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Author Topic: [SFK42] Aces SdkFz251 Model, Crew & Texture Mod (v3)+ Multiskin & Random Stowage  (Read 12334 times)
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Aces
Generalleutnant
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Posts: 583



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« on: August 18, 2012, 06:55:49 PM »

Hi chaps,

Here it is,



Download Mediafire:

http://www.mediafire.com/?d6q2dbz1j25kvk8

Download Gamefront:

http://www.gamefront.com/files/22146561/Aces+SdkFz251+3D+Model%2C+Crew+and+Texture+Mod+%28v3%29+plus+Multiskin+and+Random+Stowage.rar



Readme:

Aces' Sd.Kfz 251/1 3D Model, Crew and Texture Mod (v3) plus Multiskin and Random Stowage mod for Steel Fury.

***IMPORTANT*** If you are also installing my German Equipment Mod please install the Sd.Kfz 251 mod AFTER installing the German Equipment mod.
***IMPORTANT*** If you have installed any previous versions of my Sd.Kfz 251 mod then please un-install any previous versions before installing the new version.

changelog multiskin version.

1. All three 251/1 vehicles in a panzergrenadier platoon will display differing skins. For example one vehicle features an air recognition flag on the bonnet whilst another has the front balkenkreuze marking located on the bonnet. All three vehicles have different front/back numberplates.

2. I have randomised all the new stowage/vehicle equipment items as included in my previous mod (v3). Some more common items like water-fuilled jerry cans and helmets should appear more frequently whilst rarer items such as a spare road wheel or the stick grenade bundle will appear less frequently. The net result is that all three vehicles should appear with different arrangements of stowage. This will change randomly in each missions.

3. I have shuffled around the passenger seating assignment for each vehicle so an individual member of the panzergrenadier squad will be seated in differing positions for each vehicle. For example the NCO squad leader (armed with an MP-38) will no longer occupy the same seated position in all three vehicles.

4. Each crew of 3 (driver, radio operator and machine gunner) are slightly differently dressed, different helmet colours, rolled up sleeves etc. and one crew member has a much-prized captured ppsh smg to give some extra variety.

5. As an added bonus I have slightly improved the german helmets that I released in my "Aces German Personnel Equipment Mod v2 (inc. signals crew)" and these are included (and required) by
Aces' SdkFz251 3D Model, Crew and Texture Mod (v3) plus Multiskin and Random Stowage mod.

So, basically, each of the threee sdk.fz 251/1s in a platoon is different in terms of skin, stowage items, crew and passengers.

My JSGME Mods install order:

Aces German Personnel Equipment Mod v2 (inc. signals crew)
Aces SdkFz 251 + German Equipment Mods Update plus SPM1.5 June 12 Compat Fix
Aces Kubelwagon Radio Car v1
Aces German Equipment Mod v2 and Kubel Radio Car Mod v1 Patch
Aces SdkFz251 3D Model, Crew and Texture Mod (v3) plus Multiskin and Random Stowage

----

changelog v3, additions and changes version 3.

1. Added "Geballte Ladung" stick grenade charge bundle
2. Correctly re-scaled the jerry cans.
3. Added 2x rolled zelbahns.
4. Added improved jerry can markings.
5. Added bew bracket to the hull for helmet and jerry can stowage.

Changelog v2, additons for version2:

1. Removed bipod from anti-aircraft MG-34 machine gun.
2. Changed rear MG-34 ammunition drum to "Patronentrommel 34" 75-round saddle drum type better suited for AA use.
3. Added "Kreiskorn" Anti Aircraft gunsight to rear MG-34
4. Added more detailed mounting to original AA gunsight model.
5. Added gasmask cannister near the driver's position.
6. Added 2xMP-38 machine guns and mounting brackets to the driver/radio operator's compartment side walls.
7. Added Axe, shovel and their mountings to the hull in the appropriate postions.
8. Added 2x Jerry cans and hooks to the hull with white cross marks to indicate water.
9. Added Spare road wheel to the hull.
10. Added wire for the radio antenna.
11. Added 2x mp-38 ammo pouches to the driver's compartment.
12. Added 2x helmets slung from the hull.
13. Added ammunition drum, AA gunsight, MP-38 (new), gas mask canister, mp38 ammo pouches, jerry can, axe and shovel textures to the skins and re-mapped the model's UV-Map.

I have added the jerry cans, helmets and spare roadwheel on the hull as I have seen quite a few pictures of vehicles carry these items in these positions, in fact the whole obhjective of the mod was to try and make the vehicle look more like a working vehicle and add items ommited from original model.
----

*** IMPORTANT *** If you have activated my earlier "Aces SDKFZ251 Crew - Radio Operator and Driver Cap and Headphone mod" in JSGME please de-activate it before activating this mod as all the files are included in the new mod.

*** IMPORTANT FOR THIS VERSION (v2) *** Please use the skin alternatives provided with this mod and NOT the skins provided with my previous mod version (v1) as they have been updated to incorporate detail added in the new version.

Installation, Unzip all of the eight folders included to your Steel Fury "Mods" folder and activate as shown below using JSGME.

Welcome,

This mod replaces the Sdk.Fz.251/1C halftrack vehicle in Graviteam's "Steel Fury" sim. with a new modified 3D model and textures.

I have made the following changes and additions to the basic 251/1C 3D model (which includes 3 LODs):

1. Added anti-aircraft MG-34 machine gun on the rear mounting (non-operational at the moment, eye-candy only).
2. Added two MG34 "patronenkasten" ammunition boxes and a stick grenade inside the vehicle.
3. Re-mapped and modified the model so as to enable a rear balkenkreuze and rear numberplates to be displayed.
4. Added a radio set in the co-driver/radio operator position
5. Added a radio antenna on the hull.

I have made the following additions to the 251/1C skin texture.

1. Added new dashboard instruments.
2. Added new "WH" front and rear numberplates.
3. Added FuSpr “F” radio set.
4. Added front, side and rear balkenkreuze markings.
5. Added tactical (panzergrenadier company) and divisional (11th "Ghost" panzer division) markings rear and back.
6. Added appropriate stick grenade and ammo box textures.

The mod includes no fewer than eight skin options in total which enable combinations of the following additional markings: air recognition flag on the engine cover, black and white balkenkreuzes (instead of white outlined balkenkreuzes) and an overall light snow covering to the vehicle. All the skins include new normal maps, new additions like the radio and number plates have been added to these "bump" maps.

When enabled WITHOUT one of these additional skin options enabled the default skin will display no air recognition flag, white outline balkenkreuzes and no snow covering. The seven additonal skin options are included as "optional" mods and should be enabled AFTER enabling the main mod using JSGME (Jonesoft Generic Mod Enabler). Note: Only apply one of the additional skin options at a time as only the last one enabled will be displayed.

Also please bare in mind that the air-recognition flag option/s is intended primarily for those who like a bit of variation as historically, not every vehicle in a a unit would most probably have displayed a flag and it is best-suited for early war scenarios when the Luftwaffe still had command of the skies but it does look different so I decided to include it in the options.

