Admiral's Alternate Arsenal (3A) V0.5 Released!

Moderators: The Artistocrats, Order of Battle Moderators

Admiral_Horthy
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 167
Joined: Fri Jun 01, 2018 6:43 pm

Admiral's Alternate Arsenal (3A) V0.5 Released!

Post by Admiral_Horthy » Sat Jun 09, 2018 9:31 am

image.png
image.png (405.31 KiB) Viewed 255 times

Current version: V0.5 Beta

Download link



Credits:


Base units and skins: The Artistocrats (respect :wink: )
Unit modifications 3D/skins, New units 3D, Hungarian theme: Admiral_Horthy
Hungarian theme music: From 1849, author unknown
Historical german flag set: Wargamer74

Changes and additions:

Change log for V0.5 (Beta)

Known issues:

- Model shader(?) problem with imported objects. Most items appear darker and with faulty smoothing.
- Absent Exhaust effects - helpers are not possible to export
- Missing unit pictures - TBD & WIP
Last edited by Admiral_Horthy on Thu Oct 11, 2018 9:19 pm, edited 15 times in total.

Erik2
Order of Battle Moderator
Order of Battle Moderator
Posts: 5472
Joined: Thu Jul 14, 2011 12:59 pm
Location: Norway

Re: Admiral's Units & stuff

Post by Erik2 » Sat Jun 09, 2018 10:06 am

Interesting.
A Soviet SMG unit is sorely missed on the East Front...hint hint :D

GabeKnight
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1341
Joined: Mon Nov 27, 2017 10:24 pm

Re: Admiral's Units & stuff

Post by GabeKnight » Sat Jun 09, 2018 1:13 pm

Admiral_Horthy wrote:Is it a secret how you got the stock 3D object to reskin? I also have a long list of units to be recolored...
No secret. :)
I just didn't pursue this path further after a few initial tests. To recolour/reskin an existing unit, you just have to place the modified texture file in the \Units\Textures folder of your mod, rename it like its "model" in the units.csv file and it will automatically override the "official" one. It only becomes complicated, if you need a new unit name and thus a new model.

I've started some basic remodelling with 3DS Max, but ultimately the gain in having some niche new units in the game didn't seem to justify the work involved. At least not for a rookie like me. Maybe I'll come back to it in the cold winter nights... :wink:

Admiral_Horthy
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 167
Joined: Fri Jun 01, 2018 6:43 pm

Re: Admiral's Units & stuff

Post by Admiral_Horthy » Mon Jun 18, 2018 5:00 am

Guys is there a way to rename the unit ability? it's called weapon and always listed as Mortar... and the button tooltip does not work either
I need to add some text lines, I guess but where?

GabeKnight
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1341
Joined: Mon Nov 27, 2017 10:24 pm

Re: Admiral's Units & stuff

Post by GabeKnight » Mon Jun 18, 2018 9:28 pm

Admiral_Horthy wrote:Guys is there a way to rename the unit ability? it's called weapon and always listed as Mortar... and the button tooltip does not work either
I need to add some text lines, I guess but where?
Stuff like this you'll find in the \language\ files. Everything concerning naming & text.

Admiral_Horthy
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 167
Joined: Fri Jun 01, 2018 6:43 pm

Re: Admiral's Units & stuff

Post by Admiral_Horthy » Thu Jun 21, 2018 8:40 am

Damn it does not work at all. I guess I need to define the new ability somewhere... giving it a name and tooltip does nothing.

I declared

weapon:Hungarian_Charging_Cavalry charge - everything works, high risk return, icon is displayed... but the unit ability listed is Mortar barrage.

From where it takes that?? The battleship primary is declared the same way - but it is listed as Primary guns. Maybe the code is fixed for the unit class/type whatever? An Infantry class unit's weapon: switch will always be a mortar trait??

AceDuceTrey
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 81
Joined: Mon Sep 19, 2011 8:58 pm

Re: Admiral's Units & stuff

Post by AceDuceTrey » Sun Jun 24, 2018 11:35 pm

I know this is off the subject but, can anyone tell me what the 3 numbers in the "units" file torpedo column (AN) stand for?

