=DOWNLOAD= Tolchok's Deuce and a Half Convoy Truck .mdl Prefab!


Glidias
07-02-2003, 11:02 AM
I ported Tolchok's superb tolccw.rmf prefab over to a .mdl format.

It's pretty much exactly the same. I just did some few changes and reduced some cool details to make lower epolies but size and all is the same. Added wheel moving animations. This is a rough beta 1 version. Epolies are at around 635...very economical. Texture memory is around 325KB.

I feel bad for not sticking totally to the original with all the underneath-truck details such as fuel tanks and spokes..(Tolchok rulz!!)..(Let's just say that i hate epolies and so i made it low poly ).. But everything is the same. .rmf brushwork = model pretty much. It's ported directly over from rmf brushwork to model....so u can use the rmf brushwork as a "blockage".

I'm sure u pple have HL model viewer so no screens okay???

http://home.domaindlx.com/glidcom/tolccwb1.zip

d3fmaybe
07-02-2003, 11:33 AM
Screenshots attached. D:

CptMuppet
07-02-2003, 12:04 PM
OMG. How did you convert an RMF to mdl?

Great work!
I was thinking about sticking a truck of some sort in my map... this might do the job :)

TheNomad
07-02-2003, 12:05 PM
thats a nice model, but could u make it so theres nothing in the back compartment?

07-02-2003, 12:16 PM
Yeah re-work the model so it has some sub models with the back open or filled with different things. other than that good work.

07-02-2003, 12:43 PM
Nice work glidias.

I added a submodel to it with no cargo.
http://www.dodrealm.com/dwp/files/tolccwglidgein.zip (www.dodrealm.com/dwp/files/tolccwglidgein.zip)

floMatic
07-02-2003, 12:58 PM
Originally posted by CptMuppet
OMG. How did you convert an RMF to mdl?

Great work!
I was thinking about sticking a truck of some sort in my map... this might do the job :)

It works with 3dmax


jo cool truck

07-02-2003, 02:01 PM
Looks nice. I really wish some one would have mentioned the rmf to mdl thing before....aarrgghh.

Good work

TheNomad
07-02-2003, 02:08 PM
wow, thx dude.

ps. can s1 help me convert a rmf to a mdl, PM me if u want to help.

07-02-2003, 02:44 PM
thanks a lot! think u can do this with an opel blitz truck?

CptMuppet
07-02-2003, 02:50 PM
Heck, convert any RMF prefabs to .mdl!

NC17
07-02-2003, 07:25 PM
Yo FLOMATIC after i import a file into 3dsmax how do i go about getting it into dod from 3dsmax?

Glidias
07-02-2003, 09:54 PM
I know. In fact, i'm supposed to make a random traffic convoy thing. An env_model (or dod_control_pt...haven't decided yet) with its respective submodel is randomly chosen to drive along the road each time. In short, each sub model is randomly chosen. That was exactly what i intended.

How to convert RMF brushwork? I use this method (mentioned long ago as well): DIY

1. You've got .rmf brushwork. Place it properly in relation to the origin of Valve Hammer Editor grid.
2. Click on every individual brush and convert it to func_wall. This is to prevent vis-portal splitting during compile.
3. Edit>Select All and Apply NULL texture
4. Shift+A texture application: Apply another texture on all visible faces you can see on the model.
5. Edit>Select All, Shift+A, increase texture scale to 16x, face alignment centered.
6. Compile map (CSG and BSP only)
7. Once .bsp is produced, go convert that .bsp to a .asc (or some other format) that can be read by 3d programs such as Milkshape 3D or 3D Studio Max. For the conversion, i use VeSDK editor that you can get from http://www.deep-shadows.com/downloads/vesdk_en.zip . Use the lev editor export function. I didn't bother with using the export scale factor....I suggest you don't....keep it at 1.0 ok?
8. Import the .asc in MS3d or 3dSmax or your program. Scale all 0.25!! By then, the extra vertices should have collapsed into each other so there's no need to re-weld vertices. Rotate and orient the model properly *about the origin*!!!
9. Result: One clean model that is exact replica of your .rmf. Now, group and texture it. I use Lithun Unwrap and MS3D's tile texture application plugin (half-life mdls don't support repeating textures, so just tile apply 1 repeat only!) from v1.6.5.
9. Do the nceesssary .qc compiling to get that thing into a .mdl!

So, now you can transfer 500 wpolies into 1000 epolies if you are desperate!

TheNomad
07-04-2003, 09:10 AM
could some one help me skin/mesh a model, PM me if you can.

NC17
09-27-2003, 09:37 AM
Originally posted by Glidias
I know. In fact, i'm supposed to make a random traffic convoy thing. An env_model (or dod_control_pt...haven't decided yet) with its respective submodel is randomly chosen to drive along the road each time. In short, each sub model is randomly chosen. That was exactly what i intended.