The mod also incorporates my earlier headphones and throat microphone plus grey/green army version "overseas" sidecap and re-position and re-scaled 3D cap model additions which changes the driver's headwear to the sidecap and the radio operator's headwear to the sidecap plus the headset.

This has been a very big project for me which has involved literally taking the existing model apart, making the model changes and additions and putting it together again piece-by-piece as well as the new textures and UV-mapping work. I have also spent some time historically researching equipment and textures from my collection of publications and also period photos. I have based my work on file versions included in the SPM1.5 ultimate update mod. I attempted to add markings and major detail items ommited from the original model.

I hope you enjoy the results,please leave me your feedback on the Graviteam and/or SimHQ forums.

Credits (all versions):

Kyth and Donken for all their invaluable modelling advice and patience.
lajcak for his original sidecap texture.
Ranman68 for his original headset, ammo box and stick grenade models.
Privateer for his original AA gunsight and saddle drum models and saddle drum texture.
DryJack for his jerry can model.
The Steel Fury community for their encouragement and enthusiam.


Best Regards

Aces

-------------
Permissions
-------------
NOT to be used in any payware\commercial addon
May be used in any freeware mod with credits.

-------------




« Last Edit: August 20, 2012, 08:49:06 AM by Aces » Logged


"IL-2 MAT Manager" co-dev.,Silent Hunter III "Super Turms","Super Pens","Crew on Deck" ,Multi-Skin Bombers dev. Wings of Victory v2.10.
Gamefront: http://tinyurl.com/bpbaeyl
Mediafire: http://tinyurl.com/bn2aoqt
Txema
Generalmajor
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Posts: 371


« Reply #1 on: August 18, 2012, 11:47:41 PM »

Very nice mod !!!

Thank you very much Aces !!!

 Smiley

Txema
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frinik
Generalfeldmarschall
*****
Posts: 3145


« Reply #2 on: August 19, 2012, 03:21:57 AM »

Thank you very much Aces.One important question; is it compatible with the Ultimate mod and patches????Does it go at the end in the JSGME?
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Aces
Generalleutnant
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Posts: 583



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« Reply #3 on: August 19, 2012, 03:58:52 PM »

My pleasure chaps,

Yes, the mod should be installed last, and it should be okay with ultimate.



Probably my last mod for a while until Donken has had an opportunity to look at the 251/2 mod.

Regards

Aces
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"IL-2 MAT Manager" co-dev.,Silent Hunter III "Super Turms","Super Pens","Crew on Deck" ,Multi-Skin Bombers dev. Wings of Victory v2.10.
Gamefront: http://tinyurl.com/bpbaeyl
Mediafire: http://tinyurl.com/bn2aoqt
whukid
Generalfeldmarschall
*****
Posts: 1016



« Reply #4 on: August 19, 2012, 04:33:07 PM »

This is pretty awesome.


Say, would you mind taking a look at the Stug's? If they had half the detail and time put into them that you've so gracefully put into the Sdkfz 251, Guderian himself would rise from the grave just to take one for a spin Grin
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Aces
Generalleutnant
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Posts: 583



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« Reply #5 on: August 19, 2012, 04:58:11 PM »

Hi mate,

Actually I don't much enjoy modding for Steel Fury, too many shared files that need editing and re-editing in order for one mod not to prevent another from working or to make things compatible between mods.

Cheers

Aces
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"IL-2 MAT Manager" co-dev.,Silent Hunter III "Super Turms","Super Pens","Crew on Deck" ,Multi-Skin Bombers dev. Wings of Victory v2.10.
Gamefront: http://tinyurl.com/bpbaeyl
Mediafire: http://tinyurl.com/bn2aoqt
whukid
Generalfeldmarschall
*****
Posts: 1016



« Reply #6 on: August 19, 2012, 06:39:26 PM »

Hi mate,

Actually I don't much enjoy modding for Steel Fury, too many shared files that need editing and re-editing in order for one mod not to prevent another from working or to make things compatible between mods.

Cheers

Aces

Yes, I know the feeling Sad Awh well.
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murkz
Oberstleutnant
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Posts: 196


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« Reply #7 on: August 20, 2012, 07:35:26 AM »

Thank you Aces for this excellent contribution to Steel Fury, it is very much appreciated Smiley
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Aces
Generalleutnant
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Posts: 583



WWW
« Reply #8 on: August 20, 2012, 08:53:26 AM »

Thanks mate, much appreciate your comments Smiley,

If Donken hasn't already asked you, what do you know about the RA35 8.1cm gunsight?. Do you know what it looked like to look through?.

hope you enjoy using the mod.

Cheers

Aces
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"IL-2 MAT Manager" co-dev.,Silent Hunter III "Super Turms","Super Pens","Crew on Deck" ,Multi-Skin Bombers dev. Wings of Victory v2.10.
Gamefront: http://tinyurl.com/bpbaeyl
Mediafire: http://tinyurl.com/bn2aoqt
Txema
Generalmajor
*
Posts: 371


« Reply #9 on: August 20, 2012, 12:31:35 PM »

Aces,

First of all, thank you very much again for all your excellent work on Steel Fury. It is really a very high quality work and it adds a lot to the sim !!

However I think that you are having problems to make it fully compatible with SPM 1.5 Ultimate Update. I am a bit worried because after enabling your excellent mods some fixes and enhancements introduced by SPM 1.5 Ultimate Update could be disabled.

When I have seen the new mod released by Kyth, where he has explained the changes necessary in the shared files, I have suddenly thought: this might be a good solution for the Aces mods !!!

Your mods always come with very good documentation but now I want to suggest you to expand that documentation. I want to suggest you to include in the documentation the changes necessary in the shared files, as Kyth has done in his latest mod. I think it would be enough to include the changes necessary for the following files:

- common_res.engcfg
- common_units.engcfg
- matlib.engcfg
- ger.engcfg
- hum_links_com.engcfg

Perhaps you could even explain only the changes necessary for a full installation of your mods (all your mods installed in the proper sequence).

In this way, the SPM 1.5 Ultimate Update (and its updates :-) ) could be always used as a base to install your mods properly without loosing fixes...

What do you think? Is it possible to do this?

In any case, thank you very much again for excellent mods !!!


Txema
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Aces
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Posts: 583



WWW
« Reply #10 on: August 20, 2012, 03:05:00 PM »

Okay mate, a good idea,

Remember to first remove the following files from all my mods b efore installing, if installed then un-install, remove these files and re-install the mods.