Admiral_Horthy
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 167
Joined: Fri Jun 01, 2018 6:43 pm

Re: Admiral's Units & stuff

Post by Admiral_Horthy » Mon Jun 25, 2018 2:49 am

Range, strength, reload time. Not sure in what order, but you can figure out. Use the Unit Navigator also, it's good.

SirAllan
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 102
Joined: Thu Nov 03, 2016 5:24 pm

Re: Admiral's Units & stuff

Post by SirAllan » Wed Jun 27, 2018 2:22 pm

Where can we download your Stuff :?:

Admiral_Horthy
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 167
Joined: Fri Jun 01, 2018 6:43 pm

Re: Admiral's Units & stuff

Post by Admiral_Horthy » Wed Jun 27, 2018 4:14 pm

As soon as I judge it releasable... sorry I am quite a maximalist, to whom nothing is good enough...)) and I have a bunch of tinies here and there, I must make a larger "pack" to release. For example the Hungarian OOB pack.
I have two scenarios, but I have next to zero knowledge on triggers, so I have to learn and finish at least one.
Well the first one always hurts... :lol: :lol: :lol:

terminator
Sr. Colonel - Wirbelwind
Sr. Colonel - Wirbelwind
Posts: 1762
Joined: Mon Aug 15, 2011 12:48 pm

Re: Admiral's Units & stuff

Post by terminator » Wed Jun 27, 2018 9:46 pm

Admiral_Horthy wrote:Damn it does not work at all. I guess I need to define the new ability somewhere... giving it a name and tooltip does nothing.

I declared

weapon:Hungarian_Charging_Cavalry charge - everything works, high risk return, icon is displayed... but the unit ability listed is Mortar barrage.

From where it takes that?? The battleship primary is declared the same way - but it is listed as Primary guns. Maybe the code is fixed for the unit class/type whatever? An Infantry class unit's weapon: switch will always be a mortar trait??
What it looks like the cavalry charge ?

Admiral_Horthy
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 167
Joined: Fri Jun 01, 2018 6:43 pm

Re: Admiral's Units & stuff

Post by Admiral_Horthy » Thu Jun 28, 2018 3:14 pm

It is like banzai attack. I wanted to put that in, but I did not want to see banzai among traits. Yet, now it is called mortar barrage(( At least it's working and the icon is also shown.

To bad the RiderIdle anim is buggy... tried to fix, but the anim is buried in Unity asset... Having swords, they are also on the ground like rifles.

Admiral_Horthy
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 167
Joined: Fri Jun 01, 2018 6:43 pm

Re: Admiral's Units & stuff

Post by Admiral_Horthy » Sat Aug 04, 2018 1:48 am

Screenshot 5.jpg
Screenshot 5.jpg (624.76 KiB) Viewed 1082 times
Some new stuff here... many has no new graphics yet,but WIP.

New units of the left
A-1H Skyraider (mock up Thud model, weapon mode: Rockets range 2, cannon/napalm range 0)
VC sniper
M102 105mm howitzer (range 10, NAM is in company scale)
US Supply truck (Provides supply, can build supply depot in 2 turns)
VC scouts (spec ops, demo)
US sniper
US Infantry '68 (with ability to fire suppressive fire to range 2)
ARVN M41 walker Bulldog (mock up with Chaffe atm)

on the right:
NVA Infantry '63
VC/NVA Militia '63
12.7mm DShK HMG dual AA/AT (both modes have range 2, AT mode is long range anti-inf instead)
NVA Heavy mortars (range 4 = company scale, salvo fire anim, strength is about a 122mm gun from stock game)
NVA Heavy Inf (range 3 with mortar, range 2 with LMG and single shot rifles. Will be reworked tho)

WW2 Units, right bottom:

