Modern Tanks Pack

@Houman

The tribute goes to snafusmith, those are his models I just doubled the resolution of the textures and put high res on it to make it look better.
 
They look pretty good. Three of the four look very well made indeed.
 
Oh now I understand. :) Thanks for clarification.

So I use the tank.kfm for all these tanks but the M1A1. Only M1A1 needs modern_armor.kfm. right? ;)

The other thing is, what do you suggest for scale? A modern armor has usually 0.57. Shall I take the same scale for the other three tanks even though they are baed on normal tank mesh?

Thanks for advice,
Houman
 
Guys we have a problem with the M1A1 Tank, help would really be appreaciated:
It shows as normal Modernarmor, without any difference to Modern armor.

Code:
\<UnitArtInfo>
			<Type>ART_DEF_UNIT_M1A1</Type>
			<fScale>0.48</fScale>
			<fInterfaceScale>0.9</fInterfaceScale>
			<NIF>Art/Units/Unique/America/M1A1/modernarmor.nif</NIF>
			<KFM>Art/Units/ModernArmor/ModernArmor.kfm</KFM>
			<SHADERNIF>Art/Units/Unique/America/M1A1/modernarmor.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/ModernArmorShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<iDamageStates>4</iDamageStates>
			<TrailDefinition>
				<Texture>Art/Shared/tanktread.dds</Texture>
				<fWidth>1.0</fWidth>
				<fLength>180.0</fLength>
				<fTaper>0.0</fTaper>
				<fFadeStartTime>0.2</fFadeStartTime>
				<fFadeFalloff>0.35</fFadeFalloff>
			</TrailDefinition>
			<fBattleDistance>0.5</fBattleDistance>
			<fRangedDeathTime>0.12</fRangedDeathTime>
			<bActAsRanged>1</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop>LOOPSTEP_MOD_ARMOUR</AudioRunTypeLoop>
				<AudioRunTypeEnd>ENDSTEP_MOD_ARMOUR</AudioRunTypeEnd>
			</AudioRunSounds>
			<SelectionSound>AS3D_UN_MOD_ARMOUR_HEAL</SelectionSound>
			<ActionSound>AS3D_UN_MOD_ARMOUR_HEAL</ActionSound>
		</UnitArtInfo>
 
i had the same prob.
i copied the *modernarmor_fx.nif* into the m1a1-folder and pointed the *shadernif* to it. it solved the prob in my case. perhaps it helps for yours.
 
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