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Posts posted by TobiichiOrigami
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You did a great job, this MOD is really cool, I like it!If you don't mind I'd like to reprint it to my local community and I'll credit you and the author
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15 hours ago, Arto said:How are your skins exactly the same colour in the game as on the textures?
Whenever I make a new texture it comes out much brighter and with less contrast in the game itself and i don't know what I'm doing wrong.Because the game will do some of its own color adjustments.
But it's too much trouble to delete code like this, So you can do this by adjusting the exposure and the grayscale factor.
I prefer -1 exposure and 0.6 grayscale.
Of course, there is also the possibility, as Tahax said, the color format's , so a lot of things still need to be studied.
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11 hours ago, cookie said:Thank you, now it looks how I want it.
I'm getting some very weird texture artifacts on the turret though, do you know what might cause this?
Its visible on your screenshot too.This is a texture problem with the model, you know, this model is pre-2017.
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8 hours ago, cookie said:I'm dumb, just saw your download link in your post.
Thanks for your time.
Is it possible to remove the 50 cal on the turret back?
To localization\english\objects\vehicles\mbt\leopard2-140, Use notepad to open the. CDF file.
Delete the code
<attachment type="CA_BONE" aname="aps" rotation="1,0,0 " position="-0.615,-1.5,2.4" bonename="turret" <="" span=""> Binding="objects/vehicles/mbt/leopard2-140/leopard2a7_aps_turret_leopard2a7-120.cgf" Flags="0" PA_ReceiveCustomization="1" /></attachment>
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Version 2.0 has been updated, Fixed Normal T15's Cannonbase problem.
https://drive.google.com/file/d/1UfiK5tXdYIWZC5_6WnoiWDRNsUL2Mcs8/view?usp=sharing
If you have installed it before, please go to the localization\english\objects\vehicles\td\t-15\textures\new\cannon delete the ID file (leaving the ID1 file).
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Have you ever wondered to paint your vehicle with whatever you like? This guide will help you make your own unique vehicle skin.
To do this we also need a file
PhotoShop(of course we need this)
The DDS plug-in:https://drive.google.com/file/d/1_1JK1l5vQfz5Blfcuy8fyNUL0X1xnYjW/view?usp=sharing
DDSunsplit: https://drive.google.com/file/d/1MJSr6KtNsdwoOH5QfQAIu3f7S2mAppnX/view?usp=sharing
Unzip your game files.
You need to unzip the .pak file. So you can find the vehicle file you want in the mess of game files.
Find the vehicle you want. They are in unzipfile\objects\vehicles. You can see the various vehicle type folders.
Take the Type 10 tank for example. You'll find lots of files, models, texture configurations and textures.
So first of all we're going to pull out these we need files in.MTL format.
we can on objects\vehicles\mbt\type10\textures\new to find Texture files for each part.
Take the turret for example.All we need is the AO files to do the work.
When we Unsplit the files we have a complete DDS. Then we first put these files (DDS,MTL) here. (just like the MOD setup method before)
Now it's time to edit the.MTL. Again, take the turret for example. We add another %CAMO_AS_COLOR to the position of the part we want to edit.(It allows the game to read the tile directly,or other,It will work anyway.)
Then drop down to find this
Change its path to that of your DDS file.(no need to change.tif)
When you're done, open the game and make sure it works.
Now, look, the file has been read
Let's edit the DDS file, the texture of the AO file allows you to determine the location of the model, but this time we just simple coloring.
That's it!
Then let's coloring the other parts and putting them together.
Done!
If you don't want to add a bunch of camo_AS_colors to the MTL files for various parts, you can go to the Materials folder and find the MTL files for unique skins. They are usually edited(also DDS) and you just need to change the texture loading path.
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You can create anything you think.That's interesting.
These are my friends use imagination to create things.
Like Metal MAX's Red Wolf(I knew the Red Wolf tank was supposed to be merkava, but the STRV2000 was better in the game)
or transformers Brawl
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Update: Machine gun
Use notepad to open you are using the model of the MOD(type99a--hull.cdf).