- common_res.engcfg
- common_units.engcfg
- matlib.engcfg
- ger.engcfg
- hum_links_com.engcfg


Starting with the German Infantry Equipment mod v2 (inc signals crew)

hum_link_com.engcfg

add these lines to the bottom of the file:


        //german infantry equipment front 2 riflemen added by Aces
   front2or_w, s_tors_02, , 0, 0, 0, 0.23, 0.01, 0.275;   
   //german infantry equipment back riflemen added by Aces
   backor_w, s_tors_01, , 0, 0, 0, -0.1, 0.01, -0.18; 
   //german infantry equipment front riflemen added by Aces
   frontor_w, s_tors_01, , 0, 0, -90, 0.036, 0.04, 0.0325;
   //german infantry equipment front 2 NCOs added by Aces
   front2nco_w, s_tors_03, , 0, 0, -90, 0.1, 0.024, 0.091044;
   //german infantry equipment front 3 NCOs added by Aces
   front3nco_w, s_tors_02, , 0, 0, 0, 0.01, 0.045, 0.035;   
   //german infantry equipment back NCOs added by Aces
   backnco_w, s_tors_01, , 0, 0, 0, -0.072952, -0.036263, -0.22; 
   //german infantry equipment front 1 NCOs added by Aces
   front1nco_w, s_tors_01, , 0, 0, 0, -0.02, -0.035, 0.158;   
   //german infantry equipment front 2 lt Officer added by Aces
   front3off_w, s_tors_03, , 0, 0, -90, 0.05, 0.023, 0.115;
   //german infantry equipment front 2 lt Officer added by Aces
   front4off_w, s_tors_02, , 180, -270, -180, -0.2, -0.1, -0.06;
   //german infantry equipment front 2 cpt Officer added by Aces
   front3boff_w, s_tors_03, , 0, 0, -90, 0.05, 0.023, 0.115;
   //german infantry equipment front 3 Officer added by Aces
   front2off_w, s_tors_02, , 0, 0, 0, 0.035, -0.03, 0.016;   
   //german infantry equipment back Officer added by Aces
   backoff_w, s_tors_01, , 0, 0, 0, 0, 0.1, -0.22; 
   //german infantry equipment front 1 Officer added by Aces
   front1off_w, s_tors_01, , 0, 0, 0, -0.02, -0.035, 0.158;
   //german panzer officer equipment front 1 added by Aces
   frontpzoff_w, s_tors_03, , 0, 180, 0, 0.038, 0.015, 0.11;
   //german STUG (SP) officer equipment front 1 added by Aces
   frontspoff_w, s_tors_03, , 270, 180, 0, 0.038, -0.17, 0.1;
   //german MG AmmoBox added by Aces
   mgammobox_w, s_tors_01, , 0, -20, 260, -0.031, 0.1637, -0.083;
   //german infantry equipment front Machine Gunner added by Aces
   frontmg_w, s_tors_02, , 0, 0, 0, 0.13, 0.08, 0.25;      
   //german infantry equipment back Machine Gunner added by Aces
   backmg_w, s_tors_01, , 0, 0, 5, 0.068, -0.16, -0.05; 
   //german MG AmmoBelt added by Aces
   mgammobelt_w, s_tors_03, , 0, 25, 0, 0.025, -0.03, -0.065;
   //new rescaled holster added for Panzer Lt by Aces
   holsternew_w, s_tors_01, , 180, -270, -180, 0.02, 0.13, 0.005;
   //Torn. Fu.2.d Radio added by Aces
   gradio_w, s_tors_02, , 180, 0, 180, 0.3, 0.05, -0.035;
   //Torn. Fu.2.d Battery Box added by Aces
   gbatterybox_w, s_tors_02, , 180, 0, 180, 0.05, 0.05, -0.01;
   //german infantry equipment front radio operator added by Aces
   frontro_w, s_tors_01, , 0, 0, -90, 0.07, 0.04, 0.0325;
   //german infantry equipment front 2 radio operator added by Aces
   front2ro_w, s_tors_02, , 0, 0, 0, 0.23, 0.01, 0.26;   
--------------------------------------------------------------------------------------------------------------------------------

Matlib.engcfg

add these lines:


GEQUIPMENT()
   {
      shader = editor;
      textures = gequipment, gequipment_bump;
      parent = EQUIP;

      diffuse = 1, 1, 1, 1;
      ambient = 0.301961, 0.301961, 0.301961, 1;
      emissive = 0, 0, 0, 0;
      specular = 0, 0, 0, 1;

      power = 8;
      detail_tscale = 8;
      detail_scale = 0.15;
      bump_scale = 1;
      fresnel = 0;


   }// end of GEQUIPMENT

   GEQUIPMENT2()
   {
      shader = editor;
      textures = gequipment2, gequipment2_bump;
      parent = EQUIP;

      diffuse = 1, 1, 1, 1;
      ambient = 0.301961, 0.301961, 0.301961, 1;
      emissive = 0, 0, 0, 0;
      specular = 0, 0, 0, 1;

      power = 8;
      detail_tscale = 8;
      detail_scale = 0.15;
      bump_scale = 1;
      fresnel = 0;


   }// end of GEQUIPMENT2

GHELMETA()
   {
      shader = editor;
      textures = ghelmeta, ghelmeta_bump;
      parent = EQUIP;

      diffuse = 1, 1, 1, 1;
      ambient = 0.12549, 0.12549, 0.12549, 1;
      emissive = 0, 0, 0, 0;
      specular = 0, 0, 0, 1;

      power = 0;
      detail_tscale = 8;
      detail_scale = 1;
      bump_scale = 0;
      fresnel = 0;


   }// end of GHELMETA

   GHELMETB()
   {
      shader = editor;
      textures = ghelmetb, ghelmetb_bump;
      parent = EQUIP;

      diffuse = 1, 1, 1, 1;
      ambient = 0.12549, 0.12549, 0.12549, 1;
      emissive = 0, 0, 0, 0;
      specular = 0, 0, 0, 1;

      power = 0;
      detail_tscale = 8;
      detail_scale = 1;
      bump_scale = 0;
      fresnel = 0;


   }// end of GHELMETB

   GHELMETC()
   {
      shader = editor;
      textures = ghelmetc, ghelmetc_bump;
      parent = EQUIP;

      diffuse = 1, 1, 1, 1;
      ambient = 0.12549, 0.12549, 0.12549, 1;
      emissive = 0, 0, 0, 0;
      specular = 0, 0, 0, 1;

      power = 0;
      detail_tscale = 8;
      detail_scale = 1;
      bump_scale = 0;
      fresnel = 0;

   }// end of GHELMETC

GINFB()
   {
      shader = editor_anim;
      textures = ginfb, ginfb_bump;
      parent = HUMAN;

      diffuse = 1, 1, 1, 1;
      ambient = 0, 0, 0, 0;
      emissive = 0, 0, 0, 0;
      specular = 0.286078, 0.286078, 0.286078, 1;

      power = 8;
      detail_tscale = 8;
      detail_scale = 0.15;
      bump_scale = 1;
      fresnel = 0.2;


   }// end of GINFB

GMGAMMOBOX()
   {
      shader = editor;
      textures = mgammobox, mgammobox_bump;
      parent = EQUIP;

      diffuse = 1, 1, 1, 1;
      ambient = 0.301961, 0.301961, 0.301961, 1;
      emissive = 0, 0, 0, 0;
      specular = 0, 0, 0, 1;

      power = 8;
      detail_tscale = 8;
      detail_scale = 0.15;
      bump_scale = 1;
      fresnel = 0;


