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Author Topic: Panzer III Cockpit: Here we go  (Read 16661 times)
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Kyth
Generalfeldmarschall
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Posts: 2044


« on: August 19, 2012, 04:13:58 PM »

Good day, gentlemen,

Perhaps you would like to try out the end-result of this little project? I hope you'll find it worth the while.
It has been quite a learning curve, and I expect things will be a little easier from here on.  Grin





Please download it here:

http://www.4shared.com/rar/u4___pnM/Pz3Cockpit.html

or here:

http://www.sukhoi.ru/forum/showthread.php?t=76702&p=1885552&viewfull=1#post1885552

Installation:

1. Activate the mod using JSGME:



2. Add this entry to the Matlib.engcfg file. It's the entry for the cockpit skin:

Quote
//
   COCPIT_PZ3()
   {
      shader = editor;
      textures = cpz3, cpz3_bump;
      parent = COCPITS;

      diffuse = 1, 1, 1, 1;
      ambient = 0, 0, 0, 0;
      emissive = 0, 0, 0, 0;
      specular = 0.698039, 0.698039, 0.698039, 1;

      power = 24;
      detail_tscale = 0;
      detail_scale = 0;
      bump_scale = 0.5;
      fresnel = 0;


   }// end of COCPIT_PZ3
//

3. Change these lines (do not add new lines) in the Common_res.engcfg file,

Quote
shells() section:
//
PZGR_50,0x01,%SHELL_AP%,KWK38,683,40,0.8,0.1,0,1,1,0,2.06,0.016,0.2,8,1,1,0.1,0,1,1,1,expl_gndl*,expl_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_pzgr_50,ap_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xffff4040,3,1,21,SHELL_PZGR_50,SHELLC_50;
PZGR39_50,0x01,%SHELL_AP%,KWK38,823,60,0.79,0.3,0,1,1,0,2.06,0.016,0.2,8,1,1,0.1,0,1,1,1,expl_gndl*,expl_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1200,1,txt_shell_pzgr39_50,ap_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xffff4040,3,1,21,SHELL_PZGR39_50L,SHELLC_50L;
PZGR40_50,0x01,%SHELL_APSC%,KWK38,1200,60,1.0,0.4,23,1,1,0,0.9,0,0.9,8,1,1,0.1,0,1,1,1,expl_gndl*,expl_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1000,1,txt_shell_pzgr40_50,apsc_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xffff4040,3,0.7,22,SHELL_PZGR40_50L,SHELLC_50L;
SPRGR38_50,0x10,%SHELL_HE%,KWK38,549,60,0.3,0.1,0,1,1,0,2.6,0.175,0.1,8,1,1,0.1,0,1,1,1,expl_gndm*,expl_techm*,expl_buildm*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_sprgr_50,he_expl_pat,rico_pat,piece_pat,0x3,1,2,100,3,0x60000000,0,1,23,SHELL_SPGR38_50L,SHELLC_50L;
PZGR402_50,0x01,%SHELL_APSC%,KWK38,1130,40.4,0.7,0.5,23,1,1,0,0.9,0,0.5,8,0.5,0.5,0.1,0,1,1,1,expl_gndl*,expl_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,500,1,txt_shell_pzgr402_50,apsc_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xffff4040,3,0.7,22,SHELL_PZGR40_50,SHELLC_50;
//

4. Add these new lines in the Common_res.engcfg file:

Quote
addins() section:
//
SHELL_PZGR39_50L,pzgr39_50l,;
SHELL_PZGR40_50L,pzgr40_50l,;
SHELL_SPGR38_50L,sprgr38_50l,;
SHELLC_50L,shellc_50l,;
SHELL_PZGR_50,pzgr_50,;
SHELL_PZGR40_50,pzgr40_50,;
SHELLC_50,shellc_50,;
//

As a helpful alternative to steps 2, 3 and 4, you could download and activate this: http://www.4shared.com/rar/bHAiPwVq/Klutz.html
It's a set of config files based on June's update to the 'Ultimate Update'.

Good luck and have fun!
 
« Last Edit: August 27, 2012, 08:09:37 AM by Kyth » Logged

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"Yes."
whukid
Generalfeldmarschall
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Posts: 1016



« Reply #1 on: August 19, 2012, 04:31:06 PM »

Oh man this is awesome. Grin
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Txema
Generalmajor
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Posts: 371


« Reply #2 on: August 19, 2012, 06:07:55 PM »

Fantastic !!!

