I'm having turret swapping issues...
If I swap a BT-7's turret for a BA turret... 'et voila --it works: the result is a BT-5. (Note that the new turret does float above the body a bit showing the commander's legs.)
But say I swap a StuG's "turret" with a SU 122's turret (trying to create a SU76i model [JMass]), the result is there is no 122 turret seen. But the StuG's turret is still there.
Is there a way to put a different turret on a model that has body-through-turret construction?
And (in the same vein)...
How did you all put the PaK36 on the HT? When I do it (a PaK40 on the 251), nothing new shows up.
Modding by swapping vehicle turret
Modding by swapping vehicle turret
Images should be easier to load at Matrix.
RE: Modding by swapping vehicle turret
ORIGINAL: spellir74
I'm having turret swapping issues...
If I swap a BT-7's turret for a BA turret... 'et voila --it works: the result is a BT-5. (Note that the new turret does float above the body a bit showing the commander's legs.)
But say I swap a StuG's "turret" with a SU 122's turret (trying to create a SU76i model [JMass]), the result is there is no 122 turret seen. But the StuG's turret is still there.
Is there a way to put a different turret on a model that has body-through-turret construction?
No can do I am afraid. The StuG's "turret" is part of its hull and not a true turret. It only has a dummy turret xml entry to keep the render engine happy.
RE: Modding by swapping vehicle turret
Spellir74,
The Pak36 on the 250 was built by importing the the X file into MilkShape3D and then removing some parts, then reassembling it, assigning firing bones, then exporting it back out. I had to tweak the gun a bit to line up with the 250 ... And as you know, when I import an X file it reverses the polygons and getting everything sorted out was another task which Mobius fixed.
I'd have to do the same with the Pak40 to install it on the HT.
Rob
The Pak36 on the 250 was built by importing the the X file into MilkShape3D and then removing some parts, then reassembling it, assigning firing bones, then exporting it back out. I had to tweak the gun a bit to line up with the 250 ... And as you know, when I import an X file it reverses the polygons and getting everything sorted out was another task which Mobius fixed.
I'd have to do the same with the Pak40 to install it on the HT.
Rob
RE: Modding by swapping vehicle turret
ORIGINAL: Stridor
ORIGINAL: spellir74
I'm having turret swapping issues...
If I swap a BT-7's turret for a BA turret... 'et voila --it works: the result is a BT-5. (Note that the new turret does float above the body a bit showing the commander's legs.)
But say I swap a StuG's "turret" with a SU 122's turret (trying to create a SU76i model [JMass]), the result is there is no 122 turret seen. But the StuG's turret is still there.
Is there a way to put a different turret on a model that has body-through-turret construction?
No can do I am afraid. The StuG's "turret" is part of its hull and not a true turret. It only has a dummy turret xml entry to keep the render engine happy.
Okay. Thanks, Stridor.
I have another way to get to a SU76i model (Never say die):
Use a Pz III body and put some other _big_ turret on it; then get rid of '[Turret Rotation]' in the xml. (Just leave empty space _between the quotes_, I hope?)
Images should be easier to load at Matrix.
RE: Modding by swapping vehicle turret
ORIGINAL: Mraah
Spellir74,
The Pak36 on the 250 was built by importing the the X file into MilkShape3D and then removing some parts, then reassembling it, assigning firing bones, then exporting it back out. I had to tweak the gun a bit to line up with the 250 ... And as you know, when I import an X file it reverses the polygons and getting everything sorted out was another task which Mobius fixed.
I'd have to do the same with the Pak40 to install it on the HT.
Rob
Milkshape3D is a program. I just googled it; downloading it now.
I'll try to do the /22, If I can fathom the MS3D Prog.
If you're feeling ambitious you should try the 251/09 with the L24 75mm haubitze, for that is much more involved (it entails [as you know] taking a MKIV or MKIIIN turret and then getting rid of the top, sides, cupola and back.
Like I said before no pressure. (Okay, a little pressure.

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If I master that progg, I could do lotsa cool things. Cuploa on the Ferd to make a proper Elefant comes to mind.
Images should be easier to load at Matrix.
RE: Modding by swapping vehicle turret
I'm not sure how you guys using Milkshake get models into or out of .x format. But using AutoDesk and Polytrans I have to flip z-vectors going from AD to .x. Taking an existing model from the game one should flip the z vectors going to the modelling software. Then flip them back going out to the game. If you get it wrong and your output is reversed so the colors don't show up try mirroring the object in Milkshake then export.
I'm making the Jagdpanzer IV model series right now and found that I had one object reversed and mirroring it fixed it.
I'm making the Jagdpanzer IV model series right now and found that I had one object reversed and mirroring it fixed it.
All your Tanks are Belong to us!
panzer
panzer
RE: Modding by swapping vehicle turret
spellir74,
MS3D is shareware with a time limit but it's easier to use than Blender, imo.
Don't forget to check out Stridor's tutorial on how to make vehicles.
If you get hung up or throw in the towel then holler ... It's no problem making the /22 or the /9, it's been on my to-do list for ever.
Frankly, if you can spend $35 for MS3D you'll be proud at making models for PcK ... Look at me, I built the M4A2 and it not that bad for 35 bucks!
