Mapmodel Release: Hanomag SdKfz 251


Tolchok
10-02-2003, 08:29 PM
This is my first model, constructed in Worldcraft and exported to Milkshape using the technique described by Glidias.

It is the late model (1943 onwards) Hanomag SdKfz 251 armoured Half-track, common throughout the German armed forces during WWII.

If I have time, I will make some complementary models such as a towed 88mm anti-tank gun, Nebelwerfer, pak 40 etc.

Preview here (http://freespace.virgin.net/es.dawe/visual/Hanomag/hanomag.jpg)

Download here (http://freespace.virgin.net/es.dawe/maps/tol_hanomag.zip)

Tell me what you think.

Insta
10-02-2003, 08:31 PM
Very nice :D

Sly Assassin
10-02-2003, 08:33 PM
wow :o all I can say is dam nice work mate :D I think I'm going to add this into my map :D

-iNw-Andy
10-02-2003, 09:49 PM
Great work, Tolchok! I look forward to any other things you have in store for the future!

AFG
10-02-2003, 10:56 PM
*jaws drop*

10-02-2003, 11:17 PM
Sweet. I am guessing an mg can setup perfectly in the slit on the top right? =)

Monk

Mr. Me
10-02-2003, 11:44 PM
nice work, great work, i love the edges, they have a kinda roundish feeling makeing the model less modellike. great work.

Kehldon
10-03-2003, 12:18 AM
Man have I been waiting for one of those, great work Tolchok! :D

Only thing left om my wish list is the flak 38 ....

Rotkopf
10-03-2003, 04:14 AM
model and skin are awesome, and thís release is definately going to add to the atmosphere of many maps, because yet we only have seen large amounts of Panzers in most maps, where in reality often only halfstracks were avaible. Espicially because dod is a pure infantry game.

Tolchok
10-03-2003, 05:43 AM
Monk - Mg setup at the gunshield is not perfect because the 'pivot' point on the player mg is the player itself, rather than just in front of the magazine on the mg. What this means is that when the player deploys the mg in the gunshield, and traverses the weapon left or right, the mg passes through the gunshield. I couldn't do anything about this though.

Rotkopf - With the file I've included brushwork to 'clip' the model with a bulletproof fighting compartment - you can also deploy mg's from the sides of the vehicle. It adds an interactive element to the model.

I'm now working on converting my deuce and a half truck - it should take some time because I'm going to completely remake the geometry and textures - so watch this space.

haircut
10-03-2003, 05:57 AM
Originally posted by Tolchok
I'm now working on converting my deuce and a half truck - it should take some time because I'm going to completely remake the geometry and textures - so watch this space.

Any chance of Desert textures with that ... please :D

Stoffer
10-03-2003, 07:43 AM
Finaly! its amazing!

-Stoffer

[SoS]Schlex
10-03-2003, 07:48 AM
i love it .. good job .. i add it to my mapmodels download sektion soon

Cheeto
10-03-2003, 07:55 AM
Cool, looks better than mine.

FuzzDad
10-03-2003, 08:56 AM
And who said the community was dead? Actually...I like the smaller...leaner...mapping and modeling forums now. Good stuff "T".

My recommendation would be to add (if you can) a destroyed sub-group and then take several parts off the model and create a seperate "gib" model...a gib model would have several sub_groups of small destroyed parts...so a mapper could then make the vehicle blowup...swap out the "good" model sub_group with eh "bad" model sub_group and then fire off a few env_shooters with your vehicle gib parts. I used the original Osprey gib set in flugplatz when you blow up the Me262's...look carefully at the explosion sequence...you'll occasionally see the bigg-ass propeller blades...lol

BTW...Waldo finally asked me the other day "Hey...so what's with the Festung Map in gilder?"

floMatic
10-03-2003, 09:35 AM
lol i working on the same thing but yourmodel looks great and i can make another model .
but its to highpoly try to make it by 1300 polys;)

Tolchok
10-03-2003, 10:09 AM
haircut - once I've finished the deuce, I'll have a go at transforming the textures to a desert pattern.

[SoS]Schlex - Thanks - I could do with some hosts for this.