   }// end of GMGAMMOBOX

GTORNFU2DBATTERYBOX()
   {
      shader = editor;
      textures = tornfu2dbatterybox, tornfu2dbatterybox_bump;
      parent = EQUIP;

      diffuse = 1, 1, 1, 1;
      ambient = 0.301961, 0.301961, 0.301961, 1;
      emissive = 0, 0, 0, 0;
      specular = 0.764706, 0.764706, 0.764706, 1;

      power = 8;
      detail_tscale = 8;
      detail_scale = 0.15;
      bump_scale = 1;
      fresnel = 0;


   }// end of GTORNFU2DBATTERYBOX

GTORNFU2DRADIO()
   {
      shader = editor;
      textures = tornfu2dradio, tornfu2dradio_bump;
      parent = EQUIP;

      diffuse = 1, 1, 1, 1;
      ambient = 0.301961, 0.301961, 0.301961, 1;
      emissive = 0, 0, 0, 0;
      specular = 0.756863, 0.756863, 0.756863, 1;

      power = 8;
      detail_tscale = 8;
      detail_scale = 0.15;
      bump_scale = 1;
      fresnel = 0;


   }// end of GTORNFU2DRADIO

-----------------------------Note if the GHELMET and GHELMETA entries are already there just add GHELMETB and GHELMETC entries and check that the GHELMET and GHELMETA parameters match those above and edit them to match if required -----------------------------------------------------------------------------

common_res.encfg

add these lines to the "addins()" section:



G_FRONTOR,frontor,;
G_BACKOR,backor,;
G_FRONT2OR,front2or,;
G_FRONT2NCO,front2nco,;
G_FRONT3NCO,front3nco,;
G_BACKNCO,backnco,;
G_FRONT1NCO,front1nco,;
G_FRONT2OFF,front2off,;
G_FRONT3OFF,front3off,;
G_FRONT4OFF,front4off,;
G_FRONT3BOFF,front3boff,;
G_BACKOFF,backoff,;
G_FRONT1OFF,front1off,;
G_FRONTPZOFF,frontpzoff,;
G_FRONTSPOFF,frontspoff,;
G_MGAMMOBOX,mgammobox,;
G_MGAMMOBELT,mgammobelt,;
G_MAPCASENEW,mapcasenew,;
G_HOLSTERNEW,gholsternew,;
G_FLASHLIGHT,gflashlight,;
G_FRONTMG,frontmg,;
G_BACKMG,backmg,;
G_HELMETB,ghelmetb,;
G_HELMETC,ghelmetc,;
G_RADIO,tornfud2radio,;
G_BATTERYBOX,tornfud2batterybox,;
G_FRONTRO,frontro,;
G_FRONT2RO,front2ro,;

------------------------------------------------------------------------------------------------------------------------------

ger.engcfg

change these sections to match the following:


rifleman()
{
   //òèï îáúåêòà
   type    =   %OT_INF%;
   //èìÿ ñåòêè
   mesh   =   ginf;
   //êîëè÷åñòâî ëîä óðîâíåé
   mesh_lods=   3;
   //ìàññà, êã
   mass   =   80;
   //âûñîòà ñáðîñà, ì
   drop_h   =   1.0;
   //ýôôåêòèâíîñòü
   effect   =   1;

   #include "snd_patterns_ger.engcfg"

   //îðóæèå
   weapons()
   {
      //íàçâàíèå, ÷àíêè ìåñò
      MAUSER98K, 0;
      M24, 0;
   }

   //áîåêîìïëåêò
   shells()
   {
      //èìÿ ñíàðÿäà, êîëè÷åñòâî
      BUL_792, 105;
      M24, 2;
   }

   #include "hum_links_ger.engcfg"

   //íàâåñíûå îáúåêòû
   addins()
   {

      //èìÿ
      G_HELMET, head;
      
      G_FRONTOR, frontor_w;
      G_BACKOR, backor_w;
      G_FRONT2OR, front2or_w;
      //G_FLASK, flask_w;
      //G_CARTRIDGE, cartridge_w;
      //G_SHOVEL, shovel_w;
      //G_CALDRON, caldron_w;
      //G_CARTRIDGE, cartridgesec_w;
      //G_GASMASK, gasmask_w;

   }

}

mgunner()
{
   //òèï îáúåêòà
   type    =   %OT_MGUN%;
   //èìÿ ñåòêè
   mesh   =   ginfmg;
   //êîëè÷åñòâî ëîä óðîâíåé
   mesh_lods=   3;
   //ìàññà, êã
   mass   =   80;
   //âûñîòà ñáðîñà, ì
   drop_h   =   1.0;
   //ýôôåêòèâíîñòü
   effect   =   2;

   #include "snd_patterns_ger.engcfg"


   #include "hum_links_mg_ger.engcfg"

   //îðóæèå
   weapons()
   {
      //íàçâàíèå, êàê êðåïèòñÿ
      MG34H, 0;
   }


   //íàâåñíûå îáúåêòû
   addins()
   {
      //èìÿ
      G_HELMETA, head;
      
      //G_FLASK, flask;
      //G_CARTRIDGE, cartridge;
      G_MGAMMOBOX, mgammobox_w;
      G_BACKMG, backmg_w;
      G_FRONTMG, frontmg_w;
      G_MGAMMOBELT, mgammobelt_w;

   }

   //áîåêîìïëåêò
   shells()
   {
      //èìÿ ñíàðÿäà, êîëè÷åñòâî
      BUL_792, 1300;
   }

}

sergant()
{
   //òèï îáúåêòà
   type    =   %OT_INF%;
   //èìÿ ñåòêè
   mesh   =   ginfsg;
   //êîëè÷åñòâî ëîä óðîâíåé
   mesh_lods=   3;
   //ìàññà, êã
   mass   =   80;
   //âûñîòà ñáðîñà, ì
   drop_h   =   1.0;
   //ýôôåêòèâíîñòü
   effect   =   3;

   #include "snd_patterns_ger.engcfg"

   //áîåêîìïëåêò
   shells()
   {
      //èìÿ ñíàðÿäà, êîëè÷åñòâî
      BUL_9, 192;
      M24, 2;
   }


   #include "hum_links_smg_ger.engcfg"

   //îðóæèå
   weapons()
   {
      //íàçâàíèå, êàê êðåïèòñÿ
      MP38, 0;
      M24, 0;
   }


   //íàâåñíûå îáúåêòû
   addins()
   {

      //èìÿ
      G_HELMETB, head;
      
      
      G_FRONT2NCO, front2nco_w;
      G_FRONT3NCO, front3nco_w;
      G_BACKNCO, backnco_w;
      G_FRONT1NCO, front1nco_w;
      //G_FLASK, flask_w;
      //G_MPPOUCH, mppouch_w;
      //G_SHOVEL, shovelsec_w;
      //G_MPPOUCH, mppouchsec_w;
      //G_GASMASK, gasmasksec_w;