Mobius,
Yeah, I had to do some flipping of the Z and reversing the polygons ... If I do both and forget where I'm at then it ends up all backwards and black but the funniest part about the black color on the /10 is that my graphic card didn't have a problem displaying it whilst other folks' ... yes [:(]. The mesh importer with MS3D is kinda funky ... most of the mesh has to be assembled back together again to make it complete.
Rob
MS3D is shareware with a time limit but it's easier to use than Blender, imo.
Don't forget to check out Stridor's tutorial on how to make vehicles.
If you get hung up or throw in the towel then holler ... It's no problem making the /22 or the /9, it's been on my to-do list for ever.
Frankly, if you can spend $35 for MS3D you'll be proud at making models for PcK ... Look at me, I built the M4A2 and it not that bad for 35 bucks!
Mobius,
Yeah, I had to do some flipping of the Z and reversing the polygons ... If I do both and forget where I'm at then it ends up all backwards and black but the funniest part about the black color on the /10 is that my graphic card didn't have a problem displaying it whilst other folks' ... yes [:(]. The mesh importer with MS3D is kinda funky ... most of the mesh has to be assembled back together again to make it complete.
Rob
PZ II carring troops
Spellir74, did you say the PZ II can't carry any troops?
I'll take a look at it. I reworked it right before PCK was released to be smaller and more to scale. In PCOWS it was larger than a Mark III and I squeezed it down. I may have left off the mount points. I'll see if I can add them if they aren't there.
But carrying an entire squad on that little thing is almost like a circus clown car act.[:D]
I'll take a look at it. I reworked it right before PCK was released to be smaller and more to scale. In PCOWS it was larger than a Mark III and I squeezed it down. I may have left off the mount points. I'll see if I can add them if they aren't there.
But carrying an entire squad on that little thing is almost like a circus clown car act.[:D]
All your Tanks are Belong to us!
panzer
panzer
RE: PZ II carring troops
ORIGINAL: Mobius
Spellir74, did you say the PZ II can't carry any troops?
I'll take a look at it. I reworked it right before PCK was released to be smaller and more to scale. In PCOWS it was larger than a Mark III and I squeezed it down. I may have left off the mount points. I'll see if I can add them if they aren't there.
But carrying an entire squad on that little thing is almost like a circus clown car act.[:D]
Yes, I believe PII's don't. I figured it was purposeful for the clown car reason above. "It's not an oversight, but a feature." (That doesn't explain the sdk222 though.)
PIIs not carrying troops was a shock to me when I, early on, made a pioneer-secures-bridge scenario(long gone), with only PIIs as support and they couldn't mount on them.
...Don Rickles from 'Kelly's Heros': "[You mean I gotta lug this cannon all over the place? Nobody said nothing 'bout lugging this thing clear across the map...]"
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If you want to change it, that would be good.
I am compiling a PII family profile now [along with the 'HalbKette Mod']. I started researching this just to create a pioneer support tank.
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[STOCK has PzII -B, -F and -L only]
-PII C= most common[not B], according to one source. [need to dig deeper.]
-PII D/E= 43 made; "christie suspension", faster; withdrawn 3/40 --becomes Marder IID ['las76'] and PII flammenwerfer
{!Walter Christie. Inter war USA inventor. Russian espionage creates BT-2, -5, -7 [and therefore T-34]; Brit Matilda from BT 'observations'; PII D/E [and therefore Panther/Tiger] from Christie too.!}
-PII F= like C hull and suspension again --add cupola (only PII with).
-PII L/M {Lynx "Luchs"}= 100 made, 9/43-1/44; "Panzerspaahwagen" recon units proper.
[STOCK PII L has wrong 37mm gun (armour looks right though); PII L only had 20mm gun, say multiple sources.]
Only "L(and M)" called 'Pzsphwg'. Never seen it called "Pz Kpfwg" [unfortunately STOCK file-ID calls it 'Pz Kpfwg']. Most PII become recon. But I believe that means patrol support, not recon Abteilung proper (unlike Pzsphwg II L here). This is like sdk250/x are called 'recon', but 250/09 is Aufkl Abt proper.
-Flammenwerf= from D/E; to pioneers. (PII L to pioneers too I saw once [need to dig].)
I'm in the middle of trying to make sense of all that recon and pioneer jazz now.
For chimera model, for the D/E and L(/M), I'm going to use the PIII body + large road wheel treds.
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What about the big buildings' squad capacity? A multi story warehouse should be able to accomodate a 3 squad platoon at least, especially since a one story square ranch house hold two sqds (which in reality would be leveled in minutes --not the basement though). And the factory from the center of one of the Kharkov maps should hold even more.
I think this has already been discussed --I'm diggin up the dead. "It isn't mount points in buildings but 'modules'".
I assume new buildings (in MM) are comprised of more *modules* and can handle realistic squad amounts. Three is fine and four for the giant factories. (I don't want to throw off this particular games 'absract "balance"').
Images should be easier to load at Matrix.
RE: Modding by swapping vehicle turret
Mraah,
Thanks for your offer.
I've been putting off learning modeling programs for years. It's time...
Probably will get the full version.
Thanks for your offer.
I've been putting off learning modeling programs for years. It's time...
Probably will get the full version.
Images should be easier to load at Matrix.