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[1.10.0.1-1.10.1.0]Universal Model Loader (UML), change only the appearance of your own tank


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atacms #1 Posted 20 December 2014 - 09:32 AM

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02/10/2020 loader updated to v1.541a. minor bug fix.

29/09/2020 loader updated to v1.541. adapt to WoT V1.10.0.4

06/09/2020 loader updated to v1.54. minor feature update. ability to disable 3Dstyle on other players' tanks

07/08/2020 loader updated to v1.531. minor bug fix

06/08/2020 loader updated to v1.53. adapt to WoT V1.10.0.0

24/06/2020 loader updated to v1.52. added engine sound uml_eng_turbine 

12/06/2020 loader updated to v1.510. adapt to WoT V1.9.1.0. added support for wheeled vehicles and wheeled remodels.

29/05/2020 loader updated to v1.500. added support of dual-gun tanks.

26/05/2020 loader updated to v1.499. fixed 3Dstyle tracks and 4-track tank swap.

19/05/2020 loader updated to v1.498. compatibility fix for old UML profiles

05/04/2020 minor config/preference update. V1.497a

27/04/2020 loader updated to v1.497. adapt to WoT V1.9.0.1

06/02/2020 loader updated to v1.496. fixed multiple bugs.

31/01/2020 loader updated to v1.495. added physicalTracks support

30/01/2020 loader updated to v1.494. adapt to WoT V1.7.1.1

07/01/2020 loader updated to v1.493. fixed issues with NewYearOps/twitch skin

12/10/2019 loader updated to v1.492. adapt to WoT V1.6.1.0

22/08/2019 loader updated to v1.491. adapt to WoT V1.6.0.2

19/08/2019 loader updated to v1.49. fixed bugs in config conversion and TacticalNumber indexing

10/08/2019 loader updated to v1.489a. fixed customization menu error.

09/08/2019 loader updated to v1.489. adapt to WoT V1.6.0.0

05/05/2019 loader updated to v1.488. adapt to Wot V1.5.0.0

14/04/2019 loader updated to v1.487. minor bug fix, <forceClanLogoID> now works correctly in hangar.

12/02/2019 loader updated to v1.486. adapt to WoT V1.4.0.1 fixed some animation trigger issue.

 

 


 

added 12/04/2015:

I noticed a mod with similar purpose remodelEnabler made by Polyacov_Yury 3 months after my initial release.

Judging from the description his Mod might be more convenient to use than my ModelLoader, though I haven't tried myself.

So you might want to check this one out as well.

 

 

 

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

This will change everything in  WoT remodels.

 

 

The initial codes are written last year. Finally motivated enough to finish this little project.

 

As illustrated above, there're two type59s in the pic, only the one controlled by me got the model changed to challenger2. So you won't have problem hitting the other type59's cupola.

 

As models are externally loaded, it works perfect with stand-alone remodels.

 

There's more:

  • This mod has the option to change only the model of tanks controlled by user, leaving friendly and enemy tanks untouched.
  • It has the option to link a specific remodel to a designated list of tanks. 
  • It has the option to manage multiple remodel profiles and apply them individually or all at once.
  • it provides support for animated tank parts. as a base mod allow remodel makers to animate their models in various ways.
  • option to suppress decals/insignia on certain tanks to not interfere with 3rd party skins(not models).
  • option to force a certain level of certain type of MOE to render locally.

 

[Default Hotkeys]

hotkeys can be changed in scripts/client/mods/ownModelMeta.xml

  • F5  --  When inside hangar, reload config into game.
  • INSERT  --  Activate animation (eg. open hatch) if available in remodel. 
  • DELETE  --  Reverse animation (eg. close hatch) if available in remodel. 
  • BACKSLASH  --  play Fire Secondary Gun (MG) effect if available in remodel. 

 

 

[Install]

  1. extract to res_mods/#CurrentGameVersion#
  2. start the game, reach hangar screen. now either press 'F5' or close the game entirely. 
  3. previous step will create the config file <res_mods/x.x.x.x/scripts/client/mods/ownModel.xml>
  4. edit that config file if necessary. check the configuration section below. 

 

[Video Tutorial]

nivekkeke has kindly provided a video tutorial for installation and config.

