[WIP] nebelwerfer


pedroleum
11-07-2005, 04:19 PM
!! RELEASE !!
releasethread (http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=58628)



!!UPDATE!!


as requested by miede, im working on a nebelwerfer model.
this is the models current state:



any requests on another skin?

model is done.
textures are done (if noone requests another ;)
lod's are in the works.

current polycount on lod0 is 5916.


old post below this line
______________________________



when textured, you can see through the pipes, since i'm gonna put an alphachannel into the texture and cut the 6 holes out that way.

polycount is around 3000 at the moment. why is everything round on this gun???? :)


i still don't know how this machine is actually working. i guess there's some kind of switch in that panel where the cables meet, to fire up the 6 bolts? no?

does someone know how it works?


also it would be great if someone could tell me how the ammo/projectile of this nebelwerfer looks. i wasn't able google a picture up.


any other suggestions are welcome :)

pedroleum
11-07-2005, 04:25 PM
OHNOO! i forgot to read the rules :(
sorrey.


could someone change topic to:
[Model] Nebelwerfer

thank you!

Trp. Jed
11-07-2005, 06:05 PM
WIP is fine :mod:

And I wont spoil your fun by posting a pic of my model ;)

Splinter
11-07-2005, 07:13 PM
And I wont spoil your fun by posting a pic of my model ;) [/B]
Lawl.

Scooty Puff Senior
11-07-2005, 09:13 PM
The barrels seem kinda square :/ Better than I could do though.

TheMiede
11-07-2005, 09:26 PM
Awesome, thanks a lot. I like how you left some of the chamber fired off already. Thats good. I am gunna attempt to make the nebelwerfer useable and shoot smoke from the back and attempt to make a trail of smoke in the front. I will mess around with it a bit. I also asked a sound engineer recently to create a nebelwerfer sound for me.

pedroleum
11-07-2005, 11:51 PM
Originally posted by Trp. Jed
WIP is fine :mod:

And I wont spoil your fun by posting a pic of my model ;)

actually, it would be very helpful! since all i got is the few shots of the nebelwerfer, miede posted in his request.

just as reference material.

also i just found out that i have no idea how their surface looked :P

was it like plain metal or all over painted like the ones from the pics or was it like camo ?

ajdale
11-08-2005, 12:49 AM
Man I know what you mean, He posted the 10.5cm Howitzer her made, and I'm using that as reference for mine =/

TheSurgeon
11-08-2005, 06:13 AM
here's a video i found on militaryphotos.net a few days ago. i can't find the original link so i've had to reupload, but there might be something useful in it. if you can understand german, the narrator might also be saying something useful.

http://media.putfile.com/Nebelwerfer

DjBourgeoisie
11-08-2005, 07:27 AM
3000 seems a tad high for a prop model imo, make sure you make some lod models for it, looks good though :)

pedroleum
11-08-2005, 07:34 AM
very nice :) thank you!
is it from the "deutsche wochenschau"?

TheSurgeon
11-08-2005, 07:39 AM
the filename is "Wochenschau - Nebelwerfer - Deutsch - German 1943-12-29 2", so i assume so. i just found it on militaryphotos.net while looking for more ww2 photos to use as a references. it's a good site, especially for mappers, if you can find the few ww2 threads they have on there.

Trp. Jed
11-08-2005, 08:07 AM


3000 isn't high - in fact its rather low. Player models are 4800 polys and the Tiger tank comes in at almost 11000. That said, any map model should have a suitable number of LOD levels.

Wile E Coyote
11-08-2005, 08:40 AM
Originally posted by pedroleum
i still don't know how this machine is actually working. i guess there's some kind of switch in that panel where the cables meet, to fire up the 6 bolts? no?

does someone know how it works?


also it would be great if someone could tell me how the ammo/projectile of this nebelwerfer looks. i wasn't able google a picture up.

