[RELEASE] Mapmodel: Burned out civilian car.


Tolchok
03-02-2004, 07:27 AM
This model is in response to feedback on this forum.

It is a Citroen Traction Avant, made from 1934 onwards. There are two models included, one with the ground debris, and one without so that the model can be placed at an angle to the ground or in a crater etc.

The model has 1344 polygons.

The zip file contains an .rmf file with the model grouped with the clip/shadow brushes to ensure correct alignment.

Screenshots and download Here (http://freespace.virgin.net/es.dawe/Tolchok_models/home.htm)

I am not yet sure what I will make next. I expect it will be a DUKW, but since this is not imperative for my current map project (that will probably never appear, judging from the number I've scrapped) it could be something like a set of flak/anti-tank 88's or a kubelwagen.

As always, feedback, comments, and suggestions are appreciated.

Cranbarry
03-02-2004, 07:43 AM
Got any Screen Shots??? Having no clue what a .rmf file is or what to use to even open it :)...

SS would be nice ! ! ! Haven't seen anything of yours I haven't liked yet!

Trp. Jed
03-02-2004, 07:44 AM
LOL. Nice work.

Guess I dont have to finish mine (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=28989) now then!

- Jed

Tolchok
03-02-2004, 07:57 AM
Cranbarry - the screenshots are at the link in the original post. I've edited it for clarity :)


Trp. Jed - doh! I guess I should occasionally look into the modelling forums. There is nothing wrong with finishing it though - you can never have too much choice. I have some broken window textures that I didn't use (because the additive effect was simply too bright whatever I did to the texture) that you can have if you want. I just spotted your U-boat release thread down there - a very nice job, especially with the difficulty of texture scale on such a large model. Especially like the deck and flak guns:)

Trp. Jed
03-02-2004, 08:31 AM
Oh thanks. I fussed over the guns a lot. Im not 100% happy with them, never satisfied. Im my own worst critic.

What I want to know is what techniques do you use for texturing your models because mine always come out very blurry no matter how careful I am. For example the seams around your doors - I use a similar technique but my lines never come out as sharp as yours do.

- Jed

Rotkopf
03-02-2004, 08:32 AM
nice work, but isnīt 1300 polys a bit high for a map model? The engine already has problems rendering all the stuff in the stock maps, so adding even more high poly models wonīt do anything good.

Just a thought by me.

Insta
03-02-2004, 08:39 AM
Excellent work as usual, Tolchok!
I can't wait to see your next map project, I'm sure it will put us all to shame :D

skdr
03-02-2004, 09:02 AM
Awesome! Just awesome work :)

Tolchok
03-02-2004, 09:35 AM
Trp. Jed - I know exactly what you mean by being your own worst critic. Those guns are a fine job considering the scale of the model. Regarding texturing, I just use MS3D. I'm fairly new to this, and haven't looked into Lithunwrap or any other way of doing it. It looks a bit complicated doing it that way to me, but having not tried it yet, I don't know. As for the blurriness, it's the Half life engine. If you use 512 X 512 textures, the engine does something wierd like resampling them down to 256 X 256. I did quite a bit of testing on this with the model oak I made some time ago. I made an alpha texture of 512 X 512 that looked fine in HLMV, but in HL it was definately resampled to what looked like 1/4 of its surface area. After some more tests, I realised that this happens with all textures that are 512 X 512, and as a consequence, I decided not to use that size. In the case of your U-boat, the tradeoff is between a slight blurriness with 512 X 512, or giant dobbing pixels with 256 X 256. The only way around this is to tile the texture - with it's limitations due to the repeat, or split up the model into smaller sections so that you can use 256 X 256, which is a bit inelegant.

Rotkopf - The official dod mapmodels are up to 1600 polys. In addition to this, a single player model is approx 1500 polys, and this can go up to 2000 polys due to spent cartidges as in the MG42 player model.

Nice one, Insta. I may post some WIP pics soon, and then I can't back out of it :)

Cheeto
03-02-2004, 09:50 AM
Originally posted by Tolchok
Trp. Jed - I know exactly what you mean by being your own worst critic. Those guns are a fine job considering the scale of the model. Regarding texturing, I just use MS3D. I'm fairly new to this, and haven't looked into Lithunwrap or any other way of doing it. It looks a bit complicated doing it that way to me, but having not tried it yet, I don't know. As for the blurriness, it's the Half life engine. If you use 512 X 512 textures, the engine does something wierd like resampling them down to 256 X 256. I did quite a bit of testing on this with the model oak I made some time ago. I made an alpha texture of 512 X 512 that looked fine in HLMV, but in HL it was definately resampled to what looked like 1/4 of its surface area. After some more tests, I realised that this happens with all textures that are 512 X 512, and as a consequence, I decided not to use that size. In the case of your U-boat, the tradeoff is between a slight blurriness with 512 X 512, or giant dobbing pixels with 256 X 256. The only way around this is to tile the texture - with it's limitations due to the repeat, or split up the model into smaller sections so that you can use 256 X 256, which is a bit inelegant. Actually, there's a console command (gl_max 512) that tells it to not resample down to 256 (which is the default). I could make it even sample textures down to 128 or possibly even lower, if I really wanted.

EDIT: Oh yeah, and Jed...finish your car or I stab you with a laser sighted ice pick. :)

Tolchok
03-02-2004, 10:01 AM
Actually, there's a console command (gl_max 512) that tells it to not resample down to 256 (which is the default). I could make it even sample textures down to 128 or possibly even lower, if I really wanted.

