[DOD:S] Nebelwerfer (v01)
pedroleum
11-14-2005, 05:31 PM
UPDATE!!
as requested a long time ago by Lt. Stephenson, i made a snow skin. (its getting cold here!) also, all the nebelwerfers now have a normalmap (512x512).
there were some changes necessary in the lods. i think i made a big mistake with lod 2 (the one that should show up if you're far away)... it had more polygons than the lod0 (the one you see if you stand right next to it) :P
shame on me!
but now it's all fixed!
look:
download:
main download (http://pedroleum.dod-federation.com/models/nebelwerfer_v1.zip) (tnx to dod-federation!)
mirror 1 (http://files.filefront.com/nebelwerfer_v01_skinnormalzip/;4793289;;/fileinfo.html)
(all models included. overwrite old ones if asked)
old post below this line:
-----------------------------------------------
as requested by miede, here comes the nebelwerfer model.
this how it looks:
(updated version with little box on the correct side)
information on models:
there are different types of models.
1x nebelwerfer_v01_upper.mdl
1x nebelwerfer_v01_lower.mdl
1x nebelwerfer_v01_full.mdl
1x nebelwerfer_v01_projectile.mdl
the third one is ready to go. place and forget.
the first two are separate models, which will allow you, to rotate the upper part of the nebelwerfer.
place the lower part on gridsize 32, then position the upper part on gridsize 2. (it fits and rotates perfect)
the fourth one is the projectile of the nebelwerfer. place it as prop_physics.
(yeah, i know it looks like a sex toy ;)
all the models have 3 lods.
lod0 = 5916 polys | distance 0-60
lod1 = 3665 polys | distance 60-90
lod2 = 1750 polys | distance 90-
oh, and the model has 3 skins, but you've seen the pic...
TheMiede
11-14-2005, 06:36 PM
Thank you so much!
PanFrie
11-14-2005, 06:57 PM
looks nice! il ne using this on teh map im workin on now
Wile E Coyote
11-14-2005, 07:01 PM
looks good man!
Trp. Jed
11-14-2005, 07:44 PM
Nice job. I took at the model with a technical viewpoint and can't find anything really to complain about. There are a few things that I would of done differently but thats just personal preference.
Texture could use maybe a little more contrast and maybe a low res normal map to give some depth to the dinks but otherwise nothing to fault!
Good job!
Makabi Gafera
11-14-2005, 08:31 PM
good job, although I don't like the camo on the grey skin.
HappyFunBall
11-14-2005, 09:49 PM
The muddy tires is a damn nice touch & adds a lot to the look, imho.
Looks awesome. :)
Meleculo
11-14-2005, 11:35 PM
It honestly looks like the dev team updated it for source.
pedroleum
11-15-2005, 12:01 AM
thank you very much :)
jed: normalmaps would be a good addition, you're right. i never have made one of those, so i have to see if i can make some.
any good tutorials by the short hand?
Wile E Coyote
11-15-2005, 12:35 AM
crap wish I had seen this before you released it
pedroleum
11-15-2005, 12:53 AM
yargh, wrong side?? :/
Trp. Jed
11-15-2005, 09:10 AM
Originally posted by pedroleum
jed: normalmaps would be a good addition, you're right. i never have made one of those, so i have to see if i can make some.
any good tutorials by the short hand?
Make a greyscale bump map and convert it. Use RGB 128,128,128 as a base and then darker shades towards black for depressions and lighter shades towards white for elevation.
pedroleum
11-15-2005, 12:42 PM
updated the model.
box is now on the correct side.
please download the model again and replace the old modelfiles with the new ones.
thanks wile e.
its never to late to fix a bug ;)
happyernst
11-15-2005, 05:23 PM
hmm i have a missing texture ?
http://img368.imageshack.us/img368/5919/unbenannt9jv.jpg
but nice model ! more mapmodels plz thx
pedroleum
11-15-2005, 05:28 PM
very sorry :///
made a mistake with folder names..
please redownload again.....
happyernst
11-15-2005, 05:32 PM
no problemos ;)
works now
Pvt. Stephenson
11-15-2005, 05:47 PM
how about a snow one?
FuzzDad
11-15-2005, 07:30 PM
Very nice! I might use these as a tank replacement in dod_anvil if I can work out the layout in the map so it's at least plausible. Researching now...
Wile E Coyote
11-15-2005, 08:18 PM
good job
(and I am the picky type)
FuzzDad
11-15-2005, 08:34 PM
I did a quick setup to see if they would work...I'll probably use the two-piece deal to get a greater angle on the weapon but here's a quick compile w/them in as axis one:
http://mysite.verizon.net/warewind/images/6.jpg
Neutrino
11-15-2005, 09:18 PM
thanks for your work.
im sure mappers will make good use of it!
