[Release] Mapmodel: DUKW
Tolchok
04-18-2004, 09:52 AM
This is the GMC-353 DUKW amphibious truck, available here. (http://freespace.virgin.net/es.dawe/Tolchok_models/home.htm)
It is probably my last contribution to Dod, although I may at some point revamp the Deuce & /12 and the Hanomag with new textures and the much better looking wheel that I've made for the DUKW that has the tread wrapping over onto the outside face of the wheel.
The download also contains an .rmf file with the clip/shadow brushes.
Comments/feedback appreciated as usual.
Quakah
04-18-2004, 10:33 AM
omfg this one is great! I was wondering if we could use this in shores of victory maps? ( www.shoresofvictory.com ) coz it'd be pretty useful!
Ginger Lord
04-18-2004, 10:53 AM
Sweet...but no map to use it...yet.
Tolchok
04-18-2004, 11:18 AM
Quakah - Yes, no problem using it there. I was going to make a dedicated Pacific version for SoV, but unfortunately I had a Win XP crash 4 days ago and lost the 16 bit master textures and the Ms3d model file. A decompile of the HL .mdl produces an inaccurate UV map, and I don't really want to go back and do it all over. I may still redo the 8 bit textures to reproduce the USMC camouflage if I get time.
Ginger Lord - It's worth pointing out that the DUKW was not just limited to amphibious operations - many thousands were used simply as trucks and never touched the water.
Very nice, are you going to make a modelpack?
greenhorn
04-18-2004, 12:34 PM
tolchok, you da man
why is it the last? you abandoning us?
Colonel Forbin
04-18-2004, 12:54 PM
Wow, really nice, now I hope mappers can manage to clip it properly. I've seen so many of your other models abused by horrid clip brushes, it'd be a shame, 'cause it spoils a damn fine model.
kleinluka
04-18-2004, 01:19 PM
very nice! excellent modeling and your texturing is getting better with every release.
excellent work :)
tobad most your models are so damn high poly 1300 is just to much for a map detail model
nice work though texture looks awsome
Tolchok
04-18-2004, 03:14 PM
RA7 - I hadn't thought of a model pack. Maybe...
greenhorn - I just need to move on to something new.
Colonel Forbin - As with my other models, there is included an .rmf file with clip/shadow brushes grouped with the model to ensure correct alignment when pasted into a map. Perhaps they actually are the horrid clip brushes! :(
kleinluka - Thanks. I just got a new PC with a digital flat panel monitor, and I can't express how useful it is for texturing. This is the main reason why I want to go back and reskin the other models, because now I can actually see how awful the textures are. In addition, I also used Photoshop on the DUKW textures as opposed to Paint Shop Pro for the others. The algorithm that Photoshop uses for converting 16 bit to 8 bit is vastly superior to that used by PSP.
IR - The fueltruck in kraftstoff is 1389 polys, and that was an official map.
Gorbachev
04-18-2004, 05:23 PM
My gripe for models is custom weapon models, with p_ and w_ weapons having thousands of polies instead of the 100-200 they should have at most. Although lower polies for stuff helps it get used more often. I use your tol_oak in belfort, and it's a nice 85ish polies which allows me to use a lot of them. Efficiency is key.
FuzzDad
04-18-2004, 06:01 PM
True on the fuel truck...but that was a mistake. We're trying our best to keep poly counts down. That said...one of the finest texture jobs I've ever seen...that could be used in a movie in a long shot...like in SPR...with nobody knowing the diff. Excellent work.
TheNomad
04-18-2004, 06:32 PM
very nice models as usual, i have about 4 or ur models in one of my maps :D, but unfortunatly this one would be out of place in the map hehe, very nice stuff, what are u moving on to.
are u going to work in the computer industry because ur stuff us very good and professional, i wish u the best of luck.
Argyll
04-18-2004, 08:07 PM
Excellent work as always :)
[4thR]HyPeR
04-18-2004, 08:15 PM
lol i love the dead horse!!
Craftos
04-19-2004, 12:26 AM
Superb quality model!
PS1. No destroyed model ? :eek:
PS2. Textures looking better on DFP than on CRT? That's new to me. Your prev. monitor was really bad.
Tolchok
04-19-2004, 06:43 AM
Gorbachev - I agree. With standard weapon models generating up to 2500 polys and player models knocking on the door of 2000 polys, 1300 polys for a mapmodel suddenly seems quite low.
FuzzDad - Thanks. Regarding polycounts, imagine this for an example: You're playing dod_charlie with an mg42 deployed in one of the bunkers overlooking the beach, and the game engine can see 10 players with a bit of shooting going on. Is it correct to say that there are 30,000 e-polys in that scene?
TheNomad - Thanks. I will be moving to another mod, and will probably do some freelance work.
Argyll - Heh. Can't wait to see what I can do with textures bigger than 256X256 ;)
[4thR]HyPeR - Nice one - you can also get it in the same download with no blood and guts if you prefer.
Craftos - Thanks. I didn't have time to do a destroyed version - it's possible that I may do it in future. Regarding the monitor, the big difference is the contrast, sharpness and colour reproduction. My old monitor was pretty good, but with the new one it is easy to pick out individual pixels who neighbours are almost the same colour. Black and near black are especially precise.
Faceman
04-23-2004, 01:53 PM
Wow man, very good stuff. I'll be sure to include some in a movie I'm working on.
FuzzDad
04-23-2004, 08:14 PM
Tol: No...the most I've ever seen in a Charlie match was close to 20K...but just because we made mistakes in the past w/hi-poly models doesn't give us cause to do it again. I love your work but some of it is just too high poly for my tastes.
Faceman
04-23-2004, 08:51 PM
Maybe for future releases?
FuzzDad
04-24-2004, 07:51 PM
You know, I'm not sure how models in the 1.0 world will fare in the 2.0 world. I'm sure Jed or some of the other smart guys here would know.
Engineer
04-25-2004, 01:08 AM
Tolchock: You could have use 512x512's instead of 256x256 textures D:
Silverghost
04-25-2004, 01:19 AM
yeah 256x256 are pretty blurry
Trp. Jed
04-25-2004, 03:06 AM
Tolchok and I already had a discussion about the texture size and the conclusion was indefinate.
Depending on the gl_max_size variable in your config, the Half-Life engine will sometimes downsize texture to match.
Hence if gl_max_size is 256 (I belive the old HL default) any texture bigger than that gets scaled down to 256 causing blurring.
I can't conciously rememer changing my gl_max_size variable but mine is at 512 in DoD but while not incorrect, using 256x256 texture pretty much insures that the engine at least wont blur your model textures.
- Jed
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