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English-speaking community => Steel Fury: Kharkov 1942 => Topic started by: yl9961027 on January 04, 2012, 04:48:24 PM



Title: Tank M4A3-76 (edit script problems)
Post by: yl9961027 on January 04, 2012, 04:48:24 PM
1. How do I set " points (of mass * distance from center of gravity) "?
2. In the script, engine torque unit is kg*m. I got an engine torque data is 1000 lbs/ft. How do I convert?

beta-version 1.6 Sherman M4A3-76(rkka):
http://www.4shared.com/rar/EHMIKxMO/m4a3_76v15_rkka.html


Title: Re: Edit script problems.
Post by: Donken on January 04, 2012, 05:37:31 PM
1. I have no idea, ive never bothered to look into that

2. This im not shure about. Afaik you dont measure engine torque/inertia in kg*m its in either lbs/ft or Nm (kg*m is pressure/density). So the nearest right inertia is Nm (metric system). So just convert lbs/ft to Nm. Thats what i did on both Jagdtiger and Jagdpanzer and they both behave pretty realistic.


Title: Re: Edit script problems.
Post by: Rends on January 04, 2012, 09:34:56 PM
I bookmarked this site years ago and it´s´quit easy to convert metric to imperial or vice verca or whatever you want to convert.

http://digitaldutch.com/unitconverter/ (http://digitaldutch.com/unitconverter/)


Title: Re: Edit script problems.
Post by: lockie on January 04, 2012, 09:35:37 PM
1. How do I set " points (of mass * distance from center of gravity) "?
I'd suggest u to take a closest parameters to er model, i.e. from KV-1.


Title: Re: Edit script problems.
Post by: Kyth on January 05, 2012, 09:58:40 AM
I suggest to base your scripting on the nearest equivalent AFV (maybe the Panzer IV) and fine-tune it from there,


Title: Re: Edit script problems.
Post by: yl9961027 on January 06, 2012, 03:27:45 AM
Thank you everyone! :)
I have a new question. How do I create the gunsight? (As I already have pictures.)


Title: Re: Edit script problems.
Post by: Kyth on January 06, 2012, 05:12:54 AM
Thank you everyone! :)
I have a new question. How do I create the gunsight? (As I already have pictures.)

You first have to create the sights as '.emf' files. These are vector-based formats, which aren't easily converted from picture files. 
Not sure which program can create emf files, other than 'Microsoft Visio'.

Then convert the 'emf' to 'go' files.

Easy, isn't it?  :)


Title: Re: Edit script problems.
Post by: yl9961027 on January 06, 2012, 03:15:34 PM
Thanks Kyth!
But how do I convert ".emf" to ".go"? There are a variety of vector formats. Such as DWG format. The emf is the only way?
BTW, what is the size of the emf? Length x width=?


Title: Re: Edit script problems.
Post by: lockie on January 06, 2012, 03:36:48 PM
yl9961027, u can check out my source file for the StugIII gunsight.
http://www.4shared.com/rar/FZsLFyQ7/reticle_stug.html


Title: Re: Edit script problems.
Post by: yl9961027 on January 07, 2012, 04:13:13 AM
Thanks lockie!
I have modified my file. I have been save them for EMF format. The question now is how to convert them into .go files. Sorry, I'm very poor knowledge in this area. I send .emf files to your e-mail. Can you check them?


Title: Re: Edit script problems.
Post by: lockie on January 07, 2012, 04:20:09 AM
The question now is how to convert them into .go files.
It's very easy. Start Object Editor-> press F8-> select emf file and u got a "go" file.


Title: Re: Edit script problems.
Post by: yl9961027 on January 07, 2012, 04:36:26 AM
Thank you very mach! ;D


Title: Re: Edit script problems.
Post by: yl9961027 on January 10, 2012, 01:25:29 PM
Hi! Guys! I have a new problem. 8)
I am setting the parameters of shells. I do not understand the meaning of several parameters:
ArmorPiercing action
Normal at which ricochet
The influence of gravity m/s^2
Name of the object shell
Title cartridge shells

I hope someone can explain.


Title: Re: Edit script problems.
Post by: Kyth on January 10, 2012, 02:20:58 PM

ArmorPiercing action
Normal at which ricochet
The influence of gravity m/s^2
Name of the object shell
Title cartridge shells


Normal at which ricochet - sounds like the angle at which the shell starts skimming off an armoured surface.
The influence of gravity m/s^2 - acceleration due to gravity. This is 9.81 m/s2 in real life. In the game, it's 8.  Don't ask me why ???
Name of the object shell - 3D model of the shell
Title cartridge shells - 3D model of the empty shell casing

Good luck.


