#3140472 - 11/19/10 02:24 PM
Help! Modify the MOD.
|
Joined: Oct 2010
Posts: 36
yl9961027
Junior Member
|
Junior Member
Joined: Oct 2010
Posts: 36
|
I found a "PANTHER G" MOD, but there is a conflict with the SPM1.5. I tried to modify the PANTHER G MOD. But it became like this : Why does this happen? Here is the mod of the download link. http://www.filefront.com/17532683/Pantherg_Mod.zip/. Hope someone can help me.
|
|
#3140556 - 11/19/10 04:21 PM
Re: Help! Modify the MOD.
[Re: yl9961027]
|
Joined: Oct 2010
Posts: 262
Kyth
Member
|
Member
Joined: Oct 2010
Posts: 262
|
Nice paint job! I assume you want to change it? You'll have to edit the matlib.engcfg entry: PantherG() { shader = editor; textures = pantherg, pantherg_bump, mudnburn; parent = TANK; diffuse = 1, 1, 1, 1; ambient = 0.301961, 0.301961, 0.301961, 1; emissive = 0, 0, 0, 0; specular = 0.996078, 0.996078, 0.996078, 1; power = 32; detail_tscale = 0; detail_scale = 0; bump_scale = 0.5; fresnel = 0; }// end of PantherG That should help a bit,
"It's fascinating to think that all around us there's an invisible world we can't even see. I'm speaking, of course, of the World of the Invisible Scary Skeletons."
|
|
#3141076 - 11/20/10 10:10 AM
Re: Help! Modify the MOD.
[Re: yl9961027]
|
Joined: Oct 2010
Posts: 262
Kyth
Member
|
Member
Joined: Oct 2010
Posts: 262
|
Looks like a different one. SPM 1.5 has the Panther D.
"It's fascinating to think that all around us there's an invisible world we can't even see. I'm speaking, of course, of the World of the Invisible Scary Skeletons."
|
|
#3141151 - 11/20/10 02:53 PM
Re: Help! Modify the MOD.
[Re: yl9961027]
|
Joined: Oct 2010
Posts: 36
yl9961027
Junior Member
|
Junior Member
Joined: Oct 2010
Posts: 36
|
I made it! When I add the following in matlib.engcf. PANTHERGr() { shader = editor; textures = panthergr, panthergr_bump, mudnburn; parent = TANK; diffuse = 1, 1, 1, 1; ambient = 0.301961, 0.301961, 0.301961, 1; emissive = 0, 0, 0, 0; specular = 0.996078, 0.996078, 0.996078, 1; power = 32; detail_tscale = 0; detail_scale = 0; bump_scale = 0.5; fresnel = 0; }// end of PANTHERGr But I do not know why, after the Pantherg plus a r. This is a normal picture. Thanks for your advice,Kyth. By the way, this is a PANTHER AUSF G MOD.
Last edited by yl9961027; 11/20/10 02:57 PM.
|
|
#3141498 - 11/21/10 04:52 AM
Re: Help! Modify the MOD.
[Re: yl9961027]
|
Joined: Oct 2010
Posts: 262
Kyth
Member
|
Member
Joined: Oct 2010
Posts: 262
|
I made it! When I add the following in matlib.engcf. PANTHERGr() { shader = editor; textures = panthergr, panthergr_bump, mudnburn; parent = TANK; diffuse = 1, 1, 1, 1; ambient = 0.301961, 0.301961, 0.301961, 1; emissive = 0, 0, 0, 0; specular = 0.996078, 0.996078, 0.996078, 1; power = 32; detail_tscale = 0; detail_scale = 0; bump_scale = 0.5; fresnel = 0;
}// end of PANTHERGr But I do not know why, after the Pantherg plus a r.
Aha. I think I got it now. All the 'matlib.engcfg' entries have to be in CAPS, i.e. PANTHERG instead of PantherG. I think the extra 'r' is ignored. That gives me an idea...
"It's fascinating to think that all around us there's an invisible world we can't even see. I'm speaking, of course, of the World of the Invisible Scary Skeletons."
|
|
#3141582 - 11/21/10 12:47 PM
Re: Help! Modify the MOD.
[Re: yl9961027]
|
Joined: Oct 2010
Posts: 262
Kyth
Member
|
Member
Joined: Oct 2010
Posts: 262
|
I found a "PANTHER G" MOD, but there is a conflict with the SPM1.5. I tried to modify the PANTHER G MOD. By the way, YL, did you manage to make it compatible with SPM 1.5? Always interested in having another Panther to get around in, I tried it out in the mission editor, but the tracks don't seem right:
Last edited by Kyth; 11/21/10 01:40 PM.
"It's fascinating to think that all around us there's an invisible world we can't even see. I'm speaking, of course, of the World of the Invisible Scary Skeletons."
|
|
#3141644 - 11/21/10 04:06 PM
Re: Help! Modify the MOD.
[Re: Kyth]
|
Joined: Nov 2007
Posts: 1,119
godzilla1985
Member
|
Member
Joined: Nov 2007
Posts: 1,119
Pa
|
WOW looks good, hope you can get it to work with SPM 1.5.