German LK18 (reduced 3D model size, it looked too big)
Hungarian 40mm Bofors guns, both AT and AA (recoil anim with new effect and ROF.)
Czechslovak 75mm wz29 AA guns, AA/AT (recolored, data changed)
Czechslovak Truck (redone 3D model to resemble a Tatra truck)
Czechslovak 105mm LK wz35 gun (ported from polish wz29, recolored)
Hungarian Nimrod 40mm SP gun both AA/AT (currently uses Landsverk Anti, new model WIP)
Soviet 37mm M1939 AA (recoil, new effect/ROF, vietnamese version has Range 4 =company level)
Soviet SMG Infantry (uses stock models, but added new PPSh sound)
Hungarian Labour Unit (very weak worker/penal unit with traits: bridgeBuilder,concealable,entrenchSupport,quickRetreat,noCapture,hexRepairer. Note the guy with the bottle is NOT a molotov thrower... :D :D

GabeKnight
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1341
Joined: Mon Nov 27, 2017 10:24 pm

Re: Admiral's Units & stuff

Post by GabeKnight » Sat Aug 04, 2018 6:27 pm

Cool. I'm looking forward to it. 8)

Admiral_Horthy
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 167
Joined: Fri Jun 01, 2018 6:43 pm

Re: Admiral's Units & stuff

Post by Admiral_Horthy » Mon Aug 06, 2018 6:31 pm

GabeKnight wrote:
Sat Aug 04, 2018 6:27 pm
Cool. I'm looking forward to it. 8)
Well here's another find... Aircraft DO require TGA as main texture. Anyway they don't have damage tex anyway. Look here.
Screenshot 5.jpg
Screenshot 5.jpg (638.52 KiB) Viewed 1000 times

But there is no way to make a duplicate or reskin... if I make a new model, it won't have the moving propellor attached which is another model and is linked to all the aircraft in the game with an anim.

I would give half a leg for a modder-friendly propellor object :wink: :roll: :D

Admiral_Horthy
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 167
Joined: Fri Jun 01, 2018 6:43 pm

Re: Admiral's Units & stuff

Post by Admiral_Horthy » Fri Aug 17, 2018 10:04 am

Some "new" stuff... based upon stock items. All with recoil, effect and fixed bugs.
Attachments
47wz38.jpg
47wz38.jpg (32.7 KiB) Viewed 895 times
37wz37.jpg
37wz37.jpg (20 KiB) Viewed 895 times
37wz34.jpg
37wz34.jpg (21.36 KiB) Viewed 895 times

Admiral_Horthy
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 167
Joined: Fri Jun 01, 2018 6:43 pm

Re: Admiral's Units & stuff

Post by Admiral_Horthy » Fri Aug 17, 2018 10:06 am

sig33.jpg
sig33.jpg (34 KiB) Viewed 893 times
75LK17.jpg
75LK17.jpg (25.88 KiB) Viewed 893 times

Admiral_Horthy
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 167
Joined: Fri Jun 01, 2018 6:43 pm

Re: Admiral's Units & stuff

Post by Admiral_Horthy » Fri Aug 17, 2018 8:57 pm

The French got their 105mm Modele 1913 ported back from Finnland finally, with M36 modification. Added the older one for Romania as it was their main long range artillery piece.


mle1913.jpg
mle1913.jpg (37.45 KiB) Viewed 868 times

terminator
Sr. Colonel - Wirbelwind
Sr. Colonel - Wirbelwind
Posts: 1762
Joined: Mon Aug 15, 2011 12:48 pm

Re: Admiral's Units & stuff

Post by terminator » Fri Aug 17, 2018 10:09 pm

Admiral_Horthy wrote:
Fri Aug 17, 2018 8:57 pm
The French got their 105mm Modele 1913 ported back from Finnland finally, with M36 modification. Added the older one for Romania as it was their main long range artillery piece.
mle1913.jpg
I remember that this French piece of ordnance was present in Panzercorps :

105mm_mle_1913.png
105mm_mle_1913.png (15.11 KiB) Viewed 862 times

Admiral_Horthy
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 167
Joined: Fri Jun 01, 2018 6:43 pm

Re: Admiral's Units & stuff

Post by Admiral_Horthy » Fri Aug 17, 2018 11:26 pm

And this is another gap filler. Needed a bit of retouching but I guess it's ok. Now I could tune down the leFH18 to 4 range, this one can have the 5 it deserves.
lefh18m.jpg
lefh18m.jpg (29.06 KiB) Viewed 858 times

Post Reply

Return to “Order of Battle : World War II - Scenario Design”