Fuzzdad - Cheers m8. I'll definately consider it - I'll just have to learn how to do it first:) I made this model 'on the fly' while learning how to use milkshape, so in essence I didn't know exactly what I was doing half the time.
I hope you concocted some suitably bizarre and convoluted tale to explain that poster;)
Also, downloaded Falaise last night, but no time to look round it yet - I'll check it out l8r and give you a shout.

flomatic - I added the rear pintle, mirrormounts, lamp, and trackwheel rims later on, because without them the model looked rubbish - these are what pushed up the polycount on the model. I suppose the problem with making a Hanomag is that you have to include an interior, and this means you have less polys to spend on the exterior. I wasn't sure what the polycount convention is dod - I just looked at some other models and thought "well, it's less than 2 tanks worth".

Faceman
10-03-2003, 12:59 PM
Originally posted by Tolchok
With the file I've included brushwork to 'clip' the model with a bulletproof fighting compartment - you can also deploy mg's from the sides of the vehicle. It adds an interactive element to the model.

That's great stuff. Very much interactive, instead of these machines standing around and looking pretty we can actually use them to an advantage.

Very good work.

TheNomad
10-03-2003, 01:17 PM
Nice job tolchok!! and thx for adding the clipping :)

10-03-2003, 02:10 PM
very nice. as one modeller to another I have a couple of tiny things you could do to make it OMFG instead of OMG. the front tires are too dark, also the tire tread could do to change. The top shell is great but it seems a bit blured, shaprening it would be great.

other than that :eek: :eek: OMG GJ

2ltben
10-03-2003, 03:23 PM
Can you make an open-backed one so players can hop in with an MG and set up on some invisi-sandbags?

Tolchok
10-03-2003, 05:09 PM
Angry Beaver - I had to make a decision about the tyres - at first I started out with a standard type tread, but I couldnt get a good enough seam between the tread, and the face of the wheel where the tread wraps over. I then spotted a different type of tyre that was fitted to Hanomags, and because it didn't have the wrap-over tread, I used that instead. I agree that in retrospect it could have been a lighter shade. I will probably go back at some stage and remake it so that I can put in all the other gubbins - submodels etc. and this will give me the opportunity to make a better wheel
As far as the texture being a little blurred, I think it's just a matter of taste. I tested a few levels of sharpness, and this was the level I thought was the sharpest without the pixellation that I really dont like.

2ltben - If I do a remake, I'll include a version with the rear doors open.

Plato
10-03-2003, 09:26 PM
Nice work. I was wondering if you mind if i modify the camoflage scheme to add diffrent camo patterns and the like, or maybe even a winter version skin for your model? Just to add some varitey and practice in photoshop aswell.

Mythic_Kruger
10-03-2003, 09:27 PM
High-quality model. Awesome. Good job. Thanks for the clip brushes. Keep up the good work.

RA7
10-04-2003, 05:14 PM
Very nice, good job.

Glidias
10-05-2003, 04:49 AM
It really look so ww2ish!! Even the background surroundings (the vegetation_is so realistic!!!

That screenie looks like it is in Software Rendering.

Would be cool to remake it with a func_tank LOL!

If they fixed the moveWith code for Version 1.1, i do hope we can have it drivable as well!

Tolchok
10-05-2003, 03:41 PM
Ok. This is what I'm doing: I'm remaking the model to incorporate some of the changes suggested in this thread. I've reduced the polycount (with no visual changes) to 1800 as suggested by flomatic, replaced the tyre texture with something much better, suggested by Angry Beaver, and now I'm working on sub-models as per the advice of Fuzzdad. I'm going to make 3 sub-models: One with the rear doors open, one wrecked, and a group of wreckage parts that can be fired with an env_shooter. It should all be ready by the end of the week.

Plato - I don't mind at all if you want to make new textures for it - I would suggest waiting for the new version though.

Mythic_Kruger, RA7 - Thanks.

Glidias - :) I actually made a pretty good working tripod mounted mg42 before mg's were included in the game. I was thinking of remaking it into an mg34 for the front gunshield and adding it with the .rmf, but the problem is that the player interaction animation with func_tanks is nowhere near as good as the actual mg34 player animation - using the func_tank, the player stands way back and looks like it's using a .50 cal mg, ie, hands nearly together in the 9 and 3 o'clock positions - so I scrapped the idea.
I'm not sure about a driveable one - that would require a track animation - :eek:

Sly Assassin
10-05-2003, 04:14 PM
You're doing a dam fine job there mate :D can't wait for the new version of it :D I'm already using it in a map I'm currently making :D

Keep up the great work :D

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