Italian Units Test Mod

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GabeKnight
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Italian Units Test Mod

Post by GabeKnight » Mon Jul 30, 2018 12:05 pm

Hi,

I could use some testing and feedback on a few new units I've modified for the game (see my mod thread). Those are the first models I've ever done, so there might be some quirks left. For example a barrel firing in the wrong direction or something like that :wink:
  • Semovente da 90/53 artillery version
  • Semovente da 75/18 AT version
  • Semovente da 149/40 AT version
  • Semovente M43 da 105/25 AT version
Screenshot 646.jpg
Screenshot 646.jpg (488.71 KiB) Viewed 1173 times

All the stats are just made up on-the-fly, as well as all the firing sequences being "standard" and probably not fitting alright.

- the texures are a bit darker than the originals due to the extraction. If someone wants to correct that, please be my guest
- I've also modified the unit's pic. I'm not very good at it, so if anyone wants to create a better one, be my guest, too
- the models scale might not be 100% as I did it by hand/"eye"
- the models have a damage point "d0" and a weapon point "w0" (used in effect/sequences files)
- the fitting firing sequences have to be created/applied first, I could use help with that
- stats have to be applied, I could use help with that, too, please

The mod is fully compatible to the v6.1.9 of the game. One can start the Sandstorm DLC (or custom content) with the new units available from the beginning.

As this forum limit's seems to be 1MB/attachment, I had to split the files, sorry.

Thanks! :)
Attachments
UnitsTest.part2.rar
(990.53 KiB) Downloaded 27 times
UnitsTest.part1.rar
(1000 KiB) Downloaded 32 times

terminator
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Re: Italian Units Test Mod

Post by terminator » Wed Aug 01, 2018 8:58 am

A Graphic Mod of your Mod :

Screenshot 123.png
Screenshot 123.png (392.03 KiB) Viewed 1099 times

GabeKnight
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Re: Italian Units Test Mod

Post by GabeKnight » Wed Aug 01, 2018 12:46 pm

Yeah, it's easy and fun to manipulate the textures of the units once they're available, right? :D

And useful for creating "captured" units...

terminator
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Re: Italian Units Test Mod

Post by terminator » Wed Aug 01, 2018 1:18 pm

GabeKnight wrote:
Wed Aug 01, 2018 12:46 pm
Yeah, it's easy and fun to manipulate the textures of the units once they're available, right? :D

And useful for creating "captured" units...
Yes, not very difficult to add a flag to the texture but I don't know how to have the mdb files.

Usefull for creating "captured" units and adding units to "minor" nations :

Hungarian StuG :

HungarianStuG.PNG
HungarianStuG.PNG (188.93 KiB) Viewed 1080 times

Bulgarian Panzer IV :

BulgarianPzIV.PNG
BulgarianPzIV.PNG (136.32 KiB) Viewed 1080 times

Admiral_Horthy
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Re: Italian Units Test Mod

Post by Admiral_Horthy » Wed Aug 01, 2018 3:20 pm

Hi! I try your units in the weekend! Looks good. I also have a whole series now, but it's a pain in the A to do them :LOL:

Scaling suck .. and the thing I hate most are the 2D Unit picture.... Any of you guys did one with a working shadow and blending?? They all look awful for me... light grey aura, missing shadow...

terminator
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Re: Italian Units Test Mod

Post by terminator » Wed Aug 01, 2018 4:45 pm

Admiral_Horthy wrote:
Wed Aug 01, 2018 3:20 pm
Scaling suck .. and the thing I hate most are the 2D Unit picture.... Any of you guys did one with a working shadow and blending?? They all look awful for me... light grey aura, missing shadow...
How are these 2D Units pictures made ?

GabeKnight
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Re: Italian Units Test Mod

Post by GabeKnight » Wed Aug 01, 2018 5:56 pm

Updated "Semovente da 90/53 artillery version" model.

The weapon point had the wrong axis orientation resulting in strange firing animations (at least for me). Fixed now.
Attachments
UnitsTest.part2.rar
(981.19 KiB) Downloaded 29 times
UnitsTest.part1.rar
(1000 KiB) Downloaded 23 times

Admiral_Horthy
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Re: Italian Units Test Mod

Post by Admiral_Horthy » Wed Aug 01, 2018 6:40 pm

terminator wrote:
Wed Aug 01, 2018 4:45 pm
Admiral_Horthy wrote:
Wed Aug 01, 2018 3:20 pm
Scaling suck .. and the thing I hate most are the 2D Unit picture.... Any of you guys did one with a working shadow and blending?? They all look awful for me... light grey aura, missing shadow...
How are these 2D Units pictures made ?
rendered image from the 3D object... then photoshop, and the like... but I can't recreate the PNG format the game uses... neither of my formats I have can support transparency, and the game accept only PNG. would be good to know the method how they are converted and set up from regular bitmap... and with what prog

Andre73
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Re: Italian Units Test Mod

Post by Andre73 » Wed Aug 01, 2018 6:46 pm

You need GIMP and Poser Game Development software to work professional ! The shadow, camera and Light sets in 3ds max 2018 are really bad - Poser is also more easy to learn - you can work with most sets after 100 hours.

working example BT-5:
1. Render your 3d unit with an normal Unitcard 211x133 in Poser without shadow - if you need one of my produced light sets, I can send some different to you - I know it need some times to find a right way - I use over 50 light spots to have a good illuminate render - save it as png.
Image

2. Render your 3d unit with a shadowmap (activated shadow only !!)
Image

3. Use GIMP to set an transparency on your shadow png
Image

4. Set them both together in GIMP, Photoshop or jasc animation shop - I used the last one. Save as png
Image

5. Copy it in Graphics/units inside you mod folder
Image

Admiral_Horthy
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Re: Italian Units Test Mod

Post by Admiral_Horthy » Fri Aug 03, 2018 8:07 pm

That's fine! Thanks!

How to add the damage textures? Simply putting them to damaged folder seems to be failing

GabeKnight
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Re: Italian Units Test Mod

Post by GabeKnight » Fri Aug 03, 2018 10:17 pm

A TGA file into the \Units\Textures\Destroyed subfolder works for me:

Destroyed-Wreck.jpg
Destroyed-Wreck.jpg (559.49 KiB) Viewed 966 times

Admiral_Horthy
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Re: Italian Units Test Mod

Post by Admiral_Horthy » Sat Aug 04, 2018 12:18 am

Ahhh What the... The folder name had typo..?! AND, formats were mixed with stock 32bit PNGs... AND it was not enough even all the TGAs were bad. I saved as 32bit, but no Alpha... I though it is not needed as the engine uses no transparent textures...
Thanks for the tip Gabe. I can help with 3D if you need


EDIT: I can't believe this.... Till now, TGA textures worked. I mean they still work, together with stock PNGs. BUT... if the base texture is TGA, the Destroyed TGA is not shown. It works only with those units which has original PNG textures.

GabeKnight
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Re: Italian Units Test Mod

Post by GabeKnight » Sat Aug 04, 2018 6:01 pm

Admiral_Horthy wrote:
Sat Aug 04, 2018 12:18 am
EDIT: I can't believe this.... Till now, TGA textures worked. I mean they still work, together with stock PNGs. BUT... if the base texture is TGA, the Destroyed TGA is not shown. It works only with those units which has original PNG textures.
Yeah, now that sounds like the OoB I know.... :lol:
...aaaand that explains some inconsistencies with my models in the beginning...Thanks for the info.

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