until it looked like an engine. Then, I copied and pasted it to create another.

Need to figure out how to add smoke or something from them.

Gizmotron: Looks like you are really maing progress. Good job.

For the flags, there is a line in the building's .tgi referencing them. You have to change that. The flag models are in the effects/flags and the yes, the skin is in the shared texture file. I didn't add new ones there though, I just kept the new skin files where the models were.

In the list of parts, look for the .dds references (there are 2) and change them to the new skin (Such as Flag-CHN) and it should work. Don't delete the old skin reference though, just replace it, because if you delete the original, it seems to make any skin unusable.
 
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PostPosted: Fri Oct 12, 2012 9:55 pm Reply with quote Back to top

airborne tanks has been something I've wanted to do for about a year-- but never figured out how to pull off. I added airborne armored cars as a possible option in the mod... but it's not quite what I wanted.

I really wanted the British and the Americans to have airborne tanks-- but this brings up some serious problems in game-play balance. the United States and Japan already enjoy the advantage of deploying light tank supported infantry regiments from battleships... giving them airborne tanks from a regular airborne HQ might make it too difficult for other nations to compete early in the game. giving the US airborne tanks regiments to the Airborne HQ might give them too much of an advantage in the infantry stage compared to other nations.

then there is the possibility that the AI will go straight for airborne tank regiments at the expense of building their economy, capturing cities, and recruiting enough infantry regiments to threaten other players. (my APC regiments actually spelled certain death to AI players if they choose to recruit them at the expense of a normal infantry build. while they get one APC regiment other players can produce 3 regular infantry regiments. they'll be stealing multiple cities while the AI is trying to capture one. it's not hard to figure out that 27 infantry units are going to clober 3 tanks and 6 infantry units eventually!)

don't get me wrong-- I'm still determined to include airborne tanks (at least for GBR)-- but where and how they get recruited and deployed is important.
 
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PostPosted: Fri Oct 12, 2012 10:28 pm Reply with quote Back to top

Gizmotron wrote:
airborne tanks has been something I've wanted to do for about a year-- but never figured out how to pull off. I added airborne armored cars as a possible option in the mod... but it's not quite what I wanted.

I really wanted the British and the Americans to have airborne tanks-- but this brings up some serious problems in game-play balance. the United States and Japan already enjoy the advantage of deploying light tank supported infantry regiments from battleships... giving them airborne tanks from a regular airborne HQ might make it too difficult for other nations to compete early in the game. giving the US airborne tanks regiments to the Airborne HQ might give them too much of an advantage in the infantry stage compared to other nations.

then there is the possibility that the AI will go straight for airborne tank regiments at the expense of building their economy, capturing cities, and recruiting enough infantry regiments to threaten other players. (my APC regiments actually spelled certain death to AI players if they choose to recruit them at the expense of a normal infantry build. while they get one APC regiment other players can produce 3 regular infantry regiments. they'll be stealing multiple cities while the AI is trying to capture one. it's not hard to figure out that 27 infantry units are going to clober 3 tanks and 6 infantry units eventually!)

don't get me wrong-- I'm still determined to include airborne tanks (at least for GBR)-- but where and how they get recruited and deployed is important.


Well my idea is to make the airborne tank recruitable from the airborne hq. Second is to make them somewhat as weak as the tankette since to make them air transportable, the sacrificed armored and fire power historically.
 
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PostPosted: Sat Oct 13, 2012 2:08 pm Reply with quote Back to top

in my existing mod tanks are 80% resistant to gunfire damage and 40% resistant to explosive w/o upgrades. this means that most infantry won't be able to hurt tanks very much. you would need odds of at lest two-against-one in your favor and use pincer attacks to have any hope of defeating a single light tank regiment with ordinary infantry.
 
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PostPosted: Wed Oct 17, 2012 2:07 pm Reply with quote Back to top

hmm, i think you should add the natter jet fighter, is one of my favorites, unless its already in there lol

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PostPosted: Fri Oct 19, 2012 11:54 pm Reply with quote Back to top

Sadly adding new tanks currently is being time consuming and am moving on to do something else on the mod Sad
 
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PostPosted: Sat Oct 20, 2012 10:49 am Reply with quote Back to top

I can relate-- the Panther that looked so nice in Nifskope has an invisible turret when I try to use it in the game. still trying to figure out why that is.

sometimes taking a break is good from a specific problem is good-- you can always come back to it later. I might post-pone working on one aspect of the mod for a month-- only to figure out the solution working on something else weeks later.
 
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PostPosted: Sun Oct 21, 2012 9:45 am Reply with quote Back to top

Gizmotron wrote:
I can relate-- the Panther that looked so nice in Nifskope has an invisible turret when I try to use it in the game. still trying to figure out why that is.

sometimes taking a break is good from a specific problem is good-- you can always come back to it later. I might post-pone working on one aspect of the mod for a month-- only to figure out the solution working on something else weeks later.


I have had this happen a lot. You must attach any new object to a NiNode in the block details box. So click on a Ninode via the block details window (Don't click on the actual model as it usually goes to a nishape, which doesn't work) and paste the object. So, in this case, I would copy the turret and paste it on a ninode and delete the old one.
 
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PostPosted: Tue Oct 23, 2012 7:52 pm Reply with quote Back to top

got a used book in the mail "Encyclopedia of German Tanks of World War Two". it has a nice little section on captured French and Italian vehicles-- which I suspect will come in handy later
 
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PostPosted: Tue Oct 23, 2012 8:48 pm Reply with quote Back to top

France had a lot of good tank designs during the beginning of the war. I wonder how to model the b1 thought?
 
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PostPosted: Wed Oct 24, 2012 7:21 am Reply with quote Back to top

TheLastSterling wrote:
France had a lot of good tank designs during the beginning of the war. I wonder how to model the b1 thought?


Just have to increase the Z-proportion and that will make a tank taller. Then do the same for the trends to make them bigger.
The worst part is always skinning though. Shouldn't be too hard. I was planning on doing the tank anyway.
 
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PostPosted: Wed Oct 24, 2012 7:00 pm Reply with quote Back to top

one idea I had was to gradually and systematically expand the size of the Goliath model until it reached a suitable size-- and then see if I could add a turret. then, if that wasn't a working solution-- to swap out the chassis of an existing tank with the new enlarged goliath chassis.
 
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PostPosted: Wed Oct 24, 2012 8:54 pm Reply with quote Back to top

Gizmotron wrote:
one idea I had was to gradually and systematically expand the size of the Goliath model until it reached a suitable size-- and then see if I could add a turret. then, if that wasn't a working solution-- to swap out the chassis of an existing tank with the new enlarged goliath chassis.

I had the same idea a couple of months ago
 
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PostPosted: Fri Oct 26, 2012 10:15 pm Reply with quote Back to top

Calvary anyone?
sorry the website right now isn't letting me upload the picture.
 
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