How to convert RMF brushwork? I use this method (mentioned long ago as well): DIY

1. You've got .rmf brushwork. Place it properly in relation to the origin of Valve Hammer Editor grid.
2. Click on every individual brush and convert it to func_wall. This is to prevent vis-portal splitting during compile.
3. Edit>Select All and Apply NULL texture
4. Shift+A texture application: Apply another texture on all visible faces you can see on the model.
5. Edit>Select All, Shift+A, increase texture scale to 16x, face alignment centered.
6. Compile map (CSG and BSP only)
7. Once .bsp is produced, go convert that .bsp to a .asc (or some other format) that can be read by 3d programs such as Milkshape 3D or 3D Studio Max. For the conversion, i use VeSDK editor that you can get from http://www.deep-shadows.com/downloads/vesdk_en.zip . Use the lev editor export function. I didn't bother with using the export scale factor....I suggest you don't....keep it at 1.0 ok?
8. Import the .asc in MS3d or 3dSmax or your program. Scale all 0.25!! By then, the extra vertices should have collapsed into each other so there's no need to re-weld vertices. Rotate and orient the model properly *about the origin*!!!
9. Result: One clean model that is exact replica of your .rmf. Now, group and texture it. I use Lithun Unwrap and MS3D's tile texture application plugin (half-life mdls don't support repeating textures, so just tile apply 1 repeat only!) from v1.6.5.
9. Do the nceesssary .qc compiling to get that thing into a .mdl!

So, now you can transfer 500 wpolies into 1000 epolies if you are desperate!

Can you (or anyone for that matter) convert a bunker into a .mdl for me please

I have this nive bunker that is not very high poly but i want to use it as a .mdl for my upcomming beachmap

Glidias
09-27-2003, 10:50 AM
Yes, i could convert yr bunker into an .mdl.

2ltben
09-27-2003, 12:43 PM
Originally posted by d3fmaybe
Screenshots attached. D:
You don't take HLMV screenshots with a black background.

NC17
09-27-2003, 12:53 PM
Originally posted by Glidias
Yes, i could convert yr bunker into an .mdl.

What do you want me to send you? the .rmf?

Glidias
09-27-2003, 10:16 PM
yep...the rmf to glidias@hotmail.com Make sure i have a way of getting the textures for the bunker. Tweakage, skinning and exporting should take less than 1.5 hours.

Actually, as for exporting the model from 3dsmax/milkshape/3dprogram into a .mdl format, you should read the Modelling Forum for that.

Sly Assassin
09-27-2003, 11:13 PM
@ Gildias, I'm assuming from obvious posts by yourself that you are able to change to .mdl format things from an .rmf.

My question is are you able to do this for anyone that asks or just 'special' people ;)

I've got some barbed wire etc that I would like to be made into .mdl for my map. Now if you're able to help me that would be great, been looking for someone whos capable of doing this for awhile.

Glidias
09-28-2003, 12:17 AM
Yes, i wouldn't mind converting WC brushwork for others.

But honestly, it would be better to do it yourself (DIY!!). Give a man a fish, and he can eat it for a day. Teach a man to fish, and he can eat 'em for a lifetime.

Sly Assassin
09-28-2003, 01:06 AM
Originally posted by Glidias
Yes, i wouldn't mind converting WC brushwork for others.

But honestly, it would be better to do it yourself (DIY!!). Give a man a fish, and he can eat it for a day. Teach a man to fish, and he can eat 'em for a lifetime.

I'd like to learn to model just unfortuantly don't have the time :(

I'll pm ya later about what I want done if thats kewl ;)

TheNomad
09-28-2003, 02:50 AM
do u do animations?

Glidias
09-28-2003, 07:05 AM
yes...i know how to do animations.

But i'm not reasonably l33t. But i know how to do it,...that's all.

NC17
09-28-2003, 03:23 PM
Originally posted by Glidias
yep...the rmf to glidias@hotmail.com Make sure i have a way of getting the textures for the bunker. Tweakage, skinning and exporting should take less than 1.5 hours.

Actually, as for exporting the model from 3dsmax/milkshape/3dprogram into a .mdl format, you should read the Modelling Forum for that.

Alright thx, i sent it to you a few minutes ago

I am working on a few other different types of bunker prefabs as well that would make more sense as models

I am going to try to get 3dsmax in a few days so i can do it myself ;)

[SoS]Schlex
10-03-2003, 07:47 AM
good job , dude :)

10-05-2003, 11:02 PM
That looks real good, I like it. I rode in a duce and a half a few times at a paintball field I play at. A difference between the two is that the canopy on the one I rode in was shortened about 2 feet so you could jump out of the back easier. Here is a .rar of a couple pictures I have of it, you can use them for reference or for textures, I don't care.

http://www.megaone.com/dcmapres/duce and a half.zip

click + drag to the address bar

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