TheMiede
11-15-2005, 10:25 PM
Originally posted by FuzzDad
I did a quick setup to see if they would work...I'll probably use the two-piece deal to get a greater angle on the weapon but here's a quick compile w/them in as axis one:
http://mysite.verizon.net/warewind/images/6.jpg
:mad: Fuzzdad is too quick on the draw. Right when i thought my map would implement new material, FuzzDads hotness comes in my way.
FuzzDad
11-15-2005, 11:28 PM
Hey! There's more than enough hotness to go around...I'll bet, with a little work, you could make these puppies blow up (or sorta blow up) by using combinations of entities. I need to start working on the icons next...
BTW...I'll bet we'll get additional models released to us when they release the new map...we already know about the 3d skybox animated b17...you have to think there's a Sherman tank or some other American vehicle/tank/whatever coming as well.
TheMiede
11-16-2005, 12:03 AM
Yeah, I just set up a whole bunch of entities tied to a func_button. Unfortunately the func_button wasnt being toggled for some reason. I had all my outputs set up for env_explosions, the old dod 1.3 nebelwerfer sound, env_shake, and a dust cloud in the back. So without the button being able to be toggled I got no result for anything. Hmm, needs more testing.
pedroleum
11-16-2005, 01:41 AM
Originally posted by Lt. Stephenson
how about a snow one?
i'll do that ;)
pedroleum
11-16-2005, 01:43 AM
Originally posted by FuzzDad
I did a quick setup to see if they would work...I'll probably use the two-piece deal to get a greater angle on the weapon but here's a quick compile w/them in as axis one:
http://mysite.verizon.net/warewind/images/6.jpg
looking good :))
just wondering, did you use the one or two piece version?
pedroleum
11-16-2005, 01:48 AM
Originally posted by TheMiede
Yeah, I just set up a whole bunch of entities tied to a func_button. Unfortunately the func_button wasnt being toggled for some reason. I had all my outputs set up for env_explosions, the old dod 1.3 nebelwerfer sound, env_shake, and a dust cloud in the back. So without the button being able to be toggled I got no result for anything. Hmm, needs more testing.
now that sounds like a setup!
can't wait to see it in action :)
Sly Assassin
11-16-2005, 06:17 AM
Nice work on the model mate looks bloody good :)
I'm sure someone could use a func_train or something to make the projectiles 'fly' toward their intended target or at least simulate it :) The joys of being able to parent things :)
TheMiede
11-17-2005, 11:48 PM
Verythign works now. Justs need a little tweaking. I will try adding the flying projectiles tomorrow. If i do add them I will just show them leaving the nebelwerfer btu not falling down. I doubt I will add them though because in real life they shot out pretty damn fast considereing they were rocket propelled.
Sly Assassin
11-18-2005, 01:32 AM
Originally posted by TheMiede
Verythign works now. Justs need a little tweaking. I will try adding the flying projectiles tomorrow. If i do add them I will just show them leaving the nebelwerfer btu not falling down. I doubt I will add them though because in real life they shot out pretty damn fast considereing they were rocket propelled.
You'd still be able to see them for less then a second whilst they rush off to kill some poor sod. But I was more thinking of makng the rockets fly in hammer not through animations in the actual model file :)
i just want to say... wow nj on those
honestly, i may use them if i ever get around to mapping (and i want to :P)
Strafe
11-21-2005, 03:47 PM
Originally posted by HappyFunBall
The muddy tires is a damn nice touch & adds a lot to the look, imho.
Looks awesome. :)
Great work!
pedroleum
01-20-2006, 05:16 PM
UPDATE! read first post :)
SilentSteps
01-20-2006, 06:22 PM
The nebelwerfers look stupendous with the normal maps. And that's a big mistake! :D
bazooka
01-20-2006, 08:59 PM
Quality work. I think. Well, they look damn good to me anyway!
happyernst
01-21-2006, 08:18 AM
yes its nice.. the "werfer" is used for my panic now :
http://speicher.trclan.de/ernst/pics/panic/dod_panic0016.jpg
also you cows :
http://speicher.trclan.de/ernst/pics/panic/dod_panic0017.jpg
:D thx
pedroleum
01-21-2006, 09:30 AM
:))
still waiting for the day i can join a server and hide behind my cow!
{GL}DoubleD
01-21-2006, 09:56 AM
Using the cows and now I'm using the werfer too. :D
thanksabunchyo.
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.