Title: Re: Edit script problems.
Post by: frinik on January 10, 2012, 03:12:56 PM
Armour Piercing value indicates what will be the penetration value of a given shell.The problem is that there are no mean values for the shells because they are in correlation with other values such as the calibre, weight, explosive content, velocity, gravity, length of gun barrel etc.

For example while the 88 mm shell Pzgr39/88 of the Tiger has a penetration value of 0.91 and the 75 mm shell Pzgr39/42 of the Panther Ausf. D  of only 0,89 in the game the penetration value of the Pzgr.39é42( theoritically and in fact in real life and in the game) is superior because the the Kwk42 of the Panther has 70 barrel length while the Tiger`s Kwk36 only has 56.The velocity of the Pzgr 39/42 at 935 metres/second is superior to the 773 m/s of PZgr 39/88 and the explosive filler of the Pzgr 39/42 is 200grams vs 60 grams for the Pzgr. 39é88.The lighter weight of the 75 mm shell 7.2 kilos vs 9.8 gives it the ability to fly longer in a striaght line before gravity curves it`s trajectory towards the ground.However the heavier weight of the Pzgr39/88 allows it to have much punch at distances beyond 1200 metres and to inflict more damage when penetrating enemy armour.


Title: Re: Edit script problems.
Post by: lockie on January 10, 2012, 04:10:33 PM
IMHO, the best way to set up Armour Piercing is shooting to the target. U've, i.e. T-34-76 and AP must penetrate at the distance 500m etc.


Title: Re: Edit script problems.
Post by: yl9961027 on January 11, 2012, 09:12:56 AM

ArmorPiercing action
Normal at which ricochet
The influence of gravity m/s^2
Name of the object shell
Title cartridge shells


Normal at which ricochet - sounds like the angle at which the shell starts skimming off an armoured surface.
The influence of gravity m/s^2 - acceleration due to gravity. This is 9.81 m/s2 in real life. In the game, it's 8.  Don't ask me why ???
Name of the object shell - 3D model of the shell
Title cartridge shells - 3D model of the empty shell casing

Good luck.

About "The influence of gravity m/s^2", I found that different shells have different value. Such as the PZGR39_75’s value is 7, but the PZGR40_75 is 9. Is this value obtained by calculating it? Is there a formula?

Shell and empty shell casing have a 3D model? :o I did not see them in the go folder. Is this uses in the internal view? If I do not have an internal view, I can replace it with the existing models?


Title: Re: Edit script problems.
Post by: yl9961027 on January 11, 2012, 09:15:34 AM
IMHO, the best way to set up Armour Piercing is shooting to the target. U've, i.e. T-34-76 and AP must penetrate at the distance 500m etc.
Do you mean to use this method to test ballistic and penetration?


Title: Re: Edit script problems.
Post by: Donken on January 11, 2012, 09:24:40 AM

ArmorPiercing action
Normal at which ricochet
The influence of gravity m/s^2
Name of the object shell
Title cartridge shells


Normal at which ricochet - sounds like the angle at which the shell starts skimming off an armoured surface.
The influence of gravity m/s^2 - acceleration due to gravity. This is 9.81 m/s2 in real life. In the game, it's 8.  Don't ask me why ???
Name of the object shell - 3D model of the shell
Title cartridge shells - 3D model of the empty shell casing

Good luck.

Shell and empty shell casing have a 3D model? :o I did not see them in the go folder. Is this uses in the internal view? If I do not have an internal view, I can replace it with the existing models?

Yes, but they only work on tanks with cocpits. You also need shpaths.engcfg files etc etc (long procedure). and the .go files is probably something you need to extract from the .datapack files :P


Title: Re: Edit script problems.
Post by: Kyth on January 11, 2012, 09:46:00 AM
IMHO, the best way to set up Armour Piercing is shooting to the target. U've, i.e. T-34-76 and AP must penetrate at the distance 500m etc.
Do you mean to use this method to test ballistic and penetration?

It's what is known as a 'Fudge Factor'  :)

You use the 'armour piercing factor' value to bring the in-game performance into line with real-life performance data.


Title: Re: Edit script problems.
Post by: yl9961027 on January 12, 2012, 04:12:44 PM
Thank you for your reply. The following is a new problem. What does the "Number of rounds for the sprite interface(Номер спрайта снаряда для интерфейса)" mean? Sorry my poor English. I really cannot understand. Here are the values ​​of the other shells:
PZGR39_75=17
PZGR40_75=18
SPRGR38_75=20
PZGR402_50=-1
O365K=1
BR365K=2
BR365P=3
Why is a big difference between their value? Even also has the negative number.  ???