Okie dokie......

rockets were placed into the tubes. On the right side of the nebelwerfer there is an ignition box with a plug with 6 tubes coming out of it and extending to rear of all 6 firing tubes.

http://www.toadmanstankpictures.com/nebel.jpg

the ignition tubes were movable. they swung away so you could load the thing and then were swung back behind an open hole in the rocket itself.

http://www.toadmanstankpictures.com/nebel4.jpg

This operated not very much differently than a model rocket in the toystore. I'm not sure what the ignition source was. It appears that it was electrical, as the ignition box has prongs for an external cable. You can see the cable hanging from a nebelwerfer ready to fire in this pic.
http://users.swing.be/sw208720/char1/232501.jpg

It was timed to fire the rockets separately because firing them all at once would tip the nebelwerfer over. The firing sequence apparently took 10 seconds.

Nebelwerfers were painted just about as many different ways as the trucks themselves.

Here is a nebelwerfer 41 rocket
http://users.skynet.be/jeeper/nebelwerfer1.jpg
http://wilk.wpk.p.lodz.pl/~whatfor/aa1/wgr90.jpg

here is a buttload of reference pics. SOmewhere in there are pics of the rockets too.

http://www.wargamer.com/Hosted/Panzer/koblenz/internet/imagepages/image13.html
http://www.wargamer.com/Hosted/Panzer/koblenz/internet/imagepages/image14.html
http://tanxheaven.com/ljs/nebelwerfer/nebelwerferljs.htm
http://members.aol.com/ItalyWW2/Nebelwerfer.jpg
http://users.swing.be/sw208720/char1/232501.jpg
http://www.ima-usa.com/product_info.php/cPath/14_119/products_id/245
http://www.panzer-modell.de/specials/ontour/koblenz/Bild078.jpg
http://www.panzer-modell.de/specials/ontour/koblenz/Bild077.jpg
http://wilk.wpk.p.lodz.pl/~whatfor/krowa.htm
http://www.odkrywca.pl/picsforum12/a1.jpg
http://www.jagdtiger.de/Various/Francetrip-03.jpg
http://www.mishalov.net/military-vehicles/pictures/img_1982.jpg
http://www.ilexikon.com/images/c/c2/Nebelwerfer_15cm_6_rohre_sk.jpg
http://www.tincrossmilitaria.com/German%20Photo%207.htm
http://www.toadmanstankpictures.com/nebel.htm

this is just a model, but it is HIGHLY accurate
http://www.onlinedid.com/products/wwii/60011/
http://www.onlinedid.com/products/wwii/60011c/
http://www.onlinedid.com/products/wwii/60011g/
http://www.onlinedid.com/products/wwii/60011y/

pedroleum
11-08-2005, 11:35 AM
thanks a lot ted and wile e !!
thats what i call some reference :)

i'll go straight to work!

Sproily
11-08-2005, 01:13 PM
Jed. :mod:










;)

TheMiede
11-08-2005, 06:20 PM
Originally posted by Trp. Jed


3000 isn't high - in fact its rather low. Player models are 4800 polys and the Tiger tank comes in at almost 11000. That said, any map model should have a suitable number of LOD levels.

Uhhh are you making that? Holy :donrluvs::donrluvs::donrluvs::donrluvs:. Nice. I love the detail. When will it be released?

Trp. Jed
11-08-2005, 07:15 PM
I'm not making it, its made already and its not for a game. Its just a very high poly 3D model I made ages ago for the fun of it.

TheMiede
11-08-2005, 09:29 PM
Would you mind releasing it? I could really use it. If you dont want to its alright because pedro's making one.

Scooty Puff Senior
11-08-2005, 09:37 PM
Trp. Jed always just has to make people feel bad.

STOP POSTING BETTER MODELS >:O

Watchtower
11-09-2005, 01:59 AM
Given Jeds history - and no offense - he most likely wont release this or any model he makes directly to the public because you dont make any money that way. (100% understandable)

So to you I say keep working on yours, and if another, better version comes out, you got in good practice and its appreciated by the community in the mean time. Valve will most likely kick out this or something similar in the future.

Trp. Jed
11-09-2005, 05:54 AM
Well its not that I wont release them - those high-poly models I made are a couple of years old and were never made with a computer game in mind. I just did them for fun and they run to hundreds of thousands of polygons.

Only reason I posted them as as reference for those making their own models.

As for the other models I've done, as I've stated in other threads I'm not going to make the most obvious models because Valve will. I would of loved to of made my Sherman for Source but I'm pretty sure Valve will make one at some point and mappers will use the default over a custom one.