      
   }
}

leuten()
{
   //òèï îáúåêòà
   type    =   %OT_INF%;
   //èìÿ ñåòêè
   mesh   =   goff;
   //êîëè÷åñòâî ëîä óðîâíåé
   mesh_lods=   3;
   //ìàññà, êã
   mass   =   80;
   //âûñîòà ñáðîñà, ì
   drop_h   =   1.0;
   //ýôôåêòèâíîñòü
   effect   =   5;

   #include "snd_patterns_ger.engcfg"

   //áîåêîìïëåêò
   shells()
   {
      //èìÿ ñíàðÿäà, êîëè÷åñòâî
      BUL_9, 96;
   }


   #include "hum_links_smg_ger.engcfg"

   //îðóæèå
   weapons()
   {
      //íàçâàíèå, êàê êðåïèòñÿ
      MP38, 0;
   }


   //íàâåñíûå îáúåêòû
   addins()
   {
      //èìÿ
      G_HELMETA, head;

      G_FRONT3OFF, front3off_w;
      G_FRONT2OFF, front2off_w;
      G_BACKOFF, backoff_w;
      G_FRONT4OFF, front4off_w;
      //G_HOLSTERNEW, holsternew_w;
      //G_MAPCASENEW, mapcasenew_w;
      //G_FLASHLIGHT, gflashlight_w;
      //G_FLASK, flask_w;
      //G_MPPOUCH, mppouch_w;

   }

}

tleuten()
{
   //òèï îáúåêòà
   type    =   %OT_INF%;
   //èìÿ ñåòêè
   mesh   =   gtanklt;
   //êîëè÷åñòâî ëîä óðîâíåé
   mesh_lods=   3;
   //ìàññà, êã
   mass   =   80;
   //âûñîòà ñáðîñà, ì
   drop_h   =   1.0;
   //ýôôåêòèâíîñòü
   effect   =   3;

   #include "snd_patterns_ger.engcfg"

   //áîåêîìïëåêò
   shells()
   {
      //èìÿ ñíàðÿäà, êîëè÷åñòâî
      BUL_9P, 24;
   }


   #include "hum_links_tnk_ger.engcfg"

   //îðóæèå
   weapons()
   {
      //íàçâàíèå, êàê êðåïèòñÿ
      P38, 0;
   }


   //íàâåñíûå îáúåêòû
   addins()
   {
      //èìÿ
      G_THATLT, head2;
      G_FRONTPZOFF, frontpzoff_w;
      G_HOLSTERNEW, holsternew_w;

   }

}

sleuten()
{
   //òèï îáúåêòà
   type    =   %OT_INF%;
   //èìÿ ñåòêè
   mesh   =   gspglt;
   //êîëè÷åñòâî ëîä óðîâíåé
   mesh_lods=   3;
   //ìàññà, êã
   mass   =   80;
   //âûñîòà ñáðîñà, ì
   drop_h   =   1.0;
   //ýôôåêòèâíîñòü
   effect   =   5;

   #include "snd_patterns_ger.engcfg"

   //áîåêîìïëåêò
   shells()
   {
      //èìÿ ñíàðÿäà, êîëè÷åñòâî
      BUL_9P, 24;
   }


   #include "hum_links_tnk_ger.engcfg"

   //îðóæèå
   weapons()
   {
      //íàçâàíèå, êàê êðåïèòñÿ
      P38, 0;
   }


   //íàâåñíûå îáúåêòû
   addins()
   {
      //èìÿ
      G_SPHATLT, head2;
      G_HOLSTER, holster;
      G_FRONTSPOFF, frontspoff_w;

      
   }

}

and add these lines


radioman()
{
   //òèï îáúåêòà
   type    =   %OT_INF%;
   //èìÿ ñåòêè
   mesh   =   ginfb;
   //êîëè÷åñòâî ëîä óðîâíåé
   mesh_lods=   3;
   //ìàññà, êã
   mass   =   80;
   //âûñîòà ñáðîñà, ì
   drop_h   =   1.0;
   //ýôôåêòèâíîñòü
   effect   =   1;

   #include "snd_patterns_ger.engcfg"

   //îðóæèå
   weapons()
   {
      //íàçâàíèå, ÷àíêè ìåñò
      MAUSER98K, 0;
      M24, 0;
   }

   //áîåêîìïëåêò
   shells()
   {
      //èìÿ ñíàðÿäà, êîëè÷åñòâî
      BUL_792, 105;
      M24, 2;
   }

   #include "hum_links_ger.engcfg"

   //íàâåñíûå îáúåêòû
   addins()
   {

      //èìÿ
      G_INFHATNTM, head;
      
      G_FRONTRO, frontro_w;
      G_BACKOR, backor_w;
      G_FRONT2RO, front2ro_w;
      G_RADIO, gradio_w;
      //G_HELMET, ghelmet_w;
      //G_FLASK, flask_w;
      //G_CARTRIDGE, cartridge_w;
      //G_SHOVEL, shovel_w;
      //G_CALDRON, caldron_w;
      //G_CARTRIDGE, cartridgesec_w;
      //G_GASMASK, gasmask_w;
   }

}

radioman2()
{
   //òèï îáúåêòà
   type    =   %OT_INF%;
   //èìÿ ñåòêè
   mesh   =   ginfb;
   //êîëè÷åñòâî ëîä óðîâíåé
   mesh_lods=   3;
   //ìàññà, êã
   mass   =   80;
   //âûñîòà ñáðîñà, ì
   drop_h   =   1.0;
   //ýôôåêòèâíîñòü
   effect   =   1;

   #include "snd_patterns_ger.engcfg"

   //îðóæèå
   weapons()
   {
      //íàçâàíèå, ÷àíêè ìåñò
      MAUSER98K, 0;
      M24, 0;
   }

   //áîåêîìïëåêò
   shells()
   {
      //èìÿ ñíàðÿäà, êîëè÷åñòâî
      BUL_792, 105;
      M24, 2;
   }

   #include "hum_links_ger.engcfg"

   //íàâåñíûå îáúåêòû
   addins()
   {

      //èìÿ
      G_INFHATNTM, head;
      
      G_FRONTRO, frontro_w;
      G_BACKOR, backor_w;
      G_FRONT2RO, front2ro_w;
      G_BATTERYBOX, gbatterybox_w;
      //G_HELMET, ghelmet_w;
      //G_FLASK, flask_w;
      //G_CARTRIDGE, cartridge_w;
      //G_SHOVEL, shovel_w;
      //G_CALDRON, caldron_w;
      //G_CARTRIDGE, cartridgesec_w;
      //G_GASMASK, gasmask_w;
   }

}

----------------------------------------------------------------------------------------------------------------------------

common_units.engcfg

add these lines to the "units()" section


weru_radioman,i_human,hum_cfg\ger.engcfg,radioman,%SIDE_GERMAN%,0,0,,;
weru_radioman2,i_human,hum_cfg\ger.engcfg,radioman2,%SIDE_GERMAN%,0,0,,;

change these lines to read as follows:

wer_com_platoon1,50,0,weru_sergant,1,weru_leuten,1,weru_mgunner,1,weru_radioman,1,weru_radioman2,1,;
wer_com_company1,100,0,weru_autogunner,1,weru_radioman,1,weru_radioman2,1,weru_capitan,1,weru_sergant,1,weru_leuten,1;