Title: Re: Edit script problems.
Post by: Donken on January 12, 2012, 04:26:43 PM
check this topic yl

http://graviteam.com/forum/index.php?topic=9920.msg18594#msg18594 (http://graviteam.com/forum/index.php?topic=9920.msg18594#msg18594)


Title: Re: Edit script problems.
Post by: Kyth on January 12, 2012, 07:22:46 PM
Those numbers are linked to the little 2D sprites that appear in the gunner's screen.


Title: Re: Edit script problems.
Post by: yl9961027 on January 13, 2012, 01:44:19 PM
Those numbers are linked to the little 2D sprites that appear in the gunner's screen.
Are these two things? :P(http://img560.imageshack.us/img560/6441/12459716.jpg) (http://img822.imageshack.us/img822/7130/87380552.jpg)


Title: Re: Edit script problems.
Post by: Kyth on January 13, 2012, 01:49:17 PM

Yes.


Title: Re: Edit script problems.
Post by: yl9961027 on January 13, 2012, 02:08:03 PM
check this topic yl

http://graviteam.com/forum/index.php?topic=9920.msg18594#msg18594 (http://graviteam.com/forum/index.php?topic=9920.msg18594#msg18594)
Thanks! This is a great help to me.


Title: Re: Edit script problems.
Post by: Donken on January 13, 2012, 02:27:13 PM
what are you working with yl, if i may ask? :D


Title: Re: Edit script problems.
Post by: yl9961027 on January 13, 2012, 02:39:46 PM
M4A3_76 ;D


Title: Re: Edit script problems.
Post by: yl9961027 on January 13, 2012, 04:46:34 PM
This is the shell(AP M79) parameter which I edited.
Code:
AP_M79,0x01,%SHELL_AP%,76mm_M1,792,55,0.9,0.2,0,1,1,0,6.8,0.1,0.1,7,1,1,0.1,0,1,1,1,expl_gndl*,expl_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_76mm_m1,ap_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xffff4040,3,1,SHELL_MED,SHELLC_MED
Perhaps like this looks like more direct-viewing.
1 Title                                                                                  AP_M79
2 Flags                                                                                 0x01
3 Type                                                                                 %SHELL_AP%
4 Marker gun                                                                         76mm_M1
5 Muzzle velocity, m / s                                                           792
6 Length of the barrel which is valid for the initial velocity, cal        55
7 ArmorPiercing action                                                             0.9
8 Normal at which ricochet                                                       0.2
9 Kummulyativnoe action (for piercing the core dimeter)                 0
10 explosive action                                                                 1
11 fragmentation                                                                    1
12 incendiary                                                                         0
13 Projectile weight kg                                                            6.8
14 Weight of explosives, kg                                                      0.1
15 Air resistance k1                                                                0.1
16 The influence of gravity m / s ^ 2                                         7
17 CWE in x                                                                          1
18 CWE on a                                                                         1
19 The tendency to fracture                                                    0.1
20 Length of engine (gas generator), with                                   0
21 The effect of wind                                                             1
22 Air resistance k2                                                                1
23 Air resistance k3                                                                1
24 Sound of contact with the ground                                         expl_gndl*
26 The sound of falling armor                                                    expl_techl*
27 Sound entering the building                                                  expl_buildl*
28 The sound of falling water                                                    expl_water*
29 Sound of contact with human                                               expl_human*
30 Sound of projectile                                                              fly1
31 Type the goals of AI                                                            0
32 Effective range, m                                                               1500
33 Penalty for shot AI                                                              1
34 Textual name                                                                     txt_shell_76mm_m1
35 The pattern of the explosion                                                 ap_expl_pat
36 Pattern rebound                                                                   rico_pat
37 The pattern of fragments                                                      piece_pat
38 Modes of the projectile                                                         0
39 Time of detonation, ms                                                         1
40 The minimum delay time, ms                                                  1
41 The maximum delay time, ms                                                  1
42 Number of steps                                                                  1
43 color tracer                                                                         0xffff4040
44 Time of burning tracer, with                                                   3
45 The reliability of operation of the projectile (for broneprobitie)      1
46 Number of rounds for the sprite interface                                  17
47 Name of the object shell                                                        SHELL_MED
48 Title cartridge shells                                                              SHELLC_MED
Is it all OK?



Title: Re: Edit script problems.
Post by: lockie on January 13, 2012, 06:08:47 PM
7 ArmorPiercing action       0.9
I think it's too much. Suppose, 0.77 would be OK.


