[Map Model] - German U-Boat


Trp. Jed
02-21-2004, 12:14 PM
Ello,

Had a couple of people asking me for one of these in the past and I put this together for Cheeto but figured I should share it with the rest of you mappers.

Its a "interpretation" of a German IX class U-boat - its not 100% accurate but its fairly close.

Model is to scale so be warned - its going to take up a LOT of room. To give you some idea, its just slightly longer than the "room" that contains the glider on dod_jagd.

Tech specs... 1303 polys undamaged, 1333 polys damaged and 6 512x512 textures. It needs that many textures for a model this size! Damage is set by selecting the relevant damage submodel. Theres also a fairly basic sinking animation included too.

Picture One (http://www.wunderboy.org/images/3dgames/gallery/misc/u_boat_big_render.jpg)
Picture Two (http://www.wunderboy.org/images/3dgames/gallery/misc/uboat_blown.jpg)
Download (http://www.wunderboy.org/download.php?file=jed_uboat.zip&s=2)

So lets see some decent U-boat themed maps!

Need inspiration?

Well first up, dont think all U-Boats needed huge double birth pens (http://www.subart.net/uboat_pens.jpg) like the mission in MOH:AA. I think they were mostly repair/refitting type bases. I believe there were numerous smaller types of pens that just housed one vessel and could be easily modelled in DoD without causing too many r_speed problems.

Failing that, maybe this (http://www.kmk-scaleworld.be/Gallery/Diorama/U-552/) might inspire you.

Ah well, I'll leave you guys to do what you do best.

- Jed

greenhorn
02-21-2004, 12:50 PM
looks sweet, :)
it may be a challenge to build a map around, but it would make real nice background eye candy if nothing else

Insta
02-21-2004, 12:57 PM
That's awesome work :D

Neutrino
02-21-2004, 01:35 PM
thats really crazy and really good

Godcha
02-21-2004, 01:41 PM
awesome :cool:


i hope to see this next in any new map? ;)

Cole
02-21-2004, 03:37 PM
Using in little map project of mine maybe il actualy finish a map i started for once, thx jed.

TheNomad
02-21-2004, 03:42 PM
nice, could it be time for s1 to make a sub-pen map like in MOHAA?? i think so.

VoodooChild
02-21-2004, 05:32 PM
WOW DUDE, WOW. OUTSTANDING WORKS WORTHY OF ALL CAPS!!!! HEHE.

VOODOOCHILD

Glidias
02-21-2004, 11:04 PM
Useful for maps recreating:

-Cherbourg
-Sub Pens
-St Nazaire

etc.

A.F.Dizzle
02-22-2004, 12:38 AM
Theres lots of love for Jed going around lately.... <3 that is exqusite

Original Sin
02-22-2004, 02:26 AM
Jed, Thank you very much..I'm downloading now and will see what it looks like in map.....I'm so happy :) P.S. I've been reading Das Boot and forgot what a great story it is....:)

J69L
02-22-2004, 03:17 AM
good work...thats just exact the thing i thought about, what i need as a model in next time!!!
thank you

RA7
02-22-2004, 04:56 AM
Very nice indeed.

Here sum examples of U-Boat maps.

http://www.lanmaniax.com/maps/html/para_U507.htm
http://www.lanmaniax.com/maps/html/dod_U278.htm

Unfortunately 1 map still isn't finished.

Ginger Lord
02-22-2004, 07:17 AM
If I feel like it, I'll put this is the dock area of the axis spawn in DoD_Density.

Density is being playtested next week on DoDMaps, sign up in their forums for the download link and test place.

:p

Draft Dodger
02-23-2004, 04:12 PM
Dude! It's dod_u507! I thought that map was lost to cyberspace!

kleinluka
02-23-2004, 04:18 PM
Very nice!

It may be a little heavy on the texture memory but I guess it's fine for customs.
Nice job!

travis
02-24-2004, 11:29 PM
jed the FBI will be knocking on your door soon if you dont stop using HL2

pepper
02-26-2004, 11:29 AM
amazing, like im looking to a bf1942 model. eager to try it in a map

Trp. Jed
02-27-2004, 06:30 PM
Originally posted by kleinluka
Very nice!

It may be a little heavy on the texture memory but I guess it's fine for customs.
Nice job!

Yeah, Im aware of that. Sadly because of the size of the model, using lower res textures just made it into a blurry mess. :(

It was a case of go with large textures or have it look like the poop0rz.

Saying that, it doesnt contain that many more textures than say the axis player model.

- Jed

Glidias
02-27-2004, 09:33 PM
You can increase the no. of patches (ie. make the patches smaller), and make each poly patch the same .bitmap.

Trp. Jed
02-28-2004, 01:12 AM
Originally posted by Glidias
You can increase the no. of patches (ie. make the patches smaller), and make each poly patch the same .bitmap.