-------------------------------------------------------------------------------------------------------------------------------
« Last Edit: August 21, 2012, 08:32:55 AM by Aces » Logged


"IL-2 MAT Manager" co-dev.,Silent Hunter III "Super Turms","Super Pens","Crew on Deck" ,Multi-Skin Bombers dev. Wings of Victory v2.10.
Gamefront: http://tinyurl.com/bpbaeyl
Mediafire: http://tinyurl.com/bn2aoqt
Aces
Generalleutnant
**
Posts: 583



WWW
« Reply #11 on: August 20, 2012, 03:05:24 PM »


Next the kubelwagon mod:

add this line to the common_units.engcfg  "units()" section


weru_radiomankubel,i_human,hum_cfg\ger.engcfg,radiomankubel,%SIDE_GERMAN%,0,0,,;

-----------------------------------------------------------------------------------------------


add these lines the ger.engcfg file


radiomankubel()
{
   //òèï îáúåêòà
   type    =   %OT_INF%;
   //èìÿ ñåòêè
   mesh   =   ginfa;
   //êîëè÷åñòâî ëîä óðîâíåé
   mesh_lods=   3;
   //ìàññà, êã
   mass   =   80;
   //âûñîòà ñáðîñà, ì
   drop_h   =   1.0;
   //ýôôåêòèâíîñòü
   effect   =   1;

   #include "snd_patterns_ger.engcfg"

   //îðóæèå
   weapons()
   {
      //íàçâàíèå, ÷àíêè ìåñò
      //MAUSER98K, 0;
      //M24, 0;
   }

   //áîåêîìïëåêò
   shells()
   {
      //èìÿ ñíàðÿäà, êîëè÷åñòâî
      //BUL_792, 105;
      //M24, 2;
   }

   #include "hum_links_ger.engcfg"

   //íàâåñíûå îáúåêòû
   addins()
   {

      //èìÿ
      G_INFHATNTM, head;
      
      G_FRONTRO, frontro_w;
      //G_FRONT2RO, front2ro_w;
            
   }

}

add these lines to the matlib.encfg file

KUBELRADIO()
   {
      shader = editor;
      textures = radiogear_kubel, radiogear_kubel_bump, mudnburn;
      parent = CAR;

      diffuse = 1, 1, 1, 1;
      ambient = 0, 0, 0, 0;
      emissive = 0, 0, 0, 0;
      specular = 0.486275, 0.486275, 0.486275, 0;

      power = 32;
      detail_tscale = 0;
      detail_scale = 0;
      bump_scale = 0.3;
      fresnel = 0;


   }// end of KUBELRADIO

common_units.encfg, change this line to read:

wer_crew_vw82,100,0,weru_driver,1,weru_sergant,1,weru_radiomankubel,1,,,,,,;

   
----------------------------------------------------------------------------------------------------------------------------------
« Last Edit: August 20, 2012, 03:21:13 PM by Aces » Logged


"IL-2 MAT Manager" co-dev.,Silent Hunter III "Super Turms","Super Pens","Crew on Deck" ,Multi-Skin Bombers dev. Wings of Victory v2.10.
Gamefront: http://tinyurl.com/bpbaeyl
Mediafire: http://tinyurl.com/bn2aoqt
Aces
Generalleutnant
**
Posts: 583



WWW
« Reply #12 on: August 20, 2012, 03:05:50 PM »

Finally the new sdkfz 251 multiskin mod

add these lines to the common_units_engcfg "units()" section:




//*** ACES - alternatives for sdkfz251 1 crew
weru_gunner2,i_human,hum_cfg\ger.engcfg,gunner2,%SIDE_GERMAN%,0,0,wp_gunner,0.15;
weru_gunner3,i_human,hum_cfg\ger.engcfg,gunner3,%SIDE_GERMAN%,0,0,wp_gunner,0.15;
weru_driver2,i_human,hum_cfg\ger.engcfg,driver2,%SIDE_GERMAN%,0,0,wp_driver,;

//*** ACES - 3 different sdkfz 251_1 vehicles for multiskin/multimodel ***

weru_sdkfz251c_a_1,i_techn,tech_cfg\sdkfz251.engcfg,sdkfz251c_a_1,,3,9,,;
weru_sdkfz251c_b_1,i_techn,tech_cfg\sdkfz251.engcfg,sdkfz251c_b_1,,3,9,,;
weru_sdkfz251c_c_1,i_techn,tech_cfg\sdkfz251.engcfg,sdkfz251c_c_1,,3,9,,;


also remark out the following line as follows:


//weru_sdkfz251c_1,i_techn,tech_cfg\sdkfz251.engcfg,sdkfz251c_1,,3,9,,;

add the following lines to the "goups()" section:

//*** ACES -  3 panzer grenadier squads each using a different sdkfz251/1 for multiskin/multimodel *****

wer_squad_gren1a,300,1,weru_rifleman,7,weru_mgunner,1,weru_sergant,1,wer_mapc6,1;
wer_squad_gren1b,300,1,weru_rifleman,7,weru_mgunner,1,weru_sergant,1,wer_mapc7,1;
wer_squad_gren1c,300,1,weru_rifleman,7,weru_mgunner,1,weru_sergant,1,wer_mapc8,1;

//*** ACES -  3 crews for sdkfz251 multiskin/multimodel (can be different for each vehicle if desired) ****

wer_crew_sdkfz251_a_1,100,0,weru_radist,1,weru_driver2,1,weru_gunner,1,,,,,;
wer_crew_sdkfz251_b_1,100,0,weru_radist,1,weru_driver,1,weru_gunner2,1,,,,,;
wer_crew_sdkfz251_c_1,100,0,weru_radist,1,weru_driver,1,weru_gunner3,1,,,,,;

//*** ACES -  3 different sdkfz251s each assigned a different crew for sdkfz251 multiskin/multimodel *** found it

wer_sdkfz251c_a_1,100,0,weru_sdkfz251c_a_1,1,wer_crew_sdkfz251_a_1,1,,,,,,;
wer_sdkfz251c_b_1,100,0,weru_sdkfz251c_b_1,1,wer_crew_sdkfz251_b_1,1,,,,,,;
wer_sdkfz251c_c_1,100,0,weru_sdkfz251c_c_1,1,wer_crew_sdkfz251_c_1,1,,,,,,;

//*** ACES -  New panzer grenadier platoon comprising of three different squads plus command squad for sdkfz251 multiskin/multimodel ****
wer_platoon_gren1,0,1,wer_com_gren,1,wer_squad_gren1a,1,wer_squad_gren1b,1,wer_squad_gren1c,1,,;