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on February 02, 2012, 08:37:54 PM
Du some1 has armor map of Sherman M4A3, like this?
(http://xmages.net/storage/10/1/0/5/6/thumb/thumb_a46d07e4.jpg) (http://xmages.net/view.php/93892)

Also what the gunsight was used?


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Donken on February 02, 2012, 10:00:27 PM
Armor specs:

Hull Front (Upper) :   51mm @ 34°
Hull Front (Lower) :   51mm @ 34° - 90°
Hull Sides (Upper) :   38mm @ 90°
Hull Sides (Lower) :   38mm @ 90°
Hull Rear :                   38mm @ 68° - 80°
Hull Top :                   19mm @ 0° - 7°
Hull Bottom :           13mm - 25mm @ 0°
Turret Front :           76mm @ 60°
Turret Mantlet :           89mm @ 90°
Turret Sides :           51mm @ 85°
Turret Rear :           51mm @ 90°
Turret Top :           25mm @ 0°

and sight is:           M.70 F

Taken from tarrif.net

I did take a look at other sources and they say aproximately the same armor thickness. But there is 3 different M4A3 Shermans with 76mm gun so use those numbers or yl need to make a decision on "exactly" wich Sherman he wants :P


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on February 02, 2012, 11:17:08 PM
I'd prefer the next:
Hull Front (Upper):   58mm
Hull Front (Lower):   51mm

Reticle M70 F looks like this?
(http://xmages.net/storage/10/1/0/1/4/thumb/thumb_dc48ae15.jpg) (http://xmages.net/view.php/93938)
If so - then I completely don't understand how it works :(

(http://xmages.net/storage/10/1/0/a/b/thumb/thumb_b10f7ca7.jpg) (http://xmages.net/view.php/93970)


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on February 03, 2012, 06:58:41 PM
Here's my simple sketch for the Sherman M4A3-76(1944) armor map.

(http://xmages.net/storage/10/1/0/f/7/thumb/thumb_f6eceeed.jpg) (http://xmages.net/view.php/94052)

There will be two gunner's gunsights:
- main M70 F(don't know how it works)
- spare M38(it'll be adjusted to 1km)

(http://xmages.net/storage/10/1/0/4/3/thumb/thumb_ab2ee1aa.jpg) (http://xmages.net/view.php/94007)

ps
turret armor changed from 51 to 64mm


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Estnische on February 04, 2012, 05:04:44 AM
(http://xmages.net/storage/10/1/0/a/b/thumb/thumb_b10f7ca7.jpg) (http://xmages.net/view.php/93970)


Get this up and running and Normandy/Caen/Bastogne are close behind!


Title: Re: Tank M4A3-76 (edit script problems)
Post by: whukid on February 04, 2012, 05:11:10 AM
lockie, have you ever heard of a "Mil-Dot" sight for rifles? This is the armored version :)


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on February 04, 2012, 09:28:41 AM
lockie, have you ever heard of a "Mil-Dot" sight for rifles? This is the armored version :)
It doesn't tell my anything without description :( Could u share er knowledge how gunsight works and which way to estimate a distance? I'd be pleased.

ps
Good surprise from comrade yl9961027: Willys Jeep.
(http://xmages.net/storage/10/1/0/0/1/thumb/thumb_39d10ce8.jpg) (http://xmages.net/view.php/94014)

ps
Think it's time to create a texture for usa soldiers, may be hand weapon also?


Title: Re: Tank M4A3-76 (edit script problems)
Post by: whukid on February 05, 2012, 04:27:11 PM
From my somewhat basic knowledge of US Gunsights during WW2, I believe the "cross-hair" is set at 0 and the rest follow a 200 yard interval between each line.


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on February 05, 2012, 05:35:14 PM
I believe the "cross-hair" is set at 0 and the rest follow a 200 yard interval between each line.
OK, then estimate what the distance to the target and where crosshair must be placed. Target height is 3m.
(http://xmages.net/storage/10/1/0/7/0/thumb/thumb_75fc3ff1.jpg) (http://xmages.net/view.php/94095)


ps
Finally, I've managed to calibrate a gunsight M70. The estimated distance is: (500-1500)m

(http://xmages.net/storage/10/1/0/2/9/thumb/thumb_3ec97350.jpg) (http://xmages.net/view.php/94106)   (http://xmages.net/storage/10/1/0/c/a/thumb/thumb_a5cc387d.jpg) (http://xmages.net/view.php/94105)


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on February 06, 2012, 04:57:35 PM
Thanks to comrade yl9961027 and other good guys ;) during next 2 weeks, we'll see a new model Sherman M4A3. Well, the new model is always a good event, but without mission it would not be so exciting, imho. The question is - does some1 has any ideas what the mission should be devoted to the new tank? (Firstly, tank will belong to the rkka side).