 

English Version

 

German version

 

[Configuration]

edit mod config file <res_mods/x.x.x.x/scripts/client/mods/ownModel.xml>

The config file is not shipped with release package to avoid overwriting existing ones. A new one will be created after you started the game at least once, or press 'F5' in the hangar screen

if this filedoes not exist yet, press 'F5' in hangar will create a new one, or re-populate old one with current remodel library content.

Block Quote

<enabled> to true will enable this profile.
<swapNPC> to true will affect both player-controlled tanks and those controlled by other players.
<swapNPC> to false will make the model swap only affect the tank player's currently driving.
<useWhitelist> to true will cause UML to only swap tanks that are defined within <whitelist>
<useWhitelist> to false will cause UML to swap any tank.
<whitelist> defines a list of TANKNAME if <useWhitelist> is true. Items are seperated by ',' and must be place within a single line.
            Do not start a new line.
            TANKNAME is xml filename found in res/packages/scripts.pkg/scripts/item_defs/vehicles/NATION/TANKNAME.xml
            scripts.pkg can be force-opened with any compression tool like winzip, 7z, winrar
            Alternatively TANKNAME can be found in replay filename. 
            For example, 20171214_0952_usa-A37_M40M43_10_hills.wotreplay you can see the name for M40/43 is 'A37_M40M43'

 

After config file is modified, it will take effect upon next client restart, or if you're in hangar press 'F5' to reload config file.

You can't reload config during a game session or replay.

 

 

For detailed info check the comment inside config file.

Here is a brief instruction:

 

 

[Invoking in-game tanks]

In older UML versions, stock tanks can only be invoked if it's already present inside lib_stock.xml (which leaves a config header in ownModel.xml), otherwise a full configurations must be built, as illustrated in the next section.

But from V1.464 onward you can invoke any in-game tank by manually inserting a specially formatted header into <models> section of ownModel.xml

First you need to find out the standard name for this in-game tank. For example the standard name for KV-2 is R77_KV2  (how to obtain standard name is explained in previous section)

 

  • If you just use the standard name as profile name, the header will be simpler, like this:

    Block Quote

     <R77_KV2>

        <enabled>false</enabled>
        <swapNPC>false</swapNPC>
        <useWhitelist>true</useWhitelist>
        <whitelist>a37_m40m43,dummyTankName2</whitelist>
    </R77_KV2>

     this will by default use the components with the largest index. In this case it will be turret_02 and gun_06. This most likely represents the 'elite' states, but there are exceptions.
     

  • ​But sometimes you want the tank in a specific configuration, that requires <configString>. And to differentiate it from the elite profile, we use a different profile name, then use <parent> to link it back to the standard name:

    Block Quote

     <R77_KV2_stock>

        <enabled>false</enabled>
        <swapNPC>false</swapNPC>
        <useWhitelist>true</useWhitelist>
        <whitelist>a37_m40m43,dummyTankName2</whitelist>
        <parent>R77_KV2 </parent>
        <configString> 1111 </configString>
    </R77_KV2_stock>

     The 4 digit <configString> means the 4 index for chassis/hull/turret/gun.  1123 means 1st chassis variant, 1st hull variant, 2nd turret variant and 6th gun variant is requested.

  • WoT V1.0.1x introduced the so called 'style' for tank customization, which looks like a skin set in customization menu but actually changed tank models as well. For example the warHammer40k themed KV2 is registered under standard name R152_KV2_W, but if simply invoke R152_KV2_W you'll only get an ordinary looking KV2, because the 'default' style is being invoked, not the optional 'WH' style. So a new node <styleSet> is introduced to address this issue:

    Block Quote

     

