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Author Topic: Israeli Defense Force Mod Version 1.75 (1.76 patch released)  (Read 128535 times)
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yl9961027
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Posts: 122


« Reply #60 on: June 04, 2012, 09:49:59 AM »

I have no idea what have happened but the updater doesnt want to save your IDF mod, I can install it. but as soon as close the window (save & play) it removes your mod from the list? :S

edit: well, something else is going on here, now nothing works for me in sabow Cheesy so im gonna test a clean install. so forget that i wrote anything Cheesy But i did told you guys my computer dont like sabow Sad

You are not alone. Grin

I have the same problem as you.
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whukid
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« Reply #61 on: June 06, 2012, 11:24:59 PM »

Importing Centurion attempt one: Miserable failure
Detailed breakdown-
1- Panda X plugin failed right off the bat
2- Centurion model only recognizes a ".tga" file as the skin, not the .dds file needed for the game
Import... Failed
Attempt... Terminated

I have no idea what the hell I'm doing  Cry
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Flashburn
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Posts: 2412



« Reply #62 on: June 06, 2012, 11:47:09 PM »

DId a mesh file come out the other end?  If yes did you open it in graviteams model viewer?
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Flashburn
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« Reply #63 on: June 07, 2012, 12:10:25 AM »

Did do something like this?



Simply unsure how big models pick up texture in sabow apos.  it is probably something simple as those usually seem to trip me up the most.
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whukid
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Posts: 1016



« Reply #64 on: June 07, 2012, 01:01:31 AM »

not even Tongue

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Kyth
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« Reply #65 on: June 07, 2012, 01:12:26 AM »


Simply unsure how big models pick up texture in sabow apos.  it is probably something simple as those usually seem to trip me up the most.

Hi,

I dredged up this 'gem' of information from the modtools manual. I wonder if it will help:

Code:
1.4.3 Change of Object Material

To change a material of existing geometrical objects (vehicles, soldiers,
constructions, green, etc.) a command tex_changer is used.
An example of a change of material:

starter.exe tex_changer, users\modwork\mesh.loc_def.mesh, ginf_dift, ginf_norsp

The file of geometry (with extension mesh) is transferred as a first parameter, the
name of color and transparence textures (without prefix, but with suffix "dift") – as a
second one. The normal, brightness, shininess, and roughness textures (without prefix,
but with suffix "norsp") are transferred as a last parameter.
This command cannot be called without parameters!

That's assuming you've imported the model successfully, I think,
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Kyth
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Posts: 2044


« Reply #66 on: June 07, 2012, 01:16:46 AM »

Importing Centurion attempt one: Miserable failure
Detailed breakdown-
1- Panda X plugin failed right off the bat
2- Centurion model only recognizes a ".tga" file as the skin, not the .dds file needed for the game
Import... Failed
Attempt... Terminated

I have no idea what the hell I'm doing  Cry

Now that you've actually tried it, you might want to look again at the vehicle import guide for Steel Fury, it might make more sense now:

http://graviteam.com/forum/index.php?topic=60.0

(Take note of section 1.9)
« Last Edit: June 07, 2012, 01:22:52 AM by Kyth » Logged

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Flashburn
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Posts: 2412



« Reply #67 on: June 07, 2012, 01:23:52 AM »

Whukid...........EEK Grin  Ya no clue.  Perhaps installed wrong?

Kyth, yes I use that command and have a .cmd file for each model I have made.  But it does not seem to want to pick up vehicles and complex models.  On the smaller stuff, rifles and grenades it does not seem to matter one way or the other as texture path is configured under addins.  Big stuff has nothing like this that I have found, it is quite the question for me.  But ya the .50 works correct, just the texture issue remains.  On my f5 I have my dummies set up all wonky and need to sit down it figure it out.  Just time and messing with it till its right.  However when I attempted to make a air spotter unit I was unable to call in air support.......another issue.  But still have alot of loose ends on my missions and few left on mini mod and they have priority for me right now =)
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whukid
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Posts: 1016



« Reply #68 on: June 07, 2012, 01:33:01 AM »

Simple installation bug. Luckily, Yl9661027 stepped in and offered to handle the ".x,.go2, and .dds" problem. I'll compact it in the mesh and send it into the game Smiley 
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Kyth
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Posts: 2044


« Reply #69 on: June 07, 2012, 01:34:06 AM »

Kyth, yes I use that command and have a .cmd file for each model I have made.  But it does not seem to want to pick up vehicles and complex models.  On the smaller stuff, rifles and grenades it does not seem to matter one way or the other as texture path is configured under addins.  Big stuff has nothing like this that I have found, it is quite the question for me.  But ya the .50 works correct, just the texture issue remains.  On my f5 I have my dummies set up all wonky and need to sit down it figure it out.  Just time and messing with it till its right.  However when I attempted to make a air spotter unit I was unable to call in air support.......another issue.  But still have alot of loose ends on my missions and few left on mini mod and they have priority for me right now =)

You might need to convert the dds to atf before assigning the texture, just a thought,
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"What am I, chopped liver..?"