Title: Re: Tank M4A3-76 (edit script problems)
Post by: frinik on February 06, 2012, 05:12:37 PM
May be in the book by Dimitri Loza who had the fortune or misfortune or being in 9 Shermans during the war 6 of which were destroyed!!!!Apparently the Soviet crews wer enot overly fond of the tank which they felt too prone to catch fire.

Apparently some were used in 1942 in the Kharkov area.Now if I could find some more info about the kind of operation they took part into we have the right maps for such a mission.


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on February 06, 2012, 07:20:51 PM
Well, I'm not obsessed as for historical, just interested to see a good mission scenario, if possible of course ;)


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on February 25, 2012, 01:03:49 PM
Release is getting closer ;) I think firstly will be rkka variant, then both rkka & usa. There're some problems vs usa version, coz it needs to be added a completely new side: USA vs soldiers and tankmen. At this moment only tankmen are available.
(http://xmages.net/storage/10/1/0/5/4/thumb/thumb_3d6a5c21.jpg) (http://xmages.net/view.php/94670)


Title: Re: Tank M4A3-76 (edit script problems)
Post by: frinik on February 25, 2012, 02:14:11 PM
Much more than the SHerman I am dreaming of the SU-76 and the Puma.... 8)


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on February 25, 2012, 03:11:36 PM
Much more than the SHerman I am dreaming of the SU-76 and the Puma.... 8)
SU-76 is under working. Suppose, will be ready in a couple of months, if everyth. will be OK. In fact, there's alpha version already prepared, but it's mostly out of order. Puma, unfortunately disappeared :(


Title: Re: Tank M4A3-76 (edit script problems)
Post by: tigershuffle on February 26, 2012, 03:52:59 PM
I did some research for skin modders for World of Tanks aeons ago......
these sites were quite useful...

http://www.o5m6.de/ForeignArmour.html
http://www.theeasternfront.co.uk/vehicles/russian/lendleasetanks.htm


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on February 27, 2012, 11:24:37 AM
Here's a beta release v1.6. Only rkka version is available. Tank still needs to be tested.
http://www.4shared.com/rar/EHMIKxMO/m4a3_76v15_rkka.html
Installation is manual.

Authors:
- yl9961027 (main modelling/scripting/sound)
- Donken(3lods modelling/adjusting)
- lockie (testing/adjusting/gunsight/sound/compilation)
- Maleshkin (textures/adjusting/tankmen uniform)
- Miswalker (model corrections/adjusting)
- SHUN (usa side adaptation/adjusting)
- AAA(testing/MG adjusting)

Features:
- tank has 3LOD's


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on February 27, 2012, 03:41:19 PM
Also there's a problem vs sounding. There're two sounds at this moment:
- german
- russian
The question is: how to add a third sounding - english?


Title: Re: Tank M4A3-76 (edit script problems)
Post by: tigershuffle on February 27, 2012, 04:50:38 PM
this thread ..... http://graviteam.com/forum/index.php?topic=2.0 
mentions changing radio messages........so im guessing if they are just commands in ogg format it could be done.

there are lots of 'english' tank audio files in world of tanks modding forums.
Think quite a few lifted from Company of Heroes and Red Orchestra/Darkest Hour

im sure 'permissions' would be granted


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on February 27, 2012, 04:54:21 PM
this thread ..... mentions changing radio messages........so im guessing if they are just commands in ogg format it could be done.
I meant voice of crew or infantry as a sound. So, I need the way how to add usa voice to the game (for usa crew, infantry).


Title: Re: Tank M4A3-76 (edit script problems)
Post by: tigershuffle on February 27, 2012, 05:04:06 PM
lol.....yeah ...just checked and they all .wav sounds

I just assumed you could add an additional folder in C:\Program Files\Lighthouse Interactive\Steel Fury - Kharkov 1942\data\k42\loc_rus\sounds\speech

and then change the triggers to look in the right folder


and thats why i cant mod  :'(  .......and leave it to the talented people like your good self  8)


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on February 27, 2012, 08:01:48 PM
.......and leave it to the talented people like your good self  8)
OK, thank u for the good suggestion :D But I still can't find a way how to add a third sounding. Perhaps, it's impossible.