It's not really about money although I admit, at the moment, with the time and effort involved in making a good Source model it would be nice to get some payback for 30+ hours work.

However, I *am* still making models, I'm just not as motivated as I was for 1.3 because I'm personally very dissapointed with DoD:S and have given up on it for now.

Anyway, sorry for the thread hi-jack - just wanted to put the record straight.

pedroleum
11-09-2005, 08:18 AM
Originally posted by Trp. Jed

However, I *am* still making models, I'm just not as motivated as I was for 1.3 because I'm personally very dissapointed with DoD:S and have given up on it for now.


i asked myself the same thing yesterday. why do i make models and stuff for a game i haven't played seriousely in weeks (except for testing maps and models)

we shall not give up ;)


btw. my nebelwerfer is going well :)
here's a screenie of current progress!


Trp. Jed
11-09-2005, 09:30 AM
Looks O.K so far but whats the current polygon count? It could really do with some less angular curves, especially on the wheels and barrels.

DjBourgeoisie
11-09-2005, 10:37 AM
Originally posted by Trp. Jed
3000 isn't high - in fact its rather low. Player models are 4800 polys and the Tiger tank comes in at almost 11000. That said, any map model should have a suitable number of LOD levels.

For the stage the model is in I think 3000 is high. With the addition of wheels etc its going to skyrocket. I know what the hl2 poly counts are and what they should be ;) You sure the tiger is 11000 tris?

pedroleum
11-09-2005, 10:52 AM
current polycount (when mirrored lower part) is around 4500. so final gun lod0 will be around that..

Trp. Jed
11-09-2005, 11:09 AM
Originally posted by DjBourgeoisie
For the stage the model is in I think 3000 is high. With the addition of wheels etc its going to skyrocket. I know what the hl2 poly counts are and what they should be ;) You sure the tiger is 11000 tris?

Check it yourself in HLMV if you have any doubts.

Trp. Jed
11-09-2005, 11:15 AM
Originally posted by pedroleum
current polycount (when mirrored lower part) is around 4500. so final gun lod0 will be around that..

Give yourself another 1000 and smoothen up the wheels and delete all the hidden faces you can. I'd make LOD1 about 4500.

Seriously 5500 for your 'werfer with all the little wires and fittings it has is perfectly fine. When the player is on top of it its not going to have that much impact and with LOD levels it'll kick down at distance anyway.

Source is much better geared towards dealing with high poly models with LOD and various engine tweaks so you don't have to be hyper cautious with polycounts as you did in 1.3. As long as you are smart about how you construct your models, use normal maps where possible instead of geometry and with proper LOD techniques your model will be fine.

pedroleum
11-09-2005, 04:09 PM
more like this?
its now at 6350 :/ i can optimize maybe something somewhere hidden....



i kept the old parts for next lower lod ;)

Trp. Jed
11-09-2005, 05:17 PM
Yeah that looks loads better now.

Hard to see where you could optimise it without seeing the actual mesh construction.

TheMiede
11-09-2005, 10:05 PM
Nice pedroleum. I asked the The Trenches Sound Enginner if he wouldnt mind making me a new nebelwerfer sound that is better quality than the DoD 1.3 version but he said that college is kicking his butt so he may or may not make it. So until then I will just use the DoD 1.3 version. Also pedroleum, you can be part of my private beta testing, which will probably be in a month or so. Right now I am alpha testing the map with my clan. If you want to be a part of that just email me but its not very fun right now as it is very bare.


EDIT: One thing i notice. The nebel werfer is aiming a bit low. It looks like its going to shoot straight at someone. I was wondering if you could tilt it up to make it look like its shooting up into the sky.

pedroleum
11-10-2005, 12:19 AM
yeah, i didnt rotate the whole upper part of the model, since i'm still moving around stuff.. it's much easier to do that when everything is 90°.

could have rotated it for the screenie though ;)

i thought about making the model two-parted, so every mapper can rotate the upper part as much as they want.

some prop_physics shells on the ground and one/two of those cartridges should do a nice job! :)

pedroleum
11-10-2005, 12:23 AM
oh, and about the texture. i'm going to make 3 skins for now. one will be this dark metal..
miede, you can wish another one. just let me know. (send a pic or tell me on which of the "while e pics" i can find it.

