[WIP] - Map model - U-Boat type IX


Trp. Jed
02-07-2004, 09:33 AM
No, this isn't the model from MOHAA but its the same class of sub.

Cheeto wanted it for a map and so did a few others so I decided to make a new model as I lost the old one.

It's around 1600 polys right now without the deck guns but seeing as its such a large model and is probably a map objective I figured thats not too bad. You could probably get it down more by deleting the poly's off the bottom of the hull though if its in water.

- Jed

ez
02-07-2004, 12:31 PM
Looks cool man.:eek:

Trp. Jed
02-07-2004, 03:13 PM
All done. :)

1294 polys... now i just need to skin it.

- Jed

Kettenhund
02-07-2004, 06:09 PM
very nice =)

gabagoo
02-07-2004, 08:16 PM
nice

what do you use to make your models jed ?

Trp. Jed
02-08-2004, 04:06 AM
Originally posted by gabagoo
nice

what do you use to make your models jed ?

Modelling - Milkshape
UV Mapping - LithUnWrap
Skining - Photoshop

- Jed

gabagoo
02-08-2004, 06:02 AM
Originally posted by Trp. Jed
Modelling - Milkshape
UV Mapping - LithUnWrap
Skining - Photoshop

- Jed
w00t i use all the same programs, but the only difference is i suck at all of them and you do brilliant work with them:p

you reall really have to make a video tutorial of you modelling player models in milkshape because your player models are high quality yet they were made with milkshape you GOTTA MAKE A VIDEO! :) that would be awsome :) :) :)

Trp. Jed
02-08-2004, 07:22 AM
It would be a very very very long video...

Oh, I started the hull texture today.

- Jed

gabagoo
02-08-2004, 01:52 PM
Originally posted by Trp. Jed
It would be a very very very long video...

Oh, I started the hull texture today.

- Jed
sounds good to me :p

divisionazul
02-08-2004, 03:48 PM
This looks really nice :)

Trp. Jed
02-08-2004, 03:49 PM
I want 2 days of my life back...

- Jed

gabagoo
02-09-2004, 01:06 AM
this is top notch stuff !

ever think of working for a gaming company jed ?

AFG
02-09-2004, 01:15 AM
this would be so nice on a map. anyoen remember the sub map from b3.1? it was called dod_u517 or something.

Trp. Jed
02-09-2004, 05:45 AM
Originally posted by gabagoo
this is top notch stuff !

ever think of working for a gaming company jed ?

All the time but game companies wont touch me because.

a) I have no formal education in the area.

b) I dont know how to use any of the comercial packages like 3DSM.

Talent alone gets you nowhere these days. Sadly its not 1988 an more :(

- Jed

Draft Dodger
02-09-2004, 11:10 AM
Originally posted by AFG
this would be so nice on a map. anyoen remember the sub map from b3.1? it was called dod_u517 or something. I remember it, it was called dod_u505 (http://www.dodarg.com.ar/2002-junio.php#260602-03). I tried to find a download the other day, but can't. It was an interesting idea for a map!

divisionazul
02-09-2004, 12:31 PM
The U-boat looks nice Jed.... will you make a destroyed version too?


PD: That web...Beta 3.0 snif... it was a golden age for dod :(

Trp. Jed
02-09-2004, 07:36 PM
Originally posted by divisionazul
The U-boat looks nice Jed.... will you make a destroyed version too?

Don't know. At the moment I'm a bit worried about texture sizes and adding a destroyed texture could be a nightmare.

Because of the size of the model it needs large textures to get the detail in and at the moment Im using two 1024x1024 textures which I'll resize down to 512x512 when I've finished.

Saying that though should you blow up the U-Boat logic dictates you would put a charge below the water line to sink it and hence, you wouldnt see much external damage anyway.

I'll probably add an animation to the MDL so that mappers can trigger it and have the U-Boat "sink" when the objective is achieved.

- Jed

Silverghost
02-09-2004, 08:21 PM
2 512x512's will be fine :)

Cheeto
02-09-2004, 11:40 PM
Originally posted by Trp. Jed
Talent alone gets you nowhere these days. Sadly its not 1988 an more :(

- Jed Yeah just look at the anims from RtCW...

Trp. Jed
02-10-2004, 11:19 AM
Almost done... Need to tweak a few things and add some weathering (rust, grime, etc) to the surface of the boat and finish the cannon textures.

This is taken with 1024x1024 textures on - I always work at double the final size so I can add plenty of detail that scales down appropriately.

Only think I've realised i is that I've got the wrong type of flak gun on the back and I'm having a hard time finding a decent reference photo to texture the bow 105mm cannon. Anyone got a good pic I can use?

- Jed

Dying Robot
02-10-2004, 11:27 AM
I just hope that the mappers will make their map good enough to bring out the best in the model.

Fun, would also be a requirement as far as I see it.


Not like Anzio, Forest, Flash and Switch.

Switch is a good attempt, but in the long run it gets worn out and the stalement becomes annoying beyond compare.

Anyways, that's a whole other thread...The boat looks really good Jed.

||held||bOnd
02-11-2004, 07:18 PM
The Map dod_505 never release Sentry are still in this Forum bud he loose lots off the Map from a Hard disc Crash.
I send him a Mail some Times ago to Finish his great Map.
I Love the Hole think capture the Enigma ......
And the Full Boot.
Expect the Map to bud still no Release .....:( .


Youre Boot Looks good to!

divisionazul
02-12-2004, 10:57 PM
this is not a real uboat but you can see the flak:

http://www.aerohistorians.org/features/nats2003/uboat.jpg

VoodooChild
02-13-2004, 12:11 AM
Please continue to work on this, it gives mappers a whole list of options for some british commando vs axis scenerios in Norway!