"Yes."
Flashburn
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Posts: 2412



« Reply #70 on: June 07, 2012, 02:58:54 AM »

You most certainly want to do that.   Wink
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whukid
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Posts: 1016



« Reply #71 on: June 08, 2012, 02:23:52 AM »

Attempt 2; Failed.
It seems as though the .mesh file isn't being recognized by the game.

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Kyth
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« Reply #72 on: June 08, 2012, 03:09:59 AM »

Attempt 2; Failed.
It seems as though the .mesh file isn't being recognized by the game.

Was there any error message? At the import, at the conversion?
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"What am I, chopped liver..?"

"Yes."
Flashburn
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Posts: 2412



« Reply #73 on: June 08, 2012, 04:03:55 AM »

Was each LOD exported out as X file and named in convention mod tools use?
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whukid
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Posts: 1016



« Reply #74 on: June 08, 2012, 10:49:10 AM »

The only error message came when I was attempting to use it in game and it was the good ole' "001".

Everything was exported to .X file, but I'm not sure if they were all combined into the .Mesh or not; I didn't really check to see what was included in it. (yl9661207 donated the .mesh file that was created from the model.) Ah well, Another attempt will come shortly!
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whukid
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Posts: 1016



« Reply #75 on: June 14, 2012, 10:18:42 PM »

Okay guys, 1.76 should be released within the next few days or so, tonight if I can help it. The only things left to do are fix the IDF M60 and Centurion tanks to have more HEAT shells and no SABOT shells, since the IDF favored their HESH rounds over SABOT rounds and add the IDF Armored insignia's to the mix. Hopefully I can figure out how to put all of the IDF armored insignia's separate from the other insignia's. These are a few pictures of what I hope to accomplish by doing so;



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yl9961027
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« Reply #76 on: June 15, 2012, 02:32:00 AM »

Welcome back, whukid!

The .mesh file can be used? Grin
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whukid
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Posts: 1016



« Reply #77 on: June 15, 2012, 03:13:30 AM »

Yea, but I'm still figuring it out. It's a headache, and with the coming patch it's just easier to release the updated version as it is.
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whukid
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Posts: 1016



« Reply #78 on: June 22, 2012, 11:58:45 PM »

IDF MOD Version 1.75 RELEASED

http://www.mediafire.com/download.php?brt83d2xoa86gft

CHANGELOG version 1.75
-Egyptian paintschemes (Patchy 1)
--T-55
--T-62
--BMP-1
--BRDM-2
--BTR-60

-Syrian Paintschemes (Patchy 2)
--T-55
--T-62
--BMP-1
--BTR-60

-Israeli Paintschemes (Patchy 1)
--Centurion
--M60a1
--M113

-Changes to Infantry and Tanker uniforms
-PLF faction added
-PLF Infantry added
-Flashburn's helmets added to IDF and some PLF infantry
-Helmets added to Egyptian infantry and Syrian motorized infantry
-FN FAL added to some PLF infantry
-Flashburn's G3 added to some PLF infantry

NOTE:
The aforementioned markings were not included. My workload has tripled in the past week, and I wasn't able to get around to it. The readme wasn't replaced either, unfortunately

INSTALLATION:
Unpack "Whukid's IDF Mod version 1.75 .rar" into Steel Armor main folder
Install via Installer


REQUIREMENTS:
577 patch
March update
Flashburn's 1.5 minimod

NOT COMPATIBLE WITH ANY NEW UPDATES OR FLASHBURN'S 1.9 minmod, (as far as I know)


CREDITS:
-Whukid
-yl9961027 (beautiful models, not included, however Sad )
-Flashburn (Helmet, G3a3, loads of help and advice)
-Kyth (an ungodly amount of advice)


Thanks everyone for your efforts. Enjoy the mod!

Feel free to post screenshots everywhere! I wasn't able to get any new ones in for the release, unfortunately.


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yl9961027
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Posts: 122


« Reply #79 on: June 23, 2012, 01:26:23 AM »

Good work! Grin

Add a new unit is a long process. There is no time limit. So you don't have to worry.

If you need I help you, please tell me. Maybe I not only can make  models.  Wink
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