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Donken on February 27, 2012, 08:19:32 PM
Hmm, i did take a quick look. And i thought about this.

step 1: Look here: \data\k42\loc_rus\levels\LEVELS\common. There you have those two files: snd_list.engcfg and snd_list_ger.engcfg. Now copy one of those. rename it to for example: snd_list_usa.engcfg

step 2: Insert your sound and rename to according to your soundlist file.

step 3: Now in your insertanknamehere.engcfg look for this line:

        //ñïèñîê êîìàíä
   snd_list   =   levels\levels\common\snd_list_ger.engcfg;

And insert your name there on the new soundlist. I think that should work. So try it out :D

EDIT: there are more steps. I looked again and in the snd_list.engcfg there are the names of the sound files. You also need to rename all soundfiles. One example line is this:
   dir_forward, gdir_forward*, txt_sub_dir_forward;
first should be the command of what you are doing, second is the name of the soundfile and the third is the subtitle. So you need to change all middle parameters by adding for example udir_forward instead of gdir_forward.


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Kyth on February 28, 2012, 02:29:11 AM
        //ñïèñîê êîìàíä
   snd_list   =   levels\levels\common\snd_list_ger.engcfg;

And insert your name there on the new soundlist. I think that should work. So try it out :D

EDIT: there are more steps. I looked again and in the snd_list.engcfg there are the names of the sound files. You also need to rename all soundfiles. One example line is this:
   dir_forward, gdir_forward*, txt_sub_dir_forward;
first should be the command of what you are doing, second is the name of the soundfile and the third is the subtitle. So you need to change all middle parameters by adding for example udir_forward instead of gdir_forward.

 :) Correct!

There's also a separate soundlist for the infantry sounds, and the links are in the 'hum_cfg' files


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Donken on February 28, 2012, 04:16:22 PM
Success. I got American sounds in the game now with its new American crews. So yes, i added what Kyth wrote and it worked. It wasnt enough to change the tank.engcfg and make an american soundlist in speech folder, You also needed to add the same soundlist on all seperate crewmembers in hum_cfg folder :D


Title: Re: Tank M4A3-76 (edit script problems)
Post by: tigershuffle on February 28, 2012, 11:37:12 PM
British next then please  :) ......looking at the Crusader tank almost finished and Stuart on the way....we can have El Alamein and Kasserine......soon   ;D


seriously well done........ 8)

Matilda, Valentine, Crusader, Sherman, Stuart, Churchill, Cromwell............to go with all that lovely DAK armour :)


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Kyth on February 29, 2012, 01:19:05 AM
Yes, if everything goes well, we'll need an extensive revamp to the Desert Mod  ;)


Title: Re: Tank M4A3-76 (edit script problems)
Post by: frinik on February 29, 2012, 02:02:21 AM
Yeah!The desert maps that we have in the games are very basic.Plus the size of the maps in SF, 4 sq kms, does not really make for exciting desert warfare.If only we could import SABoW's Iraq and Iran maps into the game?They're really cool!


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Rends on February 29, 2012, 12:18:37 PM
Yeah!The desert maps that we have in the games are very basic.Plus the size of the maps in SF, 4 sq kms, does not really make for exciting desert warfare.If only we could import SABoW's Iraq and Iran maps into the game?They're really cool!
I guess that it won´t help to simple import a bigger map. There are player boundaries at the current 2x2 km map you can´t pass/survive and i´m pretty sure they are hardcoded.


Title: Re: Tank M4A3-76 (edit script problems)
Post by: frinik on February 29, 2012, 12:37:32 PM
Yeah I know which why I said if only.... ???


Title: Re: Tank M4A3-76 (edit script problems)
Post by: demosthenes on March 03, 2012, 04:58:34 AM
You could always port SF assets into SABoW  ;D


Title: Re: Tank M4A3-76 (edit script problems)
Post by: frinik on March 03, 2012, 04:59:56 AM
Are you volunteering? ;D


Title: Re: Tank M4A3-76 (edit script problems)
Post by: yl9961027 on March 12, 2012, 02:00:33 PM
Hi! Guys!
I need your help! I was making some vehicles mods on the Western front. For me, the most difficult to produce these vehicles script. My information is very scarce. If someone can help me to write the script, which will speed up the mod of progress. I need the script for the following weapons ( Including shells script ).
US:
1. 37mm, 57mm, 75mm, 90mm AT GUN.
2. 75mm, 105mm howitzer
3. M2 Browning
UK:
1. 17pdr AT

Thanks!


Title: Re: Tank M4A3-76 (edit script problems)
Post by: whukid on March 12, 2012, 08:48:54 PM
Hi! Guys!
I need your help! I was making some vehicles mods on the Western front. For me, the most difficult to produce these vehicles script. My information is very scarce. If someone can help me to write the script, which will speed up the mod of progress. I need the script for the following weapons ( Including shells script ).
US:
1. 37mm, 57mm, 75mm, 90mm AT GUN.
2. 75mm, 105mm howitzer
3. M2 Browning
UK:
1. 17pdr AT

Thanks!

