The finished model pack 1 models.
:arrow: PzKpfw VI Ausf.B SdKfz182 “Königstiger” (Henschel)
:arrow: Jagdtiger SdKfz186 (Henschel)
:arrow: PzKpfw 38(t)Flakpanzer 38(t) “Gepard”
:arrow: Arado Ar 196
Notes: (things not mentioned in readme(s).
[ul][b]-this thread is an idea to keep my model discussions into a single thread per pack release. fixes abound, including some of the tiger fix requests, vert redux, less height on chassis etc etc. all of these are done to blueprint. everything tested well unless file corruption hit. (hard to troll for errors 70+ model bits and script tests across 2 platforms wolf/et, but i think i pulled it off).
-addons like decals, fire effects, armour plating I am leaving for a “model bitz for model pack 1” possibly later on.
-misc_gamemodel or model2 based. this is due to dark texturing scheme I used. exception for alpha shadow models explained below.
-there were a lot of significant fixes since the first upload advertized in my blog.(which most here missed) also the jagdtiger textures were fixed up a bit and some textures downsized. the area between the turret and jag chassis may produce a sliver of light against bright et skies. luckily germanica has rolling hills…and buildings init.
-cvar for the zp_r1_tiger2 map “may” or “may not” not have the following visuals activated: cg_drawgun, cg_drawcrosshair. Possibly due to making a screen shot before uploading. Not necessary to reupload. I liked this map nice and retro anyways, but I included a levelshot and a persistant exit.
-shader tracks included for zp_m3_flakpanzer only. Others if I work on them will be included in a “model pack 1 bitz” map for addon effects. All wheels, tracks are ms3d animated. Make note of the specific animation frames included in the handbook(s). They are not all the same increments for every model.
-if using mulitple shadow models and other “alpha” shader models at one time, misc_model should be used, otherwise they will only show up one at a time (rtcw).
-most of these models were done with a hybrid technique of optimization and quality, (and some dirty tricks) so some things I could have optimized but simply never got around to it. nothing deliberate, so enjoy.
-i’ll be busy working on some more models/mods for a while. hopefully I’ll be back soon![/b][/ul]
-zenith.
[b]Fixes:
-nudged away triangle sticking out of the flak38 base top scope joint (man that was buging me)
- added entityMergable shader command for 38 shader track alpha textures (to kill flickering) missed some of the track states, (static, destroyed)
-capitalized Shaderman’s name in ardo credits properly. Whoops.
-corrected handbook entry in 38. now properly states cannon 2 is for aaa chassis. (cannon 2 not meant for scripting or recoil animation), just a static model on angle so it doesn’t poke through the panels)[/b]
***[b] - “zp_m1_r1_tiger2.zip” has been reuploaded.
-the map now runs on a batch file (see readme)
-radiant models have been included as well as the proper rain shader texture
-there is a clipboard and a notebook objective entry included.
-the tiger models are COMPLETELY UNCHANGED.[/b]










Have to check it out myself soon…