[WiP] Dukw update

04-11-2004, 06:27 AM
Nearly finished - all that's left to do is a few minor tweaks and the clip/shadow brush .rmf file.

1336 polys.


04-11-2004, 06:32 AM
Looks great, you have made a top job of that, is there a submodel showing it destroyed, or is it just the one model.

Ska Wars
04-11-2004, 06:33 AM
Wow :eek: Thats come on in leaps and bounds since the last picture you posted, nice job.

BTW Do you have a Festish for destroyed vechicles or summat Marzy? lol

- Ska

04-11-2004, 06:36 AM
Right now I don't think I'm going to have time to make a destroyed submodel, but there probably will be eventually.

04-11-2004, 06:36 AM
No it's just that if there is a normal and destroyed object, then map builders can build missions around them, which makes them more intresting don't you think.

04-11-2004, 07:43 AM
supreb work, as always...
nice details and great textures and the poly count is pretty low for such kind of model.

04-11-2004, 08:25 AM
Wow that looks great.

04-11-2004, 09:18 AM
brilliantly done. real nice textures also.

04-11-2004, 11:48 AM
Tolchok - the model - the map :cool:

04-11-2004, 12:40 PM
The textures are all 256X256 so that they maintain their sharpness. This caused some problems with the hull side because of it's length, so I chopped it into three sections and applied 256 pixel width textures to each section. It was a total swine to line up the sections in MS3d and have them render correctly because of some bizarre texture offset bug that I've run into before with MS3D. However, I cracked the problem and the seam is invisible on the rendered model.

04-11-2004, 02:20 PM
:eek: 256 x 256 textures, that looks superb for those size textures. its lookign really nice ;)

04-11-2004, 03:11 PM
Wow, that kicks ass.

04-11-2004, 03:34 PM
[QUOTE]Originally posted by Tolchok
[B]The textures are all 256X256 so that they maintain their sharpness.

why can't 512x512 be sharp?

04-11-2004, 04:02 PM
The Half-Life engine resamples 512X512 textures down to 256X256 ingame. This is fine for fixed POV models such as v_models, but mapmodels can be examined close up where the lack of sharpness as a result of the resampling ruins the texture.

04-11-2004, 05:30 PM
top notch

should be in a official map;)

04-11-2004, 05:43 PM
As far as I know, HL only resamples 512's down if you have the gl_maxsize set below 512, it defaults to 256. That model is class by the way, boy, do I wish I could think of something to model.

04-11-2004, 06:31 PM
Trigger - Yes it's possible to prevent Half-life from resampling 512X512 textures by using gl_max_size 512. The problem with this is that the default is set at 256 and so anyone who is not using or does not know this console command will end up with resampled and therefore blurry model textures. It's just a guess, but I imagine that the majority of ppl don't use the command.

Trp. Jed
04-11-2004, 08:11 PM
Maybe we should put it as a notice in the release TXT's for models - set gl_maxsize to 512! LOL

Actually I just noticed something... I fired up HL, DoD 1.1 and 1.2 in Steam and checked what gl_maxsize was and it was already at 512 and I know I havent changed it from the default. I know DoD uses 512x512 textures on player models - maybe its set to 512 by default now.

- Jed

Sly Assassin
04-12-2004, 05:03 AM
nice Tol, looking great as per usual :)

04-12-2004, 04:20 PM
Trp. Jed - I have no way of checking if the default gl_max_size is 512 in 1.1 or 1.2 as I gave up trying to make steam work after about the billionth attempt. The default size WAS 256 in 1.0, but it would be useful to know for sure if the default is 512 in the current version of Dod.

04-12-2004, 04:29 PM
i believe it is 512 x 512. i keep trying to change mine to 1024 and it keeps going back to 512 after restarting steam (even if i change it to 256) , hope that confirms it.

04-13-2004, 01:58 PM
Ok. After a few more attempts, I actually got steam working so that I could check the default gl_max_size.

It's 256, NOT 512 - and that's from a clean install of Half life > Steam > Dod. At least, thats what the console says it is.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.