    <R152_KV2_W>
        <enabled>false</enabled>
        <swapNPC>false</swapNPC>
        <useWhitelist>true</useWhitelist>
        <whitelist>a16_m7_priest,dummyTankName2</whitelist>
        <styleSet>WH</styleSet>
    </R152_KV2_W>
    <f05_bdr_g1b_WH>
        <enabled>false</enabled>
        <swapNPC>false</swapNPC>
        <useWhitelist>true</useWhitelist>
        <whitelist>a37_m40m43,dummyTankName2</whitelist>
        <parent>f05_bdr_g1b</parent>
        <configString>1129</configString>
        <styleSet>WH</styleSet>
    </f05_bdr_g1b_WH>
    <f05_bdr_g1b_WH_stock>
        <enabled>false</enabled>
        <swapNPC>false</swapNPC>
        <useWhitelist>true</useWhitelist>
        <whitelist>a37_m40m43,dummyTankName2</whitelist>
        <parent>f05_bdr_g1b</parent>
        <configString>1111</configString>
        <styleSet>WH</styleSet>
    </f05_bdr_g1b_WH_stock>

     with <styleSet> set to WH it's now possible to invoke this specific style variant. 
     

  • how to find the correct name for <styleSet>. Let's say you want to find the name for a new style for obj907. open res/packages/vehicles_level_10-part1.pkg with decompression tool like winrar/7z. Navigate to vehicles/russian/R95_Object_907/_skins you will see two folders called Burnout and R95_Object_907_stock_3Dst. These two are the styleName for <styleSet>  

 

[Build new configurations]

remodel configurations (UML profile) is now stored in two locations, the built-in library (lib_remodel.xml, lib_stock.xml , etc) and plugin library.

  • the built-in library is maintained and updated via UML release. the filename of these lib is defined in ownModelMeta.xml
  • the plugin library is the folder scripts/client/mods/UMLprofiles/ . any xml found in this folder is considered as plugin library and automatically have their profile headers extracted and inserted into ownModel.xml. thus this is how users place their own remodel profile. 

 

There's an example plugin library scripts/client/mods/UMLprofiles/example.xml 

Make a copy of this file, rename, change model name to suit your need, and start from there.

Note that the ultimate remodel name you will find in ownModel.xml is defined by nodes under <models> of a plugin library. In this example.xml it would be <profileName_placeholder> and </profileName_placeholder>

The content of scripts/client/mods/UMLprofiles/example.xml  should be self-explanatory. Most nodes have a counterpart in WoT vehicle definition xml found under res/packages/scripts.pkg/scripts/item_defs/vehicles. (of course in case of a xml remodel, the remodel mod would have provided this xml)

But the chassis config is tricky to get as they are direct dump of python data structure instead of standard xml nodes. So here is how to obtain these dumps:

  1. For example you want to create a config for t55nvm so that other tanks can also looks like t55nva-ddr
  2. with this model loader installed, open a replay file of t55nvaddr. close the program after battlefield is loaded.
  3. check '@dumpedChassis.txt' under game root directory. Inside are the 8 mandatory sections ( traces, tracks, wheels, groundNodes, trackNodes, trackSplineParams, splineDesc, trackParams ) and an optional leveredSuspension. These are the dumped chassis configuration for own tank model, in this case t-55nva.
  4. There is also an optional drivenJoints dump used for multi-axis gun elevation animator. If this node is not none, it'd be reqruired to be placed under gun section of an UML profile
  5. Open scripts/client/mods/ownModel.xml , create a new node and set its content according to res\packages\scripts.pkg\scripts\item_defs\vehicles\germany\g105_t-55_nva_ddr.xml  . copy the data from step3&4 into the chassis section of your new model node.
    • ​​pkg file can be force opened with any application that is capable of handling zip file.
    • extracted stock XML is serialized binary file. It can be decoded with wotModTools0.5
    • be careful on the decimal format produced by wotModTools. It must be period '.' not comma ','
  6. set whitelist and flags as desired.

 

 

[Animated addon model support]

Advanced animation is supported.

It's meant to be used as foundation mod so other remodel authors can make tanks with moving parts previously impossible to build. It includes but not limited to:

  • auto-rotation (for cooling fan)
  • random-rotation (for commander search animation)
  • up to 8 mini-turrets (for tanks like T-28) 
  • hull static node for gun model. (for casemate TD gun canvas)
  • mount and dismount camouflage net model depending on whether the camouflage net equipment come into effect.
  • load predefined skin sets for [summer, winter, desert] map type.