Write the following code to the file
<Attachment Type="CA_BONE" AName="detachpart_turret1" Rotation="1,0.15,0,0" Position="0.5,-0.1,2.9" BoneName="turret" Binding="Objects/vehicles/SPG/plz-05/plz-05_cannon02_mgs.cgf" PA_ReceiveCustomization="1" Flags="0" />
<Attachment Type="CA_BONE" AName="detachpart_turret2" Rotation="1,0.16,0,0.6" Position="0.55,0.05,2.5" BoneName="turret" Binding="Objects/vehicles/spg/plz-89/plz-89_detachparts_turret_plz-89.cgf" PA_ReceiveCustomization="0" Flags="0" />
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Based on the Meritorious Warrior 99A
It is recommended to use the following MOD together
preview
camo only preview
Download:https://drive.google.com/file/d/11eOj73V96hXpzix-jsxB0ak-47c_Hipi/view?usp=sharing
enjoy!
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If you find that your turret's hit box is missing, don't worry, it's just a local game situation (because you changed the local model), in normal games, hits are calculated by the server, the only difference between you and everyone else is that you have to use your own memory to hit.
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Looks like everything but hull still can wrok.I take Revo's hull hope you don't mind.
https://drive.google.com/file/d/1TlScTp4IQ4p3mrxvASAsY_XbxB6ix_mh/view?usp=sharing
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Unfortunately, the A7 model has been replaced by AX in 2017, so there is no A7 file in the current game file.
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54 minutes ago, Haswell said:interesting
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https://drive.google.com/file/d/1sA-UzQpa3DQpQvtbkAQX20VC0Y-hKyws/view?usp=sharing
And I should remind you that changing or removing armor only changes your local visual model and does not change your collision volume.
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3 minutes ago, Zafir said:Oh, my bad! I meant for example that only woodland would feature the added brushes.
hmmm, Unfortunately, once it's used it doesn't lose unless it's applied to some skin
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I was inspired by these T72B3 pictures.
And then after a lot of trial and error and retry, I made this.
Download:https://drive.google.com/file/d/1JzwPUUFbn2x_q35TCLbGwd7Z48zFkgiO/view?usp=sharing
2.0 Download:https://drive.google.com/file/d/1uif3TTQEHdxKJ71W8u1papIkkpPZFmMQ/view?usp=sharing fixed the borken era
Hope you like this!
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3 hours ago, Zafir said:That does sound that there is currently no way to limit stuff to Woodland/Desert/Snow brackets?
camo can be change by them
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T15 plus with drone
T-52
So interesting
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Based on recent feedback, I'm here to give a unified answer. Some people have asked me are these model mods have collision models and hitbox, and mY answer is no, they are just visual models, there are no any collision model changes.
About the fuel Tank's collision model. That's answer
Dozer Blade also no collision model
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Feel the wrath of the constantly defeated AI!
just for fun
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5 hours ago, Arto said:Wow, nice. I assume the weapon station is from Storm's m1a1storm_detachparts_turret.cgf, but how did you detach it from the rest of the turret gear included in that model?
It doesn't come from Storm's, Unfortunately, I can't detach those models. They're from K153, CATTB, Shadow. And I need to say, splicing these models together and moving them to the desired location without a good tools is tiring but should be well worth it.
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Do you miss that?
And I referenced Tusk II to add machine gun on cannonbase.
Download:https://drive.google.com/file/d/1v9gdL2ZFWjYDjd8DpWKW4qyWDCFjxZM3/view?usp=sharing
enjoy!
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43 minutes ago, Haswell said:This looks amazing! But... it also hampers my ability to quickly aim at lower plates now that the dozer blades are visually covering the model.
I love it, but I'll need some time to get used to seeing it in the game.
99A has a big weaknesses, so you probably gets used to it pretty quickly.
The Voice of War new update! Version 1.8!
in Game Mods & Add-ons
Posted
unzip has a fix function, and once it's fixed, it's ready to use.