http://dl.dropbox.com/u/1613330/unittextures_v1.0.zip
(the file contains textures for: North Africa Panzer II, PanzerjagerI and Daimler, US M3 Stuart, 8rad camo)
(EDIT: now with mipmaps)

Moderators: Slitherine Core, BA Moderators


You must to add them to the Squads.csv, then to copy textures afrika_corps.dds and desert_rat.dds (from the Battle Academy\Data\Battle\UnitTextures folder) into your mod UnitTextures folder renaming them respectively germaninfantry.dds and British_infantry.dds.Merr wrote: I have a North African version of my QuickBattles and I added units that didn't have desert textures ...
If you can make these I can add them in!
PanzerBusche
Boys ATR
Thanks but I should learn how to work with Blender or Gmax, and it seems to be not easy in a little time.If you need help with 3D vehicle models, you can export the model from fragMotion(3DS) and import it into Blender (or Gmax). Blender can't import animations so that's why vehicles can work (for now) because they are easier to animate in Blender and Gmax.
Yes ... thank you ... I never thought of the texture being named that, I just added the units to the csv and thought they might have their own skin ... it works!JMass wrote:You must to add them to the Squads.csv, then to copy textures afrika_corps.dds and desert_rat.dds (from the Battle Academy\Data\Battle\UnitTextures folder) into your mod UnitTextures folder renaming them respectively germaninfantry.dds and British_infantry.dds.
Very true ... It took me a long time to get blender to work for me!Thanks but I should learn how to work with Blender or Gmax, and it seems to be not easy in a little time.

Something could be done, I'll give a look. As first thing I'll work on the StugA->Semovente 75/18 and on a Panhard-> AB-41. The North Africa OOB needs also a Daimler AC (I found it in the Market garden expansion), so I'll do a yellow sand texture. Two other missing tanks: Crusader III (for Tunisia) and Valentine, the first needs just a recolored texture like the Churchill one and a new line in the squad.csv files with corrected values for the 6 pdr.Merr wrote:The Italian models could be simply reskinned models ? (for now)
What if JMass made the models in fragmotion, exported them, then gave them to you to do the animations and s3f?Merr wrote:Jmass,
If you need help with 3D vehicle models, you can export the model from fragMotion(3DS) and import it into Blender (or Gmax). Blender can't import animations so that's why vehicles can work (for now) because they are easier to animate in Blender and Gmax.
Yes, I see the normal problem, something that Two-Eyes (slitherine 3D guy) would have to look at.JMass wrote:The Daimler is ready for NA, I noticed that some models have issues with normals, look at the turret and body rear...
No 3ds, sorry, but we could try with the obj, I did a quick test modifying the Churchill (I Imported the Churhill_exagerated.x) in a Churchill V (95mm howitzer) and I was able to load the model UV mapped in Blender, if it works I could begin with the Semovente or the M3 Grant, now I PM you.Merr wrote: We can run a test ... You make a new tank, UV map it, then PM me the 3DS.
We could to start from 999 and then go down to 998, 997...For new tanks ... We have to change the values in squadsCSV too! Any idea's for starting numbers would be good.
Yes ... OBJ worked great!JMass wrote: No 3ds, sorry, but we could try with the obj, I did a quick test modifying the Churchill (I Imported the Churhill_exagerated.x) in a Churchill V (95mm howitzer) and I was able to load the model UV mapped in Blender, if it works I could begin with the Semovente or the M3 Grant, now I PM you.
No ... Not the id number, I mean the other information ... attack factors, armor values, etc.We could to start from 999 and then go down to 998, 997...