250 HT troop snag...

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spellir74
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250 HT troop snag...

Post by spellir74 »

Image collage of completed 250 half tracks and troops...

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spellir74
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RE: 250 HT troop snag...

Post by spellir74 »

Those are all done.

I am going to release my entire 250 ht pack, once I finish the 250 'neu' unit.

But I need help. Keep reading...

I made new troop "characters" from stock character "models". The Stock were all messed up-- sky high shoulders, twisted; lotsa bones with lotsa yellow and green --ie overlapped-- "weights" (not just proper red weights); lotsa material textures.

I got rid of those problems and all works well. BUT...

When I animate the troops beyond just disappearing/submerging (killing) them (at the appropriate frames for PzC [ca270]), they work nice in frM _but parts won't show up in game_ and there will be duplicate heads and such hovering about.

I could probably figure this out myself, by looking at and dissecting examples that DO work and THEN THROUGH EXCRUCIATING TRIAL AND ERROR work it through. BUT could someone help me skip a step and tell me what is going on with these troops?

My Halbkette project (the gunned HTs) need lotsa new homemade troops; as does my sPzBuK 41 unit. It would be a shame to have those new troops not breath and nod at each other etc.
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Dean J
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RE: 250 HT troop snag...

Post by Dean J »

Spellir,

How did you fix the twisted, high shoulders soldier models.  I've been fighting with this, but with no joy.

-Dean
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spellir74
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RE: 250 HT troop snag...

Post by spellir74 »

By hand.

I set FrMt to show texture; and then I grabbed the offending vertixes and moved them down and then "_mesh_" rotated them (trial and error settings) until lined up according to the texture features (shoulder straps etc).

A bitch. But it did go pretty easily once I set the mesh rotation constraint properly (trial and error).

Anyone can use mine. I attach them to this post.

The animations of these have the crews 'submerge' below view (ie die) at 270 ish; no other animation features. I culled all bones; then added Spartan bone amount.

(To use these entire 250HT vehicles properly you will need Mobius' sPzBuk 41 and my 'MPi' (SMG) file installed in GUNS folder [next post]. Note I uploaded this attachment right here just so that people could look at and use the crew .x files and crew dds files.)

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spellir74
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RE: 250 HT troop snag...

Post by spellir74 »

Here are the gun files needed to make the above pack work as entire vehicles.
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Mobius
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RE: 250 HT troop snag...

Post by Mobius »

The Normal file needs work for the 251 halftracks. When the front wheel rotates the Normal causes it to go from light to black. That is because the Normal color is a dark blue. It probably should be set to the neutral blue color.
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panzer
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spellir74
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RE: 250 HT troop snag...

Post by spellir74 »

I always thought that was purposeful. Like the vehicle was driving in and out of dappled sunlight shadows or something.

When I finish them I will change the stock if we are in agreement.

=======================
Also other consensus things I need to talk about with the Halb Kette pack...

Some gunned versions didn't carry troops.

251/22 (75mmPaK) [an SP using conscripted half tracks]
251 radio/staff command/spotter. [bed frame funk out after 43, aerial in]
250 radio/staff command/spotter.

Those, occasionally, could have carried a hitching sniper or command ATR, though.

251/10 (36mmPaK) was platoon leader(3 per company), 251/09 (75mm stub) was company command (1 per company) so they did carry though I don't know how they carried _full_ squad AND ammo --especially 251/09(75mmkurz). I was going to put all three mount points inside as normal.

With the /22 and radio/staff/LW-/arty- spot... Maybe put two on its hull? Or just one inside (for sniper)? None?

If 'yes one for sniper', need code change to allow one mount-point-only to be enabled.

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All 250s in general...

250/09 PzBuK; 250/10(recon turret). Were they dedicated SPs [like 251/22] or armed APCs?

If they are SPs should I put mount points on hull? Two max?

Will the patch allow tms [2 mount] to be carried without having to carry full squads [3 mount]? What about only one mount point for hitch hikers (sniper/command), for vehicles where that is appropriate?

The '250/01' and '250/01 NEU' [late war] are standard[MG] halb squad carriers. I have put two mount points inside and one outside on fender of hull. (This is controversial sure --BUT I think it is good solution.)

----
If it is decided that radio/comm versions shouldn't carry squads, I will go back and take mount points off my already uploaded 223 recon funk.

Also if the patch makes it possible to 'carry tms or loners only', my 221s need mount points taken off.

====================
I'm use to posting here. But this post is actually ideal for the other forum...



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Mobius
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RE: 250 HT troop snag...

Post by Mobius »

There are no command elements in PCK.  For the sniper and AT team for the non-full load HT try one mount point.  I don't know how this will work.  I have seen that a MG team or AT team takes only one mount point in a trench or foxhole and you can get more than one team in these.  So one mount point on a vehicle might work.
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spellir74
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RE: 250 HT troop snag...

Post by spellir74 »

ORIGINAL: Mobius

There are no command elements in PCK.  For the sniper and AT team for the non-full load HT try one mount point.  I don't know how this will work.  I have seen that a MG team or AT team takes only one mount point in a trench or foxhole and you can get more than one team in these.  So one mount point on a vehicle might work.

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I meant in real life a leader might commandeer a vehicle for himself.

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For mount points it is all[3] or nothing. That really should be code changed.

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