Excelent work !!!  Cheesy

For me it is very important to have cockpits to increase the inmersion. I do appreciate your work very much.


Txema 
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murkz
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Posts: 196


WWW
« Reply #3 on: August 19, 2012, 09:32:45 PM »

Very well done Kyth you have done a superb job of the new cockpit   Smiley  it is a great addition to Steel Fury.

I congratulate you!
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frinik
Generalfeldmarschall
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Posts: 3145


« Reply #4 on: August 20, 2012, 02:07:45 AM »

Bravo Kyth! SF just wouldn't be the same without you!Thanks a lot!
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Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #5 on: August 21, 2012, 01:19:30 PM »

Good evening,

It has occurred to me, that some of you may wish to try the cockpit in the short-gun Panzer III (that is, the one with the 50mm L/42).

To accomplish this, you will need to overwrite some lines in the 'common_units.engcfg' file:

Quote
groups() section:
//
wer_platoon_mtank7,0,1,wer_mtank1,3,wer_platoon_gren1,1,,,,,,;
wer_platoon_mtank8,0,1,wer_mtank1,3,wer_platoon_inf,1,,,,,,;
wer_platoon_mtank9,0,1,wer_mtank1,1,wer_mtank1,1,wer_mtank1,1,wer_mtank1,1,wer_platoon_gren1,1;
wer_platoon_mtank10,0,1,wer_mtank1,2,wer_mtank1,1,wer_mtank1,1,wer_mtank1,1,wer_platoon_inf,1;
wer_platoon_mtank11,0,1,wer_mtank1,3,,,,,,,,;
wer_platoon_mtank12,0,1,wer_mtank1,1,wer_mtank1,1,wer_mtank1,1,wer_mtank1,1,wer_mtank1,1;
//

Thereafter you can use the cockpit in the historically-correct mission thoughtfully provided, in the June update to the Ultimate Update.

Hooray!
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frinik
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Posts: 3145


« Reply #6 on: August 21, 2012, 06:45:06 PM »

The Panzer III with the short gun has a 50mm???I thought the short gun was a 37 mm?Huh??
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Kyth
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Posts: 2044


« Reply #7 on: August 22, 2012, 01:42:25 AM »

Yes indeed, Ausf F - Ausf J were armed with the 5cm KwK 38 L/42.
Earlier variants had the 37mm.
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oscar19681
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« Reply #8 on: August 22, 2012, 09:35:22 PM »

What will be the next project? I hope a tiger cockpit?
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Kyth
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Posts: 2044


« Reply #9 on: August 23, 2012, 01:49:21 AM »

What will be the next project? I hope a tiger cockpit?

It might be a good idea to try your own hand at making a tank interior, I'm a great proponent of self-help.
Channel your obvious tiger enthusiasm into something productive.  Smiley
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frinik
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Posts: 3145


« Reply #10 on: August 23, 2012, 07:14:45 AM »

Kyth, how does one learn how to mod and make tank interiors or new models for example??/Are there any videos or online courses that teach one how to do it?Huh?

I agree with you entirely about self help however one needs to learn how to do things .For example in your case how did you learn modding?Huh??
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Donken
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Posts: 460


« Reply #11 on: August 23, 2012, 07:40:35 AM »

I can tell how i started. Or if you do remember my Jagdtiger thread frinik? Cheesy I think you can see the progress and comments i did in that thread about how i did. Anyway, The modelling part i already knew. But to put it in the game i started smal, very smal. I Just copied jagdpanther.engcfg and changed all lines where it said jagdpanther to jagdtiger in that file. After that i opened the jagdpanther.go file in the object editor, and i also opened the jagdtiger in 3dsmax, copied all names and parenting and also the dummys from jagdpanther so it was the same on the jagdtiger, exported the jagdtiger to .go and Voila! i got the jagdtiger in the game!

