[wip] gmc cckw truck
pedroleum
02-03-2007, 03:12 PM
ok, i'm heading for this:
http://img354.imageshack.us/img354/8220/20070203230335gs7.jpg
and i'm here:
http://img465.imageshack.us/img465/8324/gmccckrender3jd9.jpg
http://img465.imageshack.us/img465/4273/gmccckrender4dl4.jpg
getting there ;)
i planned:
1 normal version
1 destroyed version
1 burned out version
~3 skins (normal, desert, snow)
Formologic23
02-03-2007, 03:26 PM
You are the man! Hey, can you do a version that has the canopy covering, and one with out? Knowing your other stuff, this will be top notch!
If this is possible, can I PM you the details as to why?
pedroleum
02-03-2007, 03:46 PM
like the one in the reference-pic (foto)? i'll make an additional model of the canopy which you can place on top of it... shouldn't be to much trouble.
:)
Guyver
02-03-2007, 03:53 PM
Very cool.:)
Trp. Jed
02-03-2007, 04:12 PM
Nice job.
I wont post one of my demoralising high-poly pics :D:p
pedroleum
02-03-2007, 04:15 PM
please do :)
need some more reference!!
i have no idea how this one looks from below...
Watevaman
02-03-2007, 04:27 PM
Looks wonderful so far. Can't wait to see the texture work and other versions!
Formologic23
02-03-2007, 05:14 PM
Does the back of it have a tailgate, or is it open?
pedroleum
02-03-2007, 05:17 PM
i'd say it's going to be open, so you can get inside...
pedroleum
02-03-2007, 05:57 PM
last update for today ;)
it has gotten a little broad...
well, i'll slim it a little...
Price|BigEz
02-03-2007, 06:31 PM
nicely done
Formologic23
02-03-2007, 08:33 PM
Originally posted by pedroleum
last update for today ;)
it has gotten a little broad...
well, i'll slim it a little... Looks awesome man, can't wait for this one.
Wile E Coyote
02-03-2007, 08:43 PM
I was just lamenting to someone about how the Opel truck never got finished, and how there is a general lack of transport vehicle props ;)
Formologic23
02-03-2007, 09:24 PM
Originally posted by pedroleum
i'd say it's going to be open, so you can get inside... That's EXACTLY what I wanted to hear. Thank you.
pedroleum
02-05-2007, 04:04 PM
little update in the first post ;)
Formologic23
02-05-2007, 04:48 PM
Sweet!
Wile E Coyote
02-08-2007, 04:09 PM
Originally posted by pedroleum
~3 skins (normal, desert, snow) Lemme save some time, the normal and the desert are exactly the same. (US Army left all it's stuff green - they never painted it tan)
ultranew_b
02-08-2007, 04:50 PM
Looks Sweet !
:)
pedroleum
02-08-2007, 07:19 PM
Lemme save some time, the normal and the desert are exactly the same. (US Army left all it's stuff green - they never painted it tan)
good to know ;)
on a sidenote: i was thinking about the desert skin the other day.. there's only one desert map out there i know of anyway, so it would have been quite a waste of time...
SturmBruder
02-10-2007, 09:36 AM
The snow one should pro'lly just be the Olive or Normal one with a bad white wash job.
Like so: http://www.track-link.net/gallery/images/b_3274_1.jpg
Sorry, couldn't find a truck.
Also, this website http://www.track-link.net is a good WWII resource for textures as these guys do serious research! Reading their descriptions will usually let you know if the vehicle is rare or was used thoroughly.
~Sturm
Dradz
02-10-2007, 08:03 PM
awesome work, pedro!
pedroleum
02-12-2007, 04:18 PM
another update in the first thread (http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=71058&perpage=15&pagenumber=1) !
i think modelling of the base version is done. the truck is now at ~10k polygons. i think that should be ok for lod0.
the thing is all unwrapped... still, i might have to change a few things, since some details really got small in the texture...
the texture is just a quick test. some baked light and some parts on it.. nothing fancy.
happyernst
02-12-2007, 09:57 PM
this is hard work ! gj
pedroleum
02-16-2007, 04:33 PM
okey, here's another update.
since i can't edit the thread, i'll have to post them here...
i redid a good amount of the uvw-mapping to make it better balanced. thanks to jed i could figure out how to include/render out the shadows directly into the texture... it looks so much better with that!
still, the texture is nowhere near done. i need to add more details and do some destruction/dirt. also i just noticed some stretchin on the painted white star ;)
ok, here are the pics:
http://img249.imageshack.us/img249/1097/gmccckwscreenv4zh3.jpg
http://img265.imageshack.us/img265/7480/gmccckwscreenv5zq5.jpg
jules
02-16-2007, 05:54 PM
Looks really good, I reckon the tray could be a little more dirtier, with the amount of boots that stand on it, it would have a lot of mud and whatnot in there :D
Major Ingram
02-16-2007, 08:00 PM
It looks very nice
Formologic23
02-16-2007, 09:02 PM
Looks DAMN secksie! Can't wait to use this in my map.