Some example GIFs:

b8f903e391bc.gif

miniturret with arc limit

 

e39565f05aff.gif

miniturret with arc limit

 

3a8d736a60a9.gif

camouflage net

 

bcfa3392c288.gif

radar random search animation

 

9909460.gif

event-controlled animation: hotkey, onStop, onShoot

 

 


 

[Changelog]

Spoiler

 

 

 


And if you feel like donating:


 

[Known issues]

  • ruins hydraulic casemate TD aiming. Don't use the swap feature on these tanks for the moment.
  • a random chance to get stuck loading hangar. press F5 to unstuck. 
  • clicking inscription slot in customization menu cause inscriptions to vanish if remodel has a different emblemSlots layout
  • different tactical number slots on the same non-player tank receive different numbers 
  • Wheeled vehicle can only use other wheeled remodels or stock wheelies if they have the same number of wheels..

 

[Download]

IMPORTANT: UML has random chance to get stuck loading hangar either at game start or after a battle. Press F5 to fix it.

[1.10.0.4]ownModelLoader v1.541a , stand-alone collection edition, build 20201002

1.10.1.0 is branched from 1.10.0.0 so, use the older version instead.

[1.10.0.0-1.10.1.0]UML v1.531, stand-alone collection edition, build 20200807

[occasionally version number listed here and inside release rar may not reflect latest WoT version, if no change is required by this update]

[in this case just extract to the correct %VERSION% folder ]

This one has only the loader with many profiles preset to disabled. Direct install has no effect in game. 

Edit scripts/client/mods/ownModel.xml to enable some of your choice 

And download & install corresponding model packs or game will hang up.

Unless you are activating a profile belonging to a stock WoT model. These models can be used directly.

 

 

 

 


######################################################################################

stand-alone model packs -- recently updated first)

heavily outdated models could cause problems.

how to use:

    1.    install the model pack

    1.1        if it's a wotmod file, place under mods/%CURRENT_VERSION% ,   then restart game client

    1.2        if it's a simple rar of the old, extract to res_mods/%CURRENT_VERSION% as you would normally do

    2.     then open res_mods/%CURRENT_VERSION%/scripts/client/mods/ownModel.xml and edit the config accordingly

    3.     then press F5 in hangar to apply config into game.

 

Challenger mk2 from WT

profile name: N24_Challenger_mk2

stand-alone remodel

import from WT

download link: v1.0 [from mediafire]      [ from mega]

 

 

 

 

profile name:  AG12_sdkfz9_flak37

import from WT

links here: model pack + UMLprofile V1.1

 

 

 

Leclerc Séries 1  from WT

stand-alone remodel

UML profile name: N23_Leclerc_S1

download:  model pack v1.0  [mediafire]   [mega]

 

 

 

 

T-80U from WT

stand-alone remodel

UML profile name: W14_T80U

[Download]:T-80U model pack + UML profile v1.2 with turbine sound

 

 

 

 

 

 

M1 abrams (105) from WT

stand-alone remodel

UML profile name: N15_Abrams_M1

Download link here: main model + UML config, Ver1.21 (turbine engine sound)

 

 

 

 

B1 Centauro from WT

UML profile name: N17_B1_Centauro

This model is compatible with both 8x8 wheeled and tracked vehicle.

Download: V1.1 model pack + UML profile  from mediafire

 

 

 

 

HSTV(L) from WT

stand-alone remodel

UML profile name: 

N22_HSTV-Lthe default tank
N22_HSTV-L_noRigremoved the test rig behind turret

6d9c31ab6d16.jpg

 

 

Leopard2A5 from WT

stand-alone remodel

UML profile name: N14_Leopard2A5

f1b89ab58eeb.jpg

animated CITV, change skin based on map type, levered suspension.

Download model pack here:  main model V1.3 - mega

 

 

 

 

 

 

C1 Ariete from WT

UML profile name: N20_C1_Ariete

stand-alone remodel

  • all assets imported or derived from WT
  • physicalTracks
  • crash model included
  • animated CITV
  • coax MG (BACKSLASH key)
  • different texture based on map type (summer / winter / desert )

Link here: C1 Ariete model pack + UML config

 

 

C1 Ariete PSO from WT

UML profile name: N19_C1_Ariete_PSO

stand-alone remodel

  • all assets imported or derived from WT
  • physicalTracks
  • crash model included
  • animated CITV
  • coax MG (BACKSLASH key)
  • different texture based on map type (summer / winter / desert )

Link here: V1.0

 

 

 

 

UML profile name: AG08_Panther_II

import from WT. This is the stand-alone version different from the one I released earlier which did a in-place swap.