"It's the man, not the machine" Gen Chuck Yeager
|
|
#3141694 - 11/21/10 06:00 PM
Re: Help! Modify the MOD.
[Re: yl9961027]
|
Joined: Oct 2010
Posts: 36
yl9961027
Junior Member
|
Junior Member
Joined: Oct 2010
Posts: 36
|
Hi Kyth! You can try to add them in common_res.engcfg; tracks() { ……………… //Panther_G pantherg_l,TRACKS1,0.05,0.7,0.065,562,712,728,746,747,780,4608,0,0.75,0,0.03; pantherg_r,TRACKS1,0.05,0.7,0.065,562,712,728,746,747,780,4608,0,0.75,0,0.03; Then you modify the pantherg.engcfg,change the panther_l/r into the pantherg_l/r. I used the Prokhorovka Missions to do testing, it looks ok.But when I use your new mission to do the test, there is some trouble:Shelling kills PANTHER AUSF G! Other vehicles did not happen.
Last edited by yl9961027; 11/21/10 06:00 PM.
|
|
#3142140 - 11/22/10 02:01 PM
Re: Help! Modify the MOD.
[Re: yl9961027]
|
Joined: Oct 2010
Posts: 262
Kyth
Member
|
Member
Joined: Oct 2010
Posts: 262
|
Hi YL,
Thanks, the tracks look better now,
Just a question, the Panther G gets destroyed by shell hits? I did notice some oddities with the 'hit boxes' in the viewer,
"It's fascinating to think that all around us there's an invisible world we can't even see. I'm speaking, of course, of the World of the Invisible Scary Skeletons."
|
|
#3143512 - 11/24/10 01:51 PM
Re: Help! Modify the MOD.
[Re: yl9961027]
|
Joined: Oct 2010
Posts: 262
Kyth
Member
|
Member
Joined: Oct 2010
Posts: 262
|
It's a bit of a gray area for me, I wonder whose model it is? Maybe they can help?
"It's fascinating to think that all around us there's an invisible world we can't even see. I'm speaking, of course, of the World of the Invisible Scary Skeletons."
|
|
#3143917 - 11/24/10 11:47 PM
Re: Help! Modify the MOD.
[Re: Kyth]
|
Joined: Nov 2007
Posts: 1,119
godzilla1985
Member
|
Member
Joined: Nov 2007
Posts: 1,119
Pa
|
I have an ideal who's model it might possibly be. About a year ago a Panther G mod appeared at Sukhoi.ru. The problem with this Panther G mod was it was copied from another game without the developers permission, so the mod was DOA for use by the SFK42 SPM team. But quite a few people already had the Panther G mod file before the file D/L link was pulled from Sukhoi.ru (myself included). My understanding of the whole situation was the game developer that made the Panther G had no problem with the use this mod to create Panther G missions/campaigns for personal use in SFK42, but it was not to be used to design SFK42 Panther G missions/campaigns for public download. But I'm not 100% sure this is the same Panther G mod. Here is a link to a post I made some time back showing that Panther G mod in the SFK42. I compared the pics here to the ones I made back then and to me they look almost identical. http://simhq.com/forum/ubbthreads.php/topics/2929100/1.htmlLook at pic's #4 #5 and #6
Last edited by godzilla1985; 11/24/10 11:55 PM.
"It's the man, not the machine" Gen Chuck Yeager
|
|
#3144001 - 11/25/10 02:07 AM
Re: Help! Modify the MOD.
[Re: godzilla1985]
|
Joined: Oct 2010
Posts: 262
Kyth
Member
|
Member
Joined: Oct 2010
Posts: 262
|
Yes indeed, that's almost certainly the same one... YL, If you have the Object Editor, it's possible to move or shrink those hit-boxes to fit properly. ...for personal use, of course...
"It's fascinating to think that all around us there's an invisible world we can't even see. I'm speaking, of course, of the World of the Invisible Scary Skeletons."
|
|
#3144035 - 11/25/10 03:03 AM
Re: Help! Modify the MOD.
[Re: Kyth]
|
Joined: Nov 2007
Posts: 1,119
godzilla1985
Member
|
Member
Joined: Nov 2007
Posts: 1,119
Pa
|
Sorry to be the messager of bad news Kyth & YL But if I recall correctly there was much discussion of this Panther G mod at Sukhoi.ru before the ax came down so to speak. If I remember the discussion correctly this Panther G was described as being somewhat inferior to what SFK42 is capable of simulating (not from the aesthetic POV since the Panther G does look very good). Also if I remember correctly this Panther did not come from a tank type simulator like SFK42, besides the hit boxes there could be ton's of other stuff that could be very "lite" or totally omitted. It could make it impossible to bring this Panther up to a simulator standards. If I could make a suggestion. I know there is a semi finished tutorial on how to make and importing/export vehicles into SFK42. Being SPM 1.5 has a Panther (Aufs A?) I wonder how difficult it would be to modify it into a Panther G?
"It's the man, not the machine" Gen Chuck Yeager
|
|
|
|