Hmmm... like I'd really want it repeating over and over and over again ;)

- Jed

Glidias
02-29-2004, 01:21 AM
Yea, that's the way to do it. Just create multiple patches and ensure each patch shares the same .bmp map.

In fact, to save texture memory for ALL yr models, you can simply let the polies share the same .bmp image. Just overlap 'em. That's what you would usually do for tiled terrains and a large family of tree trunks. They all share the same map! You don't need to create a unique UV surface for each unique mesh surface....Keep it simpler.

Trp. Jed
02-29-2004, 01:43 AM
I'm well aware of that but with the tiger stripe cammo, the various holes in the hull and the size of each polygon it wasnt practical to do. That and well, it just looks repetitive... :D

Saying that I cant recall ever making a model where a single piece of texture repeats over two or more polygons.

- Jed

Trp. Jed
03-16-2004, 09:08 PM
Just curious - did anyone make any maps using the model?

- Jed

Original Sin
03-16-2004, 09:38 PM
If you promise not to laugh, click on the links provided. Remember that this is a workin progress and I am still trying to get the scale and lighting down.....

http://home.comcast.net/~unabi/dod_das_boot20000.gif
http://home.comcast.net/~unabi/dod_das_boot20001.gif

Trp. Jed
03-18-2004, 03:13 AM
Well I'm not laughing. I know mapping isn't easy. Looks ok for a start though. :)

- Jed

El Capitan
03-18-2004, 04:34 AM
Well, the main objective of my map (as soon as I got a new mouse I'm gonna be working on it again!!) is to destroy the U-Boats the germans are hiding at the end of the tunnel, I currently have a brush based U-Boat:

http://dodnetwork.com/el/sub10/images/beach8.jpg

Which, you can walk in.

I'm still pondering whether I should include Jed's U-Boat instead though :) - What you think Jed? I'm going to have 2 of them.

Trp. Jed
03-18-2004, 05:45 AM
Well it will save you a few w_polys thats for sure.

- Jed

Astro
03-28-2004, 12:37 AM
omg u278 wth ever happened to that project? ordors was like so ready to realease is like a year and half ago...and like two weeks before he thought he would he dropped off the face of the planet...

Mythic_Kruger
03-28-2004, 09:04 AM
Good model congrats!

First, the texture memory is not high, considering that a prefab would require much more memory, but less quality ;) 1300 faces is more than acceptable. Not to mention there are 2 guns.

Just found this site about the u-boot bases in France http://www.uboat-bases.com

Jed, very nice model. The hardest part will be to clip it.

If you plan to modify it, here are some thoughts
- The sink animation is cool. The model would be perfect with a slow idle animation.
- Move the origin, to be a bit above the model. This will avoid the model to disapear when the player is in the water.
- Add a submodel without the guns. This will allow the mapper to add usable guns for example.

I started to build a map (http://perso.wanadoo.fr/kruger/maps/a_uboot.zip) around the model (lol) <- read started. If you load the map don't forget to put the model in the mapmodels folder :D
The lamp models will be replaced by low-poly ones... because 6 lamps are 6*248 = 1488 epolies, as much as the whole boat LOL

Good job. I like to think that dod is more than a rubble city and could only bless you for your efforts.

Cheeto
03-28-2004, 12:12 PM
Maybe I can make the changes for Mythic so Jed doesn't have to. That sound good to you Jeddy?

[noclan]Operator
03-29-2004, 05:48 PM
Wow, it's really really nice!

Airyn
04-19-2004, 05:53 AM
It's a very beautiful model !
I remember a dod map with u-boot...

Trp. Jed
04-19-2004, 01:42 PM
Oops, sorry Mythic. Only just saw you post.

Yes, this re-origin thing is confusing me a bit. Sometimes I get asked to make models with the origina above, sometimes below the model yet no-one has explained why.

I'll try and sort out what you wanted with the replaced origin and map model. Also I'll try and fix the sink anim a bit as I did it in Milkshape and I think if I do it in 3DSM I can make it a bit smoother.

- Jed

Sly Assassin
04-20-2004, 02:24 AM
ISn't having the origin high up on some models so that you can partially hide a model in some rubble and so on? Thats the way I understand it but I don't know jack about modelling so meh :p

TheNomad
04-20-2004, 07:47 AM
yea, if u have a model behind a small wall u may not see it if the origin is at the bottom of of the model.

Trp. Jed
04-20-2004, 09:11 AM
Yeah I got a good explanation of the technical aspect from Fuzz and Billy. I'll update my models soon with better origins and I'll make sure any furture models have this in mind.

- Jed

Trp. Jed
04-25-2004, 02:30 PM
Originally posted by Mythic_Kruger
Good model congrats!

- Move the origin, to be a bit above the model. This will avoid the model to disapear when the player is in the water.

- Add a submodel without the guns. This will allow the mapper to add usable guns for example.


Done as requested - you can re-download it at:
http://www.wunderboy.org/3d_games/dod/map_models.php

I've used an external texure file so that HL wont load the textures until it needs them.

- Jed

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