  • independent suspension, but a standard track.

Link here: V1.4

 

 

 

AG11_Pz_III_M

imported from WT

link here: V1.2

 

 

 

 

Centurion mk10 from WT

stand-alone remodel

UML profile name AGB01_Centurion_mk10

download link: model pack

 

 

 

 

sdkfz234-2 puma from WT

stand-alone remodel

UML profile name: AG14_sdkfz234_2_puma

aff154bced00.jpg

Download link: model pack + UML config

Warning: this remodel can't be used on actual in-game wheeled vehicles.

               it can only be applied to normal tracked vehicle.(non-hydraulic)

 

 

M60A1RISE from WT

stand-alone remodel

UML profile name: N16_M60A1_RISE

Download link here: main model + UML config, Ver1.2

 

 

 

 

ASU-85 from WT

stand-alone remodel

UML profile name: AR05_ASU-85

61e1e48f2fd4.jpg

Download link here: main model v1.2

 

 

 

 

challenger II

profile name:N10_challengerII

model by goust7, texture 70599

I changed the following:

  • independent suspension & segmented tracks
  • holes ontop the turret
  • LoD and camo mask
  • convert to HD shader and texture

link here: V1.3 woodland  

                V1.3 Desert  

 

 

[outdated]

profile name:  N01_leopard2A6

base model author goust7, texture LMP, but more likely a direct import from BWM of ArmA

I changed the following:

  • independent suspension & segmented tracks
  • fixed turret/gun format to be tankViewer friendly.
  • fixed killmark (insignia)

Download link v1.2, updated 31/05/2015.

 

 

[outdated]

profile name:  N02_M1A2

model by terryZxc

A very old one. 

link here.

 

[outdated]

model by sphinx, ERA added by JeffreyWin .

I did the following:

  • reworked gun texture
  • changed chassis to HD with parts from M48A1
  • reworked spotlight texture
  • fixed ERA texture
  • added camouflageMask
  • changed all shaders for 0.9.7+

Link here: V1.5 

 

 

[outdated]

model by sphinx, texture 70599

A very old SD remodel. Wheels and tracks changed to WG HD ones.

link here: v1.21

 

 

 

profile name: N07_chieftain

model by goust7, texture 70599

I did the following:

  • Fixed the model
  • independent suspension & segmented tracks
  • camo mask
  • LoD

Link here: V1.31 with accessory, aka the original one with all the junks.

 

And a clean version with all junks removed. link here: v1.31

 

 

[outdated]

profile name: N09_M1A1

Import from COD:MW

  • independent suspension & segmented tracks
  • destroyed model, LoD, camoMask

link here: V1.32

 

 

 

profile name:  W02_type_99

original model by TerryZxc

I did the following:

  • remade chassis with the correct one.(An old style chassis though)
  • camoMask

link here: V2.1

 

 

 

Import from ArmA

New shader is used.

link here: V1.1

 

 

 

profile name:  W06_T72

base model Import and convert from a mod of ArmA.

reworked most details.

link here: V1.1

 

 

 

 

profile name:  W07_T80BV

model by goust7, texture by tankmen100

I did the following:

  • gun shader fix
  • manlet UV fix

link here: V1.31

 

 

 

 

profile name: AA01_M4A2

Import from WT

  • independent suspension & segmented tracks

link here: v1.2. This one is packed with a script to swap tier5 M4. Remove the script if a global M4 swap is not needed. 

 

 

 

 

profile name:  AA02_T26E4

base model import from WT, refit to WG T26E4 standard.

  • independent suspension & segmented tracks
  • partial camo mask

link here: V1.0

This one is packed with T26E4 swap script. Delete the script if global T26E4 swap is not needed.

 

 

 

profile name: AR03_IS-3

Import from WT.

  • independent suspension & segmented tracks
  • camo mask

Download link: V1.2

This one is packed with IS-3 swap script. Delete the script if global IS-3 swap is not needed.