Wile E Coyote
02-16-2007, 09:12 PM
thanks to jed i could figure out how to include/render out the shadows directly into the texture... it looks so much better with that!Called a "shadowmap" and yeah, Jed taught me about that as well ;)
it's lookin' sexy, if you're insane about stupid details as I am, take a closer look at the truck bed. No army utility truck bed still has that much paint attached :D Put som wear and tear on it!
Trp. Jed
02-17-2007, 02:03 AM
It's "ambient occlusion" actually but thats being pedantic :D
Model looks good, although the front bumper seems to have some smoothing errors.
Are you going to do a normal map for things like the tyre treads as well?
pedroleum
02-18-2007, 05:23 AM
all: thanks ;)
wile e & jules : yeah, i make that part look more used...
jed: now you mention it, it really looks strange.. might have to tweak the smoothing again.
about normalmap. i think i'll do one, yes.
saying this: do you know if it matters (in terms of performance) if there's a lot of detail or just some detail on a normalmap?
would it be better to include only a few partial details in the normalmap (like your u-boat or like the jeep) or is there no need to worry and i can put all the details i want in the normalmap (like wile e's playerskins) ?
pedroleum
02-22-2007, 03:58 PM
houkey boys, here's something to play with.
this is still a "betaversion". it would be cool if some mappers could do some testing on it. lighting, collision, lod-control...
i had horrible trouble with the collisionmodel this time. it seems that you can only use 20 collision meshes.. thats very less for a model this size and complexity... well..
if you run by it one day, check out the mg mounting-possibilities... it's amazing ;)
i can already see the snipers/mg-ers lying in the drivers cabin!!
yes, there's only one texture yet. armygreen. more will follow (already reserved some space in that vmt!)
and i'll try to do a normalmap... altrough i play dod's without them...
oh, you'll find the model under "dod/models/props_vehicles"
the name's "ped_gmc_cckw.mdl"
download:
ped_gmc_cckw_v14.zip (http://pedroleum.dod-federation.com/models/ped_gmc_cckw_v14.zip)
jules
02-22-2007, 04:16 PM
Looks really good, gw
Cpt Ukulele
02-22-2007, 04:44 PM
Much needed model and looking great!
Trp. Jed
02-22-2007, 05:26 PM
i had horrible trouble with the collisionmodel this time. it seems that you can only use 20 collision meshes.. thats very less for a model this size and complexity... well..
Compile it with the full collide option and it wont simplify the collision model after 20 meshes. Not recommended but its a work around.
pedroleum
02-22-2007, 06:24 PM
ah, good to know :) thanks for the tip!
why is it not recommended? a to complex mesh for collision?
Trp. Jed
02-22-2007, 06:36 PM
Well it's not recommended because it makes the physics engine work harder. For big models, it unavoidable sometimes but after all, simplest is best and frees up more CPU cycles for other stuff.
pedroleum
02-26-2007, 04:29 AM
just curious... has anyone of the mappers had time to try it out in their map? noone? nothing to complain about? anything?
Dradz
02-26-2007, 07:39 AM
haven't had a chance yet -- anyone working on a corresponding capture icon so we could use it as a capture point?
pedroleum
02-26-2007, 08:08 AM
yeah,i'll do the icons... i remember slightly that i made some before ;)
just found them...
http://www.dayofdefeat.com/forums/showthread.php?t=60311
ultranew_b
02-26-2007, 09:37 AM
Wicked Sick ! I will use this in my maps for sure!
Thank You !
:)
Formologic23
02-26-2007, 11:52 AM
Crap, I didn't even see that it was released. I have been waiting for this, and will use it in my map. I will put them in and send you the .bsp if you want to check it out pedro.
Ranson
02-27-2007, 05:11 PM
Seems to work well Pedro.
http://home.arcor.de/warezschleuder/drops/280207_truck_02.jpg
http://home.arcor.de/warezschleuder/drops/280307_truck_06.jpg
http://home.arcor.de/warezschleuder/drops/280207_truck_03.jpg
There's one tiny bug. A face missing here:
http://home.arcor.de/warezschleuder/drops/200207_truck_01.jpg
Other than that it's fine, no major fps drops either.
That's the map of a friend, not mine. Told him to use your model, since it looks so freaking cool. Keep it up. :)
pedroleum
02-28-2007, 04:32 AM
hey ranson
that looks nice :)
i'll make the destroyed version soon (hopefully). that will fit even better!
about your screenshots. it looks like that is lod2 you got there.. is that meant to be that way, cause there is sure as hell a lot more detail on that truck (lod0). also there shouldn't be missing faces on lod0.
pedroleum
02-28-2007, 04:35 AM
I will put them in and send you the .bsp if you want to check it out pedro.
that would be cool :)
Ranson
02-28-2007, 11:04 AM
Ya turns out he had model detail on low, that's why it shows lod2. However lod0 still has a (smaller) gap in the exact same place. Nothing serious, just thought I should mention it. ;)
A destroyed version would rock.
pedroleum
02-28-2007, 11:42 AM
i'll check it out ;)
pedroleum
03-07-2007, 07:02 PM
i made some progress... there should be a first release soon.
http://img295.imageshack.us/img295/3773/cows0004vb1.jpg
http://img92.imageshack.us/img92/5611/cows0002mg4.jpg
http://img243.imageshack.us/img243/9086/cows0005vp9.jpg
http://img218.imageshack.us/img218/4345/cows0006ky9.jpg
now working on the snow canopy and the destroyed versions of the truck.
let me know what you think :)
Formologic23
03-07-2007, 09:01 PM
:eek: That canopy looks DAMN secksie...... *drool* :eek:
Trp. Jed
03-08-2007, 02:00 AM
Call me daft, but wouldnt the snow cover the emblem on the hood?