//*** ACES -  sdkfz 251_1 platoon of 3 different 251s for multiskin/multimodel ****
wer_platoon_mapc9,0,1,wer_mapc6,1,wer_mapc7,1,wer_mapc8,1,,,,,;


also remark out the following lines as follows:


//wer_squad_gren1,300,1,weru_rifleman,7,weru_mgunner,1,weru_sergant,1,weru_grenman,1,wer_mapc1,1;
//wer_crew_sdkfz251_1,100,0,weru_radist,1,weru_driver,1,weru_gunner,1,,,,;
//wer_sdkfz251c_1,100,0,weru_sdkfz251c_1,1,wer_crew_sdkfz251_1,1,,,,,,;
//wer_platoon_gren1,0,1,wer_com_gren,1,wer_squad_gren1,3,,,,,,;


add this to the "randoms()" section of the file


// *** ACES -  3 different sdkfz251/1s for sdkfz251 multiskin/multimodel ****

wer_mapc6,wer_sdkfz251c_a_1,,,,;
wer_mapc7,wer_sdkfz251c_b_1,,,,;
wer_mapc8,wer_sdkfz251c_c_1,,,,;


add this to the "editor()" section of the file


//** ACES Panzer grenadier squads for multiskin/multimodel **

wer_squad_gren1a,txt_med_squad_gren1a_wer,%SIDE_GERMAN%,txt_med_gr_gren_wer,0,0,,,apc,;
wer_squad_gren1b,txt_med_squad_gren1b_wer,%SIDE_GERMAN%,txt_med_gr_gren_wer,0,0,,,apc,;
wer_squad_gren1c,txt_med_squad_gren1c_wer,%SIDE_GERMAN%,txt_med_gr_gren_wer,0,0,,,apc,;

---------------------------------------------------------------------------------------------------------------------------------

add these lines to the ger.engcfg file:

gunner2()
{
   //òèï îáúåêòà
   type    =   %OT_INF%;
   //èìÿ ñåòêè
   mesh   =   ginf;
   //êîëè÷åñòâî ëîä óðîâíåé
   mesh_lods=   3;
   //ìàññà, êã
   mass   =   80;
   //âûñîòà ñáðîñà, ì
   drop_h   =   1.0;
   //ýôôåêòèâíîñòü
   effect   =   1;

   #include "snd_patterns_ger.engcfg"

   //áîåêîìïëåêò
   shells()
   {
      //èìÿ ñíàðÿäà, êîëè÷åñòâî
      BUL_762P, 90;
      BUL_9P, 24;
   }


   #include "hum_links_smg_ger.engcfg"

   //îðóæèå
   weapons()
   {
      //íàçâàíèå, êàê êðåïèòñÿ
      PPSH41, 0;
      P38, 0;
   }


   //íàâåñíûå îáúåêòû
   addins()
   {
      //èìÿ
      G_HELMETB, head;
      
      G_FLASK, flask_w;
      G_MPPOUCH, mppouch_w;
      G_HOLSTER, holstersec_w;
   }

}

gunner3()
{
   //òèï îáúåêòà
   type    =   %OT_INF%;
   //èìÿ ñåòêè
   mesh   =   ginfa;
   //êîëè÷åñòâî ëîä óðîâíåé
   mesh_lods=   3;
   //ìàññà, êã
   mass   =   80;
   //âûñîòà ñáðîñà, ì
   drop_h   =   1.0;
   //ýôôåêòèâíîñòü
   effect   =   1;

   #include "snd_patterns_ger.engcfg"

   //áîåêîìïëåêò
   shells()
   {
      //èìÿ ñíàðÿäà, êîëè÷åñòâî
      BUL_9, 96;
      BUL_9P, 24;
   }


   #include "hum_links_smg_ger.engcfg"

   //îðóæèå
   weapons()
   {
      //íàçâàíèå, êàê êðåïèòñÿ
      MP38, 0;
      P38, 0;
   }


   //íàâåñíûå îáúåêòû
   addins()
   {
      //èìÿ
      G_HELMETA, head;
      
      G_FLASK, flask_w;
      G_MPPOUCH, mppouch_w;
      G_HOLSTER, holstersec_w;
   }

}

driver2()
{
   //òèï îáúåêòà
   type    =   %OT_INF%;
   //èìÿ ñåòêè
   mesh   =   ginfa;
   //êîëè÷åñòâî ëîä óðîâíåé
   mesh_lods=   3;
   //ìàññà, êã
   mass   =   80;
   //âûñîòà ñáðîñà, ì
   drop_h   =   1.0;
   //ýôôåêòèâíîñòü
   effect   =   1;

   #include "snd_patterns_ger.engcfg"

   //áîåêîìïëåêò
   shells()
   {
      //èìÿ ñíàðÿäà, êîëè÷åñòâî
      BUL_9, 96;
   }


   #include "hum_links_smg_ger.engcfg"

   //îðóæèå
   weapons()
   {
      //íàçâàíèå, êàê êðåïèòñÿ
      MP38, 0;
   }


   //íàâåñíûå îáúåêòû
   addins()
   {
      //èìÿ
      G_HELMETB, head;
      G_HOLSTER, holstersec_w;
   }

}

radist()
{
   //òèï îáúåêòà
   type    =   %OT_INF%;
   //èìÿ ñåòêè
   mesh   =   ginfa;
   //êîëè÷åñòâî ëîä óðîâíåé
   mesh_lods=   3;
   //ìàññà, êã
   mass   =   80;
   //âûñîòà ñáðîñà, ì
   drop_h   =   1.0;
   //ýôôåêòèâíîñòü
   effect   =   1;

   #include "snd_patterns_ger.engcfg"

   //áîåêîìïëåêò
   shells()
   {
      //èìÿ ñíàðÿäà, êîëè÷åñòâî
      BUL_9, 96;
   }


   #include "hum_links_smg_ger.engcfg"

   //îðóæèå
   weapons()
   {
      //íàçâàíèå, êàê êðåïèòñÿ
      MP38, 0;
      P38, 0;
   }


   //íàâåñíûå îáúåêòû
   addins()
   {
      //èìÿ
      G_INFHAT, head;
      G_HOLSTER, holstersec_w;
   }

}


change this entry as follows:


driver()
{
   //òèï îáúåêòà
   type    =   %OT_INF%;
   //èìÿ ñåòêè
   mesh   =   ginfa;
   //êîëè÷åñòâî ëîä óðîâíåé
   mesh_lods=   3;
   //ìàññà, êã
   mass   =   80;
   //âûñîòà ñáðîñà, ì
   drop_h   =   1.0;
   //ýôôåêòèâíîñòü
   effect   =   1;

   #include "snd_patterns_ger.engcfg"

   //áîåêîìïëåêò
   shells()
   {
      //èìÿ ñíàðÿäà, êîëè÷åñòâî
      BUL_9, 96;
   }


   #include "hum_links_smg_ger.engcfg"

   //îðóæèå
   weapons()
   {
      //íàçâàíèå, êàê êðåïèòñÿ
      MP38, 0;
   }


   //íàâåñíûå îáúåêòû
   addins()
   {
      //èìÿ
      G_INFHATNHP, head;
      G_HOLSTER, holstersec_w;

