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"INF PACK (+ 88mm crew)" contents...


-New 'German specialist' made from stock HMG as root going through the "DE treatment". ('DE' --"Deep Exploration"-- is an expensive CAD program from ['Right Hemispere'] that decompresses the .X files without creating artefacts.) This HMG is used in various units below.

-New PzBuK unit made = New gun, manned by new 'German Specialist'. Uses Mobius' sPzBuk41 gun XML-- included in this pack. (To make this model work as desired [speed, no mountability], it is called in Infantry XML (and therefore scenario editor) "infantry gun, team". PzC needs code change so that eg "light ATG, team" is like infantry gun's speed and mountability but called 'light ATG team'.)

-New Fallshirmjager folder (with XMLs mapped to it) = helmuts made; has winter camo, eagle on helmuts. All types made: Rifle, smg, MG. 

(STOCK rifleman was not 'compressed'/screwed up (no high warped shoulders etc). So I could --without the "DE treatment"-- use him as a base to make the other gunmen (FSjager; sniper.)

-sniper = [RUSS ALSO...] now only one guy; added scope to rifle model; has special camo. (Mapped XML to "German sniper folder": stock was mapped to "[PzGren rifle]" --nothing used stock Sniper folder, AFAI-could tell. [This is true, for Russian sniper too.])

-Ger HMG = has field cap now, blonde. (Stock HMG got the 'DE treatment'; then I made the 'German specialist' from this HMG.)

-Infantry Gun = [RUSS ALSO...] now only two guys; Stock gunner plus German specialist [Russ: stock gunner plus edited mortar guy].

-Ger Pionier squad = Now has 'ger specialist case' added. This creates differentiation on battlefield. (I used Mraah's 'Pionier XMLs' with the HEAT pack added as base for this --His satchel gun included in this pack.)

-New SS Helmut texture with CAMO helmuts (and schutzstaffel). This creates differentiation on battlefield.

-Russian Tank commander texture changed = now has eyebrows.

-Russian Mortar (got DE treatment) = has pilotka.

-IG wheels 'de halo-ed'. (Other guns dehalo-ed.)

-Most Ger and some Russ Infantry compendiums Fixed. Stock were all screwed up. (It always bugged me that the squad pictured  only one guy and he was generic and always winter clothed; also made combatant's direction consistent (;-p). This is a cool mod.)

-88 crew.x (_in armouredunits folder_) = now three guys; stock gunner plus 'German specialist' and my bino commander; textured all (ie including seated stock man) with Luftwaffe waffenfarbe (from Ryan Cerie concept).

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`All animations etc for all.

`TWO test scenarios(summ, win) showing all units in this pack on a stock map.

`compendium template [see below].

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Some Stock guys (Infantry and Crews) have BAD corrupted shoulders, etc. DE treatment repairs this. ('DE' is an expensive CAD program [from 'Right Hemispere'] that decompresses the .X files without creating artifacts.) All _Summer guys_ usually have corrupted shoulders, even if _passable_ (eg ATG crews); Stock German winter coat guys are good.

For STOCK German and Russian infantry:

-riflemen are NOT corrupted. BOTH Winter AND Summer.

-SMG and squad-MG ARE.

(_I used stock rifleman as base to make SMG guy, squad-MG, sniper and differing hats. I fixed shoulder points a bit, made one 512 texture, mapped to it, made user edits (Field caps, Falschmjaeg helmuts...) -- voila._)

-HMGs are/were. (Ger HMG has gone through the DE Treatment.)

-Mortars ARE/were. (Russ Mortar has gone through the DE Treatment.)

-IGs ARE.

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MOST CREWS (armouredunit folders) ARE! German Winter ATG crews (long coats) are NOT corrupted.


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INF still needed --someone should make:

-Gebirgs = all guys capped; ropes, one guy is German_Specialist. (Research TO&E)

-Hitler youth = smaller guys; big helmuts, coats and arms.

-cap guy for infantry.
.volks need caps.
.late war needs caps.

-late war German uniforms en-'ragtagged' in squad (except SS): some camo some not, some long coats some not, some caps some helmuts, etc.

-Sturmgewehr.

-squad riflemen animation variation (to break animation monotony) (Eg make new 'rifle guy 01' who 'idle's differently than the stock; then have XML squad file contain some 'rifle man stock guys' and 'rifle man 01 guys'.)

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-Russians need many... Pilotkas applied (I made the first one; floppy ears winter hat (ears up and down); curly-wool tall black fess stove-pipe thing; low-officer cap (greyblue-puffy with red strip). Suggestion: Officers wear cap in summer and stove pipe in winter, while lowers wear pilotkas in summer and floppy ears in winter (MG and ATR officers, mortars and IGs etc lowers).

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-Summer ATGs need shoulder fix. Winter coat crew to 'PaK36': PaK36 winter crew should be PaK38 or 40 crew. ...Making PaK36 unit mobile, IG-like, entails making it an infantry unit (Inf folder and XML); DE treatment for body.x; then adding IG guy and Russian Specialist to XML after their DE treatment.

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Bonus, Compendium Template dds included, for making future compendium images if needed.

Ask me if I have any started INF project packs for you. (I do have some fragmotion files [gebirgs, russian hats] and maybe some textures of the above projects in half done limbo stages.) If you want to redo aspects of this pack, ask me if I have Fragmotion --ie uncommpressed-- versions of these files (I do).

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NEED DE TREATEMNT still:

Russian HMG Maxim

Russian IG

Russian ATG crews (45mm, F22, Zis)

-0-0-0-0-0-0-0-0-0-

German Mortar

German Infantry Gun

PaK36 crew (The root for all summer ATG crews.)

tankcommander_bino

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STOCK IG doesn't have RUSH/Regroup animation. Guy just stands there and glides with IG. 

(Stock SMGs and Squad+MGs don't "Idle-breath" [keyframe290-380], unlike STOCK riflemen who heave up and down. This is good though!: creates variation in squad.)

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Note that the 'DE Treatment' deleted Ger HMG and Russ Mortar firingpoints. (I had to reapply to make my models form the DE fixes.)



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