 

 

 

 

profile name:  AA03_M4A3E8_76W

import from WT. 

  • independent suspension, segmented track.

Link here: V1.11

This one is packed with m4a3e8 swap script. Delete the script if global m4a3e8 swap is not needed.

73224256920c.jpg

 

 

 

 

 

 

 

 

profile name:  EFGF_M61A5

EFGF M61A5 by terryZxc

Download here: v1.1

 

 

 


And if you feel like donating:


Edited by atacms, Yesterday, 01:13 PM.


redatakedown #2 Posted 20 December 2014 - 10:22 AM

    Private

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  • 6272 battles
  • 23
  • Member since:
    05-13-2014

how i can post photos on forum

??????????????????????????????????????????????



ASharpPencil #3 Posted 20 December 2014 - 11:32 AM

    Warrant Officer

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  • [ORCA] ORCA
  • Member since:
    01-28-2011

Very nice... Look forward to progress...

 



atacms #4 Posted 24 December 2014 - 02:05 AM

    Warrant Officer

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  • Member since:
    11-06-2011
0.9.5 updated.

johans2 #5 Posted 30 December 2014 - 01:41 AM

    Lance-corporal

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  • [NW_] NW_
  • Member since:
    02-01-2013

Great stuff :medal:

Excuse my poor english. I've been playing with it for a while. I  successfully created config for some tanks. Everything works as intended. But I'm finding difficulties with Challenger model. While playing with this model I get wheels orbiting around tank while the view is zoomed out. Chassis looks OK when looking at it from short distance.

How to fix it?

Thanks in advance.


Edited by johans2, 30 December 2014 - 01:47 AM.


atacms #6 Posted 30 December 2014 - 05:50 PM

    Warrant Officer

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  • Member since:
    11-06-2011

View Postjohans2, on 30 December 2014 - 12:41 AM, said:

Chassis looks OK when looking at it from short distance.

 

chassis model under lod1 became incompatible after 9.4 script update. Didn't notice it at that time. Because in the old time lod1 model doesn't even have animation(eg. wheels never rotate under lod1&2), so a lod1 model with wrong animation binding  won't cause any problem. Until now.

 

you may copy chassis.visual and chassis.primitives from lod0 to lod1 and lod2 folder.

or you can edit lod0/chassis.model with notepad, and remove <extent> and <parent> nodes to disable lod for chassis all together.

 


Edited by atacms, 30 December 2014 - 06:02 PM.


Skinwalker33 #7 Posted 17 January 2015 - 11:20 PM

    Corporal

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  • 19123 battles
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  • Member since:
    10-26-2013

Are there more standalone tank models except the challenger? I don´t manage to create my own one:-(

Could you post some models for us to change the challenger!

Would be so kind of you!

Thanks

Max


Edited by Skinwalker33, 18 January 2015 - 11:22 AM.


atacms #8 Posted 21 February 2015 - 05:07 AM

    Warrant Officer

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    11-06-2011
0.9.6 updated. More model packs will be upload later. There are a lot of them and versions are sometimes messed up.

Skinwalker33 #9 Posted 28 February 2015 - 01:00 PM

    Corporal

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  • 19123 battles
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  • Member since:
    10-26-2013
It would be very kind if someone could create a YouTube video showing the way to do a own model with this phantastic model loader.

Edited by Skinwalker33, 28 February 2015 - 01:01 PM.


dussie #10 Posted 03 March 2015 - 07:14 PM

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very big thanks!

atacms #11 Posted 04 March 2015 - 10:12 AM

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Model packs updated.

dussie #12 Posted 05 March 2015 - 06:25 PM

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View Postatacms, on 04 March 2015 - 09:12 AM, said:

Model packs updated.

 

thank you! but, i i tried several times to activate the type 99(dowloaded etc) but doesnt work. i did type "true" . help?

atacms #13 Posted 06 March 2015 - 03:27 AM

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View Postdussie, on 05 March 2015 - 05:25 PM, said:

 

thank you! but, i i tried several times to activate the type 99(dowloaded etc) but doesnt work. i did type "true" . help?