It makes me think of that old single player mission in MoH

Trp. Jed
02-14-2004, 08:54 PM
Well I finally finished the texture for it - I was messing around with the gun textures and I'm still not happy with them but their O.K I guess. AA gun I re-did as it was the wrong type before.

I'm not going to add any more guns, even though I know subs had them. I dont want to clutter the decks with junk if mappers are going to allow players to walk on this thing.

And I know its not strictly a type IX but its a sort of wierd/hybrid/made up thing as I'd already modelled it before I found good reference pics.

Just need to make some damaged texture for it now and bundle it up as an MDL.

Stats:

Poly's: 1287
Textures: 2 x 1024x1024 (will resize to 512)
Modelled in: Milkshape 3D
UVMapped in: LithunWrap
Skinned in: Photoshop
Rendered in: POV-Ray

Heres a pretty picture.

- Jed

Mr. Me
02-15-2004, 12:36 AM
this is getting better and better :D

Trigger
02-15-2004, 12:55 AM
Shiny

VoodooChild
02-15-2004, 01:25 AM
Sweetness....get this released! That pic is fantastic, can we get a closer look at the top?

ty, gj,
Voodoo

Trp. Jed
02-15-2004, 05:11 AM
Originally posted by VoodooChild
Sweetness....get this released! That pic is fantastic, can we get a closer look at the top?

ty, gj,
Voodoo

Theres a slightly larger render on my homepage.

- Jed

Silverghost
02-15-2004, 01:15 PM
leave the 1024x1024 textures in with the .mdl :p

divisionazul
02-15-2004, 02:31 PM
Originally posted by Silverghost
leave the 1024x1024 textures in with the .mdl :p

or made two versions.... but plz... release this :D

KlaymenDK
02-15-2004, 03:02 PM
Wow that's almost photorealistic ... but still needs "wear and tear" marks. Oh yeah, and a map to put int in. ;)

Great work!

Trp. Jed
02-15-2004, 03:42 PM
Whoops...

gabagoo
02-15-2004, 03:50 PM
awsome

Billie|Joe
02-15-2004, 04:11 PM
indeed

gabagoo get yo butt on irc >_< :D

Trigger
02-15-2004, 04:11 PM
HalfLife models can't have textures greater than 262144 pixels, which optimally would be a 512x512 texture. 1028 simply wouldn't work.

Trp. Jed
02-15-2004, 04:13 PM
Originally posted by Trigger
HalfLife models can't have textures greater than 262144 pixels, which optimally would be a 512x512 texture. 1028 simply wouldn't work.

I know that :p. Anyway a 1024 texture is the equivilent of 4 x 512 textures anyway. I can feel my RAM groaning at the thought of it.

- Jed

Silverghost
02-15-2004, 07:16 PM
Originally posted by Trigger
HalfLife models can't have textures greater than 262144 pixels, which optimally would be a 512x512 texture. 1028 simply wouldn't work. ahh, I guess that explains why 256x1024 being useable.

Trp. Jed
02-16-2004, 04:54 PM
"Barry, I think we're going to need something a tad bigger than a PIAT..."

- Jed

MaRzY
02-16-2004, 05:16 PM
Now thats what i call parking.....:)

Guess thats one way to test a model ingame.......LMAO

Mortar
02-16-2004, 05:33 PM
One of the best works i ever saw.

Simply perfect ! it looks like a model from commandos (when down scaled) or H&D2, goddamit that's such a good work man...

The model, the skin... perfecto !

Original Sin
02-16-2004, 06:17 PM
That model is simpley amazing....I can not wait for it to be released.

Trp. Jed
02-16-2004, 06:44 PM
It's not *that* good.

Only problem is the skin looks ****ty at 512x512. I may have to hack it up a bit to get it to compile at a better quality.

Interesting though...

I managed to compile a version of StudioMDL to make models with 1024x1024 textures in them and HLMV shows them (cuz I built it to support them) but DoD doesnt. Boo!

Did find one reference in the studiomdl code though...

The maxium size it will compile for a single texture is 307200 bytes of image data or, in tech terms, it checks to make sure an images raw data part isnt bigger than 640 * 480.

It doesnt check the width and height, just that the width * height of the texture ISNT more than 640 x 480 = 307200.

If thats correct, then in theory you could say have a texture of 1024x300 if you wanted.

- Jed

Trigger
02-16-2004, 07:41 PM
I've heard though that a texture that isn't divisible by 16 would be resampled by HL to a more engine-friendly size, then possibly scaling it back up, effectively borking the texture. Though, I'm not sure if it does that for model textures like it does to map textures, I get the impression it would.

Mercaptan
02-16-2004, 07:59 PM
Originally posted by Trp. Jed
Whoops...

Wow, I'm flat out amazed by the quality of your work Jed. It's blowing the engine out of the water, pardon the pun ;)

Simply amazing. I hope that the texture issue will be resolved (or at least to a point where you don't mind too much.) I'd love to see the awesome maps that could utilize this model.

Just, wow.

Trp. Jed
02-20-2004, 06:43 PM
Tis' done...

I remaped the 1024x1024 texture down to 512x512's so I didnt have to use lower res textures. Yeah its 6 textures but I think for a model this size it needs it to look half decent.

I'll probably post a zip with the model in over the weekend...

- Jed

Trp. Jed
02-21-2004, 12:17 PM
All done.

Posted it in the mapping forum as technically, its a map model and there the guys that need to know it exists.

http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=28663

- Jed

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