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Everything posted by Frenchy56
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Custom 3D Models and Mods Compilation
Frenchy56 replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
Hmmm, well for now I'll try redoing the mod then we'll see. I could use the US model however the legs are different, and it doesn't have a muzzle brake so I can't use it to replace the Mk IV. I could try to replace the barrel and the legs but for me it would be kinda hard. I could try though, if it comes to that. -
Custom 3D Models and Mods Compilation
Frenchy56 replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
After investigating further it actually happens after an enemy vehicle is spotted, it doesn't have to be an AT gun. This happens to the modified 6 pounders (only the limbered models) but not to the Pak36(r), which is interesting. It could be for multiple reasons, maybe I exported a screwed up model for one of the 6 pounders or something. I'll remake the mod from scratch with the knowledge I've gained and see how it goes. -
Custom 3D Models and Mods Compilation
Frenchy56 replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
I see. I guess I'll experiment further on this subject. I haven't seen a marker, so it might be the legs themselves which have that behavior. Interestingly a muzzle marker is still present on the limbered models, even though it isn't supposed to fire. By the way, the wheels on the 6 pounder become bugged (they change position) once another AT gun type appears. Would you happen to know something about this? Is there a particular order for applying rotation + scale and position transforms? -
Pak36(r) and 6 Pounder guns rescale
Frenchy56 replied to Frenchy56's topic in CM Normandy Maps and Mods
Okay, now I see. I'll try to fix this. -
Yeah, we could use one of those. It's funny that it hasn't shown up yet even though all WW2 CM titles happen after its introduction.
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Pak36(r) and 6 Pounder guns rescale
Frenchy56 replied to Frenchy56's topic in CM Normandy Maps and Mods
Ok, I managed to get it to bug out when the gun is abandoned in the stowed position. I'll take a look later since it seems to work fine in most other situations. -
Pak36(r) and 6 Pounder guns rescale
Frenchy56 replied to Frenchy56's topic in CM Normandy Maps and Mods
I can't seem to reproduce the problem. Just to be sure, you're not talking about when this happens? : As I said, I can't do much about this. The alternative is it looking like this: -
Pak36(r) and 6 Pounder guns rescale
Frenchy56 replied to Frenchy56's topic in CM Normandy Maps and Mods
I'll take a look and see what I can do. -
Pak36(r) and 6 Pounder guns rescale
Frenchy56 replied to Frenchy56's topic in CM Normandy Maps and Mods
Alright, this time everything should work including the rotating: https://www.mediafire.com/file/6ylrbv1x15i8x46/rescaled_pak36r.rar/file https://www.mediafire.com/file/we0vav1n3c4mppf/rescaled_57mm.rar/file To those who had to scroll down to find out what's going on, sorry about the confusion, I got a bit too excited. -
Custom 3D Models and Mods Compilation
Frenchy56 replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
Well, I guess it's just not possible for now. Let's leave it at that. By the way I did the renaming thing and it works. -
Pak36(r) and 6 Pounder guns rescale
Frenchy56 replied to Frenchy56's topic in CM Normandy Maps and Mods
It's on the way -
Custom 3D Models and Mods Compilation
Frenchy56 replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
Actually, I saw that the object names are different. Since I kept importing and exporting, they kept getting new names. Maybe it will work if I remove the numbers. -
Pak36(r) and 6 Pounder guns rescale
Frenchy56 replied to Frenchy56's topic in CM Normandy Maps and Mods
Hotfix for the 57mm guns (the muzzleflash wasn't in the right place) https://www.mediafire.com/file/rt68e0f400ho8b3/rescaled_57mm.rar/file -
Custom 3D Models and Mods Compilation
Frenchy56 replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
@Aquila-SmartWargames I just noticed the guns don't rotate anymore in order to aim. Any ideas? -
Pak36(r) and 6 Pounder guns rescale
Frenchy56 replied to Frenchy56's topic in CM Normandy Maps and Mods
I've just noticed that the guns lose their rotating animations when this mod is applied. I'll look for a solution. -
Custom 3D Models and Mods Compilation
Frenchy56 replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
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Hello, Being, as always, bothered by details, I have rescaled the guns mentionned in the title to a more authentic size (they were too small before). Grab them here: http://www.mediafire.com/file/jmtqoa92h3lvzjw/rescaled_57mm.rar/file http://www.mediafire.com/file/syfm89z3b6v83x8/rescaled_pak36r.rar/file Be aware that the guns will sink into the ground when limbered to a tractor. There's not much of a way to fix this with the current tools unfortunately. When placing the AT guns take the gunner's position as reference, as the gun will change position when it is unlimbered.
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Custom 3D Models and Mods Compilation
Frenchy56 replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
Wait, so does that mean you can make .mds models usable in Blender? If so, could I have the German winter parka models and the German tank crew ones? I can send them to you if you want. -
Custom 3D Models and Mods Compilation
Frenchy56 replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
After playing around a bit with the scales and transform here is the result, vanilla on the left and modded on the right. You can also note that the vanilla crew is way too far back, which is fixed by transforming the model backwards in Blender. I plan on releasing the fixes for the 7.62cm Pak36(r) and the various CW 6 pounder guns after I'm finished with them. -
Custom 3D Models and Mods Compilation
Frenchy56 replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
Okay, that worked. Thanks Aquila! However I've run into another problem, the limbered model looks like this when limbered to a truck: I believe I can just solve this by guesstimating the position the gun needs to be at in Blender, and applying the transform to the object. Actually I think I'll just extract the truck's model so I don't have to guesstimate. -
Custom 3D Models and Mods Compilation
Frenchy56 replied to Aquila-SmartWargames's topic in CM2 Scenario and Mod Tips
Say @Aquila-SmartWargames, I'm trying to scale up the British 6 pounder guns because they're too small. When I change the scale in Blender the entire gun bugs out in-game (model is floating in midair with the scale unchanged). Do you have any idea how to work this out? I also have an experiment which may not work out here: Please share if you have any ideas. -
Here's a temporary fix for that if you didn't see my thread
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Hello, I'm currently experimenting with making German tank crews wear parkas in the winter. A problem I've run into is that they don't have headsets anymore when they wear said parkas. I can open .mdr files to edit weapons but I haven't found a way to open .mds files yet. In fact I'm not even sure that's possible. Can anyone give me some pointers as to how to fix that, if it actually is possible? If anyone wants me to share what I've done, just ask.
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Well, to sum it up, the main problem here is the Soviet platoon leader's model in most formations. He appears as a regular grunt. The UI ranks can be fixed by manipulating the game's files. A bit more variation in the ranks would be nice though.
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Hmmmm...