   }

}


------------------------------------------------------------------------------------------------------------------------------

matlib.engcfg file,

add these sections:


GINFHAT()
   {
      shader = editor;
      textures = ginfhat, ginfhat_bump;
      parent = EQUIP;

      diffuse = 1, 1, 1, 1;
      ambient = 0.301961, 0.301961, 0.301961, 1;
      emissive = 0, 0, 0, 0;
      specular = 0.384314, 0.384314, 0.384314, 1;

      power = 8;
      detail_tscale = 8;
      detail_scale = 0.15;
      bump_scale = 1;
      fresnel = 0;


   }// end of GINFHAT

   GINFHATNHP()
   {
      shader = editor;
      textures = ginfhatnhp, ginfhatnhp_bump;
      parent = EQUIP;

      diffuse = 1, 1, 1, 1;
      ambient = 0.301961, 0.301961, 0.301961, 1;
      emissive = 0, 0, 0, 0;
      specular = 0.384314, 0.384314, 0.384314, 1;

      power = 8;
      detail_tscale = 8;
      detail_scale = 0.15;
      bump_scale = 1;
      fresnel = 0;


   }// end of GINFHATNHP

SDKFZ251_1A()
   {
      shader = editor;
      textures = sdkfz251c_a, sdkfz251c_a_bump, mudnburn;
      parent = CAR;

      diffuse = 1, 1, 1, 1;
      ambient = 0.301961, 0.301961, 0.301961, 1;
      emissive = 0, 0, 0, 0;
      specular = 0, 0, 0, 1;

      power = 32;
      detail_tscale = 0;
      detail_scale = 0;
      bump_scale = 1;
      fresnel = 0;


   }// end of SDKFZ251_1A

   SDKFZ251_1B()
   {
      shader = editor;
      textures = sdkfz251c_b, sdkfz251c_b_bump, mudnburn;
      parent = CAR;

      diffuse = 1, 1, 1, 1;
      ambient = 0.301961, 0.301961, 0.301961, 1;
      emissive = 0, 0, 0, 0;
      specular = 0, 0, 0, 1;

      power = 32;
      detail_tscale = 0;
      detail_scale = 0;
      bump_scale = 1;
      fresnel = 0;


   }// end of SDKFZ251_1B


   SDKFZ251_1C()
   {
      shader = editor;
      textures = sdkfz251c_c, sdkfz251c_c_bump, mudnburn;
      parent = CAR;

      diffuse = 1, 1, 1, 1;
      ambient = 0.301961, 0.301961, 0.301961, 1;
      emissive = 0, 0, 0, 0;
      specular = 0, 0, 0, 1;

      power = 32;
      detail_tscale = 0;
      detail_scale = 0;
      bump_scale = 1;
      fresnel = 0;


   }// end of SDKFZ251_1C

----------------------------------------------------------------------------------------------------------------------------------

From the best of my recollection I think the above should work. I reccommend doing it one mod at a time, first the infantry equipment mod v2, then the kubelwagon mod and then for the sdkfz251 multiskin mod. Let me know if you hit problems at any stage. Please remember to first remove any of the engcfg files listed at the beginning of this post before re-installing my mods.

Cheers

Aces
« Last Edit: August 21, 2012, 08:35:03 AM by Aces » Logged


"IL-2 MAT Manager" co-dev.,Silent Hunter III "Super Turms","Super Pens","Crew on Deck" ,Multi-Skin Bombers dev. Wings of Victory v2.10.
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Txema
Generalmajor
*
Posts: 371


« Reply #13 on: August 21, 2012, 12:48:57 AM »

Aces,

Thank you very much !!  Cheesy

I will try it in the next few days, when I get some time at my gaming computer.


Txema

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Aces
Generalleutnant
**
Posts: 583



WWW
« Reply #14 on: August 21, 2012, 08:23:31 AM »

My pleasure mate,

I hope it works and I didn't miss anything. I think it best to install one mod at a time with after doing the relevant file edits. Then I can diagnose any problems "on the fly" so as to speak and tweek the instructions as required.

Cheers

Aces
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"IL-2 MAT Manager" co-dev.,Silent Hunter III "Super Turms","Super Pens","Crew on Deck" ,Multi-Skin Bombers dev. Wings of Victory v2.10.
Gamefront: http://tinyurl.com/bpbaeyl
Mediafire: http://tinyurl.com/bn2aoqt
Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #15 on: August 21, 2012, 09:26:10 AM »

Hi, Aces,

Perhaps you might consider combining / merging your mods, since they're all closely related? It might save time and trouble installing them,

Thanks for your hard work!
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"Yes."
Aces
Generalleutnant
**
Posts: 583



WWW
« Reply #16 on: August 21, 2012, 09:34:33 AM »

Hi mate,

Yes, I have already thought of that. I will produce a "combined" mod as well, that way folks have the option of one, two or all three mods.

Cheers

Aces
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"IL-2 MAT Manager" co-dev.,Silent Hunter III "Super Turms","Super Pens","Crew on Deck" ,Multi-Skin Bombers dev. Wings of Victory v2.10.
Gamefront: http://tinyurl.com/bpbaeyl
Mediafire: http://tinyurl.com/bn2aoqt
frinik
Generalfeldmarschall
*****
Posts: 3145


« Reply #17 on: August 21, 2012, 06:45:50 PM »

A combined mod definitely sounds like a winner!
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Aces
Generalleutnant
**
Posts: 583



WWW
« Reply #18 on: August 24, 2012, 07:40:17 AM »

Hi guys,

Just to let you know that I am currently testing a combined mod that is a "fusion" of my German Eqipment Mod v3, my Kubelwagon Radio Car Mod v1 and my SdKfz 251 Mod v3 (inc. multiskin) plus a few model updates and new features which is hopefuly fully SPM1.5 ultimate+june patch compatable files.

There is also a very slim chance that the SdkFz 251/2 mod might make it into the combined mod but I expect that this will be released later.

So it'll include these mods:







Which includes:



Plus new splinter pattern helmet covers and a few 3D model updates.....



and maybe, just maybe......



More news ASAP.

Regards

Aces
« Last Edit: August 24, 2012, 08:34:02 AM by Aces » Logged


"IL-2 MAT Manager" co-dev.,Silent Hunter III "Super Turms","Super Pens","Crew on Deck" ,Multi-Skin Bombers dev. Wings of Victory v2.10.
Gamefront: http://tinyurl.com/bpbaeyl
Mediafire: http://tinyurl.com/bn2aoqt
frinik
Generalfeldmarschall
*****
Posts: 3145


« Reply #19 on: August 24, 2012, 11:43:27 AM »

This is excellent news Aces! I sympathise with your plight and effirts.It took me almost 4 weeks of extensive work to create a super-combined Beta1.5/Ultimate mod with all the missions/mods combined.It was a real night mare trying to get all different files to work and adding my tweaks and new sounds....
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