And after that almost everything on the jagdtiger was wrong. wrong gun, wrong sights, wrong crew, wrong tracks etc etc, so i changed one thing at the time untill i got the complete jagdtiger finished as i wanted.
but most of the info about the different scripts and file systems i got from the sukhoi forum, and a little from the tutorial here at the graviteam forum.
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Kyth
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Posts: 2044


« Reply #12 on: August 23, 2012, 08:26:24 AM »

Kyth, how does one learn how to mod and make tank interiors or new models for example??/Are there any videos or online courses that teach one how to do it?Huh?

I'd like to tell you how I began, aside from making kiddie houses  Smiley
Here it is, a complete tutorial for making a Steam Locomotive in Blender:
http://gryllus.net/Blender/PDFTutorials/11A_RocketSteamLocomotiveDriveChain/TheRocketSteamLocomotiveDriveChain.pdf
http://gryllus.net/Blender/PDFTutorials/12B_RocketLocomotiveModeling/TheRocketSteamLocomotiveModeling.pdf
The basic principles remain the same: adding in basic shapes, refining them, extruding, spinning them around and most importantly: knowing how to set and align an object's centre. Once you're all the way through, you'll have a good idea about how to do a complex  mechanical model.

UV Mapping/Unwrapping:
http://blender3dclub.com/?wpfb_dl=69
Don't understimate that table lamp, this tutorial tells you how to break down a model into areas, and what's the best way to map them and arrange them for easy painting.

I forgot, here's a quick introductory tutorial on making a house,
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Beginner_Tutorials/Print_version#Quickie_Model
« Last Edit: August 23, 2012, 09:02:22 AM by Kyth » Logged

"What am I, chopped liver..?"

"Yes."
Rends
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Posts: 300


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« Reply #13 on: August 23, 2012, 09:16:53 AM »

Wow Kyth, that looks great. Must have been lot of work to create it and bring it into the game.
Thx,
Will try it later if i can sit longer on chairs. I'm just back from a bone marrow donor.
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Kyth
Generalfeldmarschall
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Posts: 2044


« Reply #14 on: August 24, 2012, 01:37:33 AM »

All the best, and I hope you get well soon,
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"Yes."
Littlebro
Oberstleutnant
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Posts: 123


« Reply #15 on: August 24, 2012, 01:44:47 AM »

Brilliant work Kyth !wish i had your talent as i am really enjoying this mod,and all the best to  Rends.   
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Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #16 on: August 24, 2012, 02:04:19 AM »

 Cheesy

About talent. As the old saying goes, it was 1% inspiration and 99% perspiration.  Wink
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"What am I, chopped liver..?"

"Yes."
Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #17 on: August 27, 2012, 08:08:20 AM »


Hello guys,

I gather that 4shared might give problems when you try to download this mod.

Here is an alternative link, at the sukhoi.ru forums.

http://www.sukhoi.ru/forum/showthread.php?t=76702&p=1885552&viewfull=1#post1885552

Good luck!
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"What am I, chopped liver..?"

"Yes."
Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #18 on: August 31, 2012, 03:27:44 AM »

Kyth, how does one learn how to mod and make tank interiors or new models for example??/Are there any videos or online courses that teach one how to do it?Huh?

I'd like to tell you how I began, aside from making kiddie houses  Smiley
Here it is, a complete tutorial for making a Steam Locomotive in Blender:
http://gryllus.net/Blender/PDFTutorials/11A_RocketSteamLocomotiveDriveChain/TheRocketSteamLocomotiveDriveChain.pdf
http://gryllus.net/Blender/PDFTutorials/12B_RocketLocomotiveModeling/TheRocketSteamLocomotiveModeling.pdf
The basic principles remain the same: adding in basic shapes, refining them, extruding, spinning them around and most importantly: knowing how to set and align an object's centre. Once you're all the way through, you'll have a good idea about how to do a complex  mechanical model.

UV Mapping/Unwrapping:
http://blender3dclub.com/?wpfb_dl=69
Don't understimate that table lamp, this tutorial tells you how to break down a model into areas, and what's the best way to map them and arrange them for easy painting.

I forgot, here's a quick introductory tutorial on making a house,
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Beginner_Tutorials/Print_version#Quickie_Model

Good evening gentlemen,

I trust the links I provided have been useful?  Wink
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"What am I, chopped liver..?"

"Yes."
Littlebro
Oberstleutnant
*****
Posts: 123


« Reply #19 on: August 31, 2012, 07:27:49 AM »

very thanks  Grin
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