 

You need to config it aside from activating it. The default behavior of type_99 is to swap model only if you're driving lefh18B2 French arty.

 

The xml is commented, there's also an image instruction in the pack. I guess u didn't notice them.

 

 


Edited by atacms, 06 March 2015 - 03:28 AM.


dussie #14 Posted 06 March 2015 - 08:55 AM

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Idid notice the pictures. But,i wonder how to let it replace all tanks i drive,like in the demo with challenger II. 

atacms #15 Posted 06 March 2015 - 09:28 AM

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View Postdussie, on 06 March 2015 - 07:55 AM, said:

Idid notice the pictures. But,i wonder how to let it replace all tanks i drive,like in the demo with challenger II. 

 

rtfm

Skinwalker33 #16 Posted 06 March 2015 - 10:34 PM

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View Postatacms, on 04 March 2015 - 09:12 AM, said:

Model packs updated.

 

Hi atacms,

i noticed strange things after intallation, did it with success but after returning to the garage, the mouse (not the tank - the pc-mouse :-) ) doesn´t move fluidly. Recognized this every time i came back from battle to garage. After deleting the ownn-model xml everything was fine. Do you know this "bug"?


Edited by Skinwalker33, 06 March 2015 - 10:36 PM.


atacms #17 Posted 07 March 2015 - 06:05 AM

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View PostSkinwalker33, on 06 March 2015 - 09:34 PM, said:

 

Hi atacms,

i noticed strange things after intallation, did it with success but after returning to the garage, the mouse (not the tank - the pc-mouse :-) ) doesn´t move fluidly. Recognized this every time i came back from battle to garage. After deleting the ownn-model xml everything was fine. Do you know this "bug"?

Haven't seen this in my own pc. But in one instance it did conflict with another mod call sth like spotted_extended201.pyc in which case mouse control is frozen upon returning to hangar.

 

So it could conflict with other mods as well.

 

 

 


Edited by atacms, 07 March 2015 - 07:33 AM.


Skinwalker33 #18 Posted 07 March 2015 - 11:13 AM

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View Postatacms, on 07 March 2015 - 05:05 AM, said:

Haven't seen this in my own pc. But in one instance it did conflict with another mod call sth like spotted_extended201.pyc in which case mouse control is frozen upon returning to hangar.

 

So it could conflict with other mods as well.

 

 

 

 

Thanks, i try it without mods.

 



Markidu #19 Posted 24 March 2015 - 10:15 AM

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Hello Atacms!

 

Is there a way to make a configuration work without the .model files or do i need those for it to work. The model I'm trying to load didn't come with any .model files, only .visual and .primitives. So i'm wondering if there's any workarounds?



atacms #20 Posted 24 March 2015 - 01:47 PM

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View PostMarkidu, on 24 March 2015 - 09:15 AM, said:

Hello Atacms!

 

Is there a way to make a configuration work without the .model files or do i need those for it to work. The model I'm trying to load didn't come with any .model files, only .visual and .primitives. So i'm wondering if there's any workarounds?

Yes and no.

.model file is required

But it's actually safe to use vehicles/american/A05_M4_Sherman/normal/lod0/Hull.model in the config file even though you don't have hull.model under res_mods/0.9.6/vehicles/american/A05_M4_Sherman/normal/lod0/

 
 

This is how the game works:

  • an xml descriptor tells game which .model file to load for a certain tank component.
  • .model file defines LoD hierarchy and its transition distance,  bounding box size and a path to its visual file
  • visual file defines visual effects of a certain model, aka where to attach dust or exhaust effects, where to attach child object (for example attach turret to hull), location of animation bones( road wheel axis for example)  and where to find the actual model geometry(aka the primitives file). If a primitives path is not exclusively defined inside visual file, game will look for a primitives file of the same filename under the same path.
  • Then comes the primitives file containing the actual geometry shape of the model.

 

During this process, if one or more files is not found inside res_mods folder, the game will look for it inside res/packages/***.pkg 

That's why most remodels doesn't have a .model file even though this file is indispensable . A typical remodel doesn't change LoD hierarchy or model search path, so it's not necessary to include it in the released rar.

 

 

 

 


Edited by atacms, 24 March 2015 - 02:12 PM.





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