Wile E Coyote
11-10-2005, 03:21 AM
Originally posted by pedroleum
more like this?
its now at 6350 :/ i can optimize maybe something somewhere hidden....



i kept the old parts for next lower lod ;)

Oh heck yeah that is a ton better.

To continue the hidden thread in this thread, I really don't get why people dislike DOD:S I have been playing non-stop. I don't even use regular DOD anymore.

Yeah it's a new version. Adapt and overcome :)

HappyFunBall
11-10-2005, 03:29 AM
I gotta agree, Wile. Loving the DoD:S. :)

ultranew_b
11-11-2005, 09:11 PM
Really nice model !! :cool:

Deceiver
11-11-2005, 09:51 PM
Originally posted by Wile E Coyote
Oh heck yeah that is a ton better.

To continue the hidden thread in this thread, I really don't get why people dislike DOD:S I have been playing non-stop. I don't even use regular DOD anymore.

Yeah it's a new version. Adapt and overcome :)

Definitely...so sad to see ppl not play DoDS just because they were good in 1.3 and expect to be just as good in a brand new game like DoDS *cough* Dman *cough* =P

Haven't even touched 1.3 since DoDS came out

Trp. Jed
11-12-2005, 02:19 AM
Originally posted by deceiver
Definitely...so sad to see ppl not play DoDS just because they were good in 1.3 and expect to be just as good in a brand new game like DoDS *cough* Dman *cough* =P

Haven't even touched 1.3 since DoDS came out

Off top it. Save it for general. :mod:

pedroleum
11-13-2005, 02:29 PM
update :) read first post!

*bump*

Deceiver
11-13-2005, 03:04 PM
love the two bottom skins

Trp. Jed
11-13-2005, 04:27 PM
Nice ROFLWerfer :)

TheMiede
11-13-2005, 10:25 PM
Hey for the first skin can u make it liek the tips of the barrel are burnt like the bottom two skins. Thanks a lot. This will be going in the axis spawn for sure.

pedroleum
11-14-2005, 10:55 AM
Originally posted by TheMiede
Hey for the first skin can u make it liek the tips of the barrel are burnt like the bottom two skins. Thanks a lot. This will be going in the axis spawn for sure.

sure, it's done :)

a friend of mine called that one the "axis skin" aswell ;)


about progress:
---------------------------------------------
i'm working on the lods atm. i hope to get it done in the next hours.

does anyone know the approximate weight of the nebelwerfer projectile? i'll do that prop_physics.

by guessing, i would put in a value of 10kg or something.?.?

Sproily
11-14-2005, 11:08 AM
I think your best bet is to compile it static.. If its going to be heavy, theres no use for it to move.

pedroleum
11-14-2005, 11:28 AM
Originally posted by Gellyfishh
I think your best bet is to compile it static.. If its going to be heavy, theres no use for it to move.

a friend just told me, its 35kg. that should move when naded...

Trp. Jed
11-14-2005, 11:38 AM
To make it move properly you should rig it light a vehicle so it actually rolls on its axle.

Ginger Lord
11-14-2005, 11:59 AM
Originally posted by pedroleum
a friend just told me, its 35kg. that should move when naded...

Thats not a lot at all, under half the weight of a human. You sure he's right, the tyres would probably weight near that alone let alone all the metal on it.

pedroleum
11-14-2005, 12:02 PM
lol, im sorry, there must be a misunderstanding :)
i'm talking about the projectile.
i'm doing the nebelwerfer as a prop_static (and a version which is split in two pieces)

only the projectile (you can't see that one on the pic) i'm doing as prop_physics. it weights 35kg :P

pedroleum
11-14-2005, 12:50 PM
hmm.. i can't get that origin of the upper part on the right spot :/
does anyone know a trick to get the origin of the model to a specific point? something like a bone on those prop_physics ?

i tried that one, but it didnt work.

pedroleum
11-14-2005, 01:31 PM
nevermind :P works now.
hammer didnt reload the model the way i thought it did....

TheMiede
11-14-2005, 03:38 PM
SO IS IT DONE? I cant wait to implement it in the axis spawn.

pedroleum
11-14-2005, 03:40 PM
in a second ;) patience!!

pedroleum
11-14-2005, 05:38 PM
it's done!

releasethread (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=58628)

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