If the person doing this could be so kind, can they also add a 4x Tiger (late) and 3x Panther A without Infantry?

Many thanks :D 


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on March 13, 2012, 09:25:13 AM
I need the script for the following weapons ( Including shells script ).
I may try with UK:
1. 17pdr AT
(http://en.academic.ru/pictures/enwiki/81/QF-17-pounder-batey-haosef-1.jpg)


BTW
Should we create an additional side, i.e. British? In fact, it's already exists, but only for one airplane. And more important, there should be a soldiers in british/usa uniform. At this moment we've only usa tankmen.

ps
Interesting vehicle: sas 4x4 desert rider
(http://www.scalemates.com/products/img/134072-10244.jpg)


Title: Re: Tank M4A3-76 (edit script problems)
Post by: norm on March 13, 2012, 09:09:21 PM
Really want that kit, but my stash is a bit big at the moment.  :'(


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on March 15, 2012, 10:40:17 AM
Suppose, it's interesting info:
A description of the anti-tank artillery tactics and gunnery used by the Royal Artillery and the artilleries of British Commonwealth armies.
http://nigelef.tripod.com/anti-tank.htm


Title: Re: Tank M4A3-76 (edit script problems)
Post by: yl9961027 on March 22, 2012, 05:08:04 PM
This is a new ATGUN:57mm M1. But I having a little trouble.
(http://img828.imageshack.us/img828/1017/shot201203230110300000.jpg)   (http://img3.imageshack.us/img3/471/shot201203230110380001.jpg)

Who knows what's wrong? ???


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Donken on March 22, 2012, 05:30:57 PM
Have you tried to change point of mass?

   //points (of mass * distance from center of gravity) ?
   jx   =   40000;
   jy   =   40000;
   jz   =   20000;

Play around with those numbers and see what happens :D


Title: Re: Tank M4A3-76 (edit script problems)
Post by: frinik on March 23, 2012, 01:04:41 AM
Here are the figures for the Flak 88 mm AT gun which looks similar:

              jx   =   4700;
   jy   =   5500;
   jz   =   5700;

You may wnat to try thme for yoru AT57 which looks very nice by the way!


Title: Re: Tank M4A3-76 (edit script problems)
Post by: yl9961027 on March 23, 2012, 08:49:10 AM
Thank you for your help.
I tried to change point of mass. But I have failed. :-[ It's nothing has happened.  ???


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Kyth on March 23, 2012, 09:27:48 AM
Hi,

If you're using 3DSMax, try using the 'Reset XForms' option, before exporting,


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Donken on March 23, 2012, 09:52:19 AM
Or maybe try to move the model in 3dsmax forward or backward, so you move s_root. because s_root is at 0,0,0 coordinates and in the .go file s_root is also in the same coordinates. So if you move the gun forward the point of mass should be further back at the gun.


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Mistwalker on March 23, 2012, 04:12:07 PM
Who knows what's wrong? ???

I know.  ;D Had the same problem with new Pak 40, ZIS 3 and ZIS 2 models. You have to change center of mass for db_hull. In 3D Studio look where the pivot point of db_hull is located and move it backward. I recommend to do the same for the barrel (db_gun) too.


Title: Re: Tank M4A3-76 (edit script problems)
Post by: yl9961027 on March 27, 2012, 01:51:00 PM
Who knows what's wrong? ???

I know.  ;D Had the same problem with new Pak 40, ZIS 3 and ZIS 2 models. You have to change center of mass for db_hull. In 3D Studio look where the pivot point of db_hull is located and move it backward. I recommend to do the same for the barrel (db_gun) too.
I have tried. But still no change. :-[


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Kyth on March 27, 2012, 02:04:03 PM
Who knows what's wrong? ???

I know.  ;D Had the same problem with new Pak 40, ZIS 3 and ZIS 2 models. You have to change center of mass for db_hull. In 3D Studio look where the pivot point of db_hull is located and move it backward. I recommend to do the same for the barrel (db_gun) too.
I have tried. But still no change. :-[

The other possibility is that the object is rotated on its pivot point. Have you tried to Reset Xform?


Title: Re: Tank M4A3-76 (edit script problems)
Post by: yl9961027 on March 27, 2012, 05:46:33 PM
I have already tried that, and do not work. :-[

I uploaded the files: http://www.4shared.com/zip/dOAZ-2mC/57mm_AT.html (http://www.4shared.com/zip/dOAZ-2mC/57mm_AT.html)

I hope someone can help me to check the file. ???