Thanks for that Cheeto, it is good to know. However, because this is a console command, it does not 'travel' with the model, so only those who use this command will get to see the textures in their original resolution. So, IMO, it is better to avoid using 512 X 512.

divisionazul
03-02-2004, 10:18 AM
The model is INCREDIBLE, pretty real x) I always loved your wrecked textures, x)

Suggestion --> a kubelwagen is needed, but a new, and better kingtiger or a panther would be nice to have x)

Quakah
03-02-2004, 10:37 AM
love your work tolchok!

Tolchok
03-02-2004, 10:43 AM
divisionazul - Thanks. I think I will probably end up making both a Kubelwagen and a Panther because I need both for my map! I have some interesting ideas for a Panther, including a driving animation which should be quite a challenge.

Ginger Lord
03-02-2004, 01:03 PM
Looking good, might just fit in nicely in a heavily bombarded area of my map.

OrbMonky
03-02-2004, 01:56 PM
i strongly suggest a flak panzer or some mobile anti aircraft (self propelled) im strongly in need of one :P

IR
03-02-2004, 02:34 PM
looks really nice!

Ginger Lord
03-02-2004, 03:26 PM
Originally posted by OrbMonky
i strongly suggest a flak panzer or some mobile anti aircraft (self propelled) im strongly in need of one :P

HK made an "OstWind" many moons ago in his big vehicles pack. Basically a Panther with an AA turret on top...it looked "ok" if the turret was more detailed it would be lovely...*hint*

PeeZwee
03-02-2004, 05:13 PM
WoW, super very nice.

Allies artillery gun would be nice :)
or maybe a piano or fountain or stove or ...

PeeZwee

p.s. I know i'm just jumping in the band wagon ;)

Darkwing
03-02-2004, 05:59 PM
great work tolly, and thanks heaps for including an rmf file that has been pre-clipped! do the other model downloads include rmf files? like that duece and half truck?

VoodooChild
03-02-2004, 06:31 PM
polys-- who cares, its the mappers job to put it in the right spot.

And Holy CRAP, it looks awesome!!!! Seriously, outstanding work once again tolchok.

Perhaps you and Jed should team up and get some map models going for us mappers! Yes yes, I like that idea...

Great work, thanks for the PM

Voodoo

Tolchok
03-02-2004, 07:00 PM
OrbMonky - Flakpanzer is a nice idea. As Ginger Lord said, H&K made an Ostwind a while back that was pretty good, and I think someone made a Wirbelwind also. It's something to consider anyway.

peezwee - Artillery is also a good idea, but I think I will have to make that anti-tank 88 first. I want to make a really comprehensive set for this with trailer and all the equipment.

Darkwing - Yes, all the downloads include .rmf files with the clip/shadow brushes. The Hanomag and CCKW also include rmf files for destroyable (with bazooka) versions that burn with a pall of black oily smoke. You should check out the effect :O

VoodooChild - Cheers. Send me a screen shot if you decide to use it :)

Silverghost
03-03-2004, 01:36 AM
Dude that is nice, especially with you including all the extras with the .rmfs and such.

Nice to see a mapmodeler around :)

Keep up the good work. Now go make a kickass tank or something :D lol :p

Craftos
03-03-2004, 07:42 AM
Superb work!

Don't waste time for kubelwagens and tanks, I have something more original ;):
1) Officer's limousine (mercedes or something, version with flags, etc).
2) Reconnaissance/commander's wheeled armoured vehicle (there were several versions with 4,6,8 wheels), I can get some pictures if you need.

Tolchok
03-03-2004, 09:52 AM
Craftos - because I made the car first in an undamaged form and saved it as a master, I have the option of making an 'as new' version in the future. Also, I had in mind to make a submodel of a command car with the pennants etc, as the Traction Avant was often 'liberated' for this role.

TheNomad
03-03-2004, 03:00 PM
very nice, this will be the 3rd model of yours im using in my current map.

Craftos
03-03-2004, 03:10 PM
Erm, I was thinking about totally different vehicles in these roles, but such modifications (you mentioned) of this car will be cool too. If you could also get it below 1000 epolies :D. [edit] the hell with epolies, details of model are super!

PS. I had these in mind :)
1) smthng like this (http://www.autogallery.org.ru/k/m/mbo3473.jpg), black with little flags on front wings (optional) :)

PS. 2) this (http://www.linux-penguin.org/achtungpanzer/sdkfz247.htm) or this (http://www.linux-penguin.org/achtungpanzer/sdkfz260.htm)

Billie|Joe
03-03-2004, 05:04 PM
make an undestroyed version :eek:

Argyll
03-03-2004, 08:51 PM
Very nice work! Check your inbox ;)

Silverghost
03-04-2004, 01:50 AM
Originally posted by Argyll
Very nice work! Check your inbox ;) NO! Dont take Tolchok away! He's ours! D:


:p

Tolchok
03-04-2004, 08:22 AM
Argyll - I am looking now, and will be in touch soon.

Kicker
03-06-2004, 11:58 AM
i used it in my latest project: dod_bezirk13
I'll release the map in a few days...

Tolchok
03-06-2004, 05:30 PM
Look forward to it Kicker.

If anyone is interested, I just posted a preview of my latest WIP
here (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=29554)

Craftos
03-10-2004, 02:33 AM
Could you add a submodel without seats so people could enter and hide inside? It could have open (or taken out) doors on one side, both closed on the other or one fully open and one closed on every side.

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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.