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Mistwalker on March 27, 2012, 09:56:29 PM
Did you by any chance not changed pivot orientation for "legs" in object editor? That must be done. Check other guns and their leg pivots. It's easy but somewhat tricky. I'll write about it later if you don't know how to do it.


Title: Re: Tank M4A3-76 (edit script problems)
Post by: yl9961027 on March 29, 2012, 02:08:38 AM
Did you by any chance not changed pivot orientation for "legs" in object editor? That must be done. Check other guns and their leg pivots. It's easy but somewhat tricky. I'll write about it later if you don't know how to do it.
It is true! My legs pivot different from other guns! But how to adjust it? I revolved the pivot in the 3dmax. But when I entered model into the object editor, the pivot was restored. ???


Title: Re: Tank M4A3-76 (edit script problems)
Post by: yl9961027 on April 04, 2012, 04:05:47 PM
Some new units.  ;D
(http://img560.imageshack.us/img560/6660/shot201204040155260000.jpg)   (http://img593.imageshack.us/img593/640/shot201204040156450003.jpg)   (http://img210.imageshack.us/img210/1350/shot201204040156180002.jpg)   (http://img829.imageshack.us/img829/4601/shot201204040157080004.jpg)   (http://img268.imageshack.us/img268/2495/shot201204040157540005.jpg)


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on April 04, 2012, 04:28:39 PM
Some new units.  ;D
Looks nice! But How many units has 3lods? If all of them has only one LOD, then it'll be a big problem for my PC.


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Jaras170 on April 04, 2012, 04:48:43 PM
Good job! I can not wait to be available for testing  ;D


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Edward1 on April 05, 2012, 02:33:14 AM
These look great.  Looking forward to trying them out  :)

Edward


Title: Re: Tank M4A3-76 (edit script problems)
Post by: yl9961027 on April 05, 2012, 02:37:46 AM
Some new units.  ;D
Looks nice! But How many units has 3lods? If all of them has only one LOD, then it'll be a big problem for my PC.
All have 3 lods, except GMC. The GMC hanv 2 lods.  ;D


Title: Re: Tank M4A3-76 (edit script problems)
Post by: whukid on April 05, 2012, 02:42:11 AM
The Pershing seems kind've squished together. Or is that just the picture?


Title: Re: Tank M4A3-76 (edit script problems)
Post by: yl9961027 on April 17, 2012, 04:20:58 PM
The picture has some distortions.
This is a normal picture.
(http://img12.imageshack.us/img12/1401/shot201204040156450003a.jpg)


Title: Re: Tank M4A3-76 (edit script problems)
Post by: whukid on April 17, 2012, 07:00:00 PM
The picture has some distortions.
This is a normal picture.
(http://img12.imageshack.us/img12/1401/shot201204040156450003a.jpg)

very cool! If you can make an M48, I'd gladly help stick it in Steel Armor! :D


Title: Re: Tank M4A3-76 (edit script problems)
Post by: whukid on May 24, 2012, 02:12:56 AM
How is this coming along, anyway?


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Kyth on May 24, 2012, 04:15:42 AM
Hmm. Not sure,

Are you doing the new voices? (For the U.S. side)


Title: Re: Tank M4A3-76 (edit script problems)
Post by: whukid on May 24, 2012, 10:52:10 AM
I believe I had like 7 or 8 of them, however I don't remember where they went


Title: Re: Tank M4A3-76 (edit script problems)
Post by: Kyth on May 24, 2012, 12:22:33 PM
Well, find them, will you? I'm sure they'll sound a lot better than the ones in the 'Ultimate Update'  :D


Title: Re: Tank M4A3-76 (edit script problems)
Post by: yl9961027 on May 24, 2012, 12:50:28 PM
Hmm. Not sure,
I had been put on hold their nearly 2 months. They can be used normally in the game. But they are not perfect. Some tank telescopic sights need
to be re-produced. Shell parameters need to be adjusted. Also some strange problems, for example some of the vehicle's cockpit bin no one. Looks like a ghost vehicle. All vehicles are not subject to rigorous testing. Therefore, there may also be other bugs. I am unable to accomplish these things. I hope someone can help me.


Title: Re: Tank M4A3-76 (edit script problems)
Post by: lockie on November 10, 2012, 09:08:06 AM
Found mistake: texture is absent for the upper roller.
(http://s5.postimage.org/s0laf7ukz/roller.jpg) (http://postimage.org/image/s0laf7ukz/)