FuzzDad
03-08-2007, 04:05 PM
Ped...compared to the other Valve vehicle models...how does this set stand up to them in terms of LoD and overall impact on the engine? Given the size I would think a decent comparison would be the half-track w/quad 50 in the bed.
That and give me a PM if you get a chance...I have a few needs for some stuff I'm working on.
pedroleum
03-08-2007, 04:51 PM
Call me daft, but wouldnt the snow cover the emblem on the hood?
now that i think about it, yes it would :P i'll change that.
i'm not really satisfied with the snow anyway... i'm kindof lost with it. but then, on the other hand, the snow on the official models isn't really what i would call amazing...
Formologic23
03-08-2007, 04:56 PM
the snow on the official models isn't really what i would call amazing...Come on now, you don't really mean that..... :D
pedroleum
03-08-2007, 05:36 PM
Ped...compared to the other Valve vehicle models...how does this set stand up to them in terms of LoD and overall impact on the engine? Given the size I would think a decent comparison would be the half-track w/quad 50 in the bed.
well, the half-track was kind of the measure while making the cckw.
i think the cckw is slightly harder on the engine in terms of polygons.
i don't know if you can compare it to the half-track with a gun on it (if that's what you meant by a quad 50) i haven't seen the gun on a half-track in a single custom-map, where as i think the canopy will show up much more often because it's more common.
but let me add some numbers:
gmc cckw
lod 0 = 9995
lod 1 = 7601
lod 2 = 4549
lod 3 = 1755
lod 4 = 534
gmc cckw canopy
lod 0 = 1088
lod 1 = 548
lod 2 = 337
lod 3 = 249
together
lod 0 = 11083
lod 1 = 8149
lod 2 = 4886
lod 3 = 2004
lod 4 = 783
compared to
the half-track
lod 0 = 7765
lod 1 = 4765
lod 2 = 3003
lod 3 = 1715
the half-track gun
lod 0 = 3535
lod 1 = 2259
lod 2 = 1189
together
lod 0 = 11300
lod 1 = 7024
lod 2 = 4192
lod 3 = 2904
so by looking at these numbers i think when compared to the half-track with gun, they're pretty much equal. but when compared to the half-track without the gun (for the above reasons), the cckw is slightly harder on performance.
the texture-size is 2048 x 1024 for the base-model and an additional 1024 x1024 for the canopy (maybe to large atm).
i haven't done the normalmap yet, but the half-track has one aswell.
the half-track uses a 2048 x 1024 texture for the base-model and an additional 512x512 for the gun
also i decided to release the model in separate files, not one file with all skins in it because of something i learned from jed a few days ago.
so is the half-track btw.
well, after writing all this, i think mappers won't notice very much of a difference.
also you can spawn inside of the cckw with two other players. show me that on the half-track!!
Wile E Coyote
03-08-2007, 05:44 PM
Not to be ignorant, what are the numbers compared to the tiger model? From what I understand it has the highest count, if it can at least compare to that then you are golden. Or is the halftrack higher?
pedroleum
03-08-2007, 06:04 PM
Not to be ignorant, what are the numbers compared to the tiger model? From what I understand it has the highest count, if it can at least compare to that then you are golden. Or is the halftrack higher?
same here. if compared to the half-track/cckw alone, the tiger is slightly higher. compared to the combined models, the tiger is slightly lower.
numbers:
tiger tank
lod 0 = 10773
lod 1 = 9029
lod 2 = 6829
lod 3 = 3191
personally i find the tigers lod-switch from 0 to 1 a little "disadvantageous". i read in the wiki it should be around 1/3 lower than the lod before...
(not that i could achieve such a noble goal with the cckw ;)
but if i take that into account, the tiger tank with lod 1 has quite a few polygons more after the short distance of 30 units, where most of the gameplay is taking place.
Trp. Jed
03-08-2007, 07:52 PM
You could optimise it even more by having it turn off the normal map at lower lod levels.
I don't know what you modelled it in, but if you did it in Max I know a really neat way to use the cloth simulation to make the canopy and have it render all the creases into the normal map for you.
FuzzDad
03-08-2007, 07:55 PM
It really is a nice looking truck and I have several projects I'm looking to include it in (if things work out).
pedroleum
03-09-2007, 01:31 AM
You could optimise it even more by having it turn off the normal map at lower lod levels.
I don't know what you modelled it in, but if you did it in Max I know a really neat way to use the cloth simulation to make the canopy and have it render all the creases into the normal map for you.
i'll read on that, jed. sounds like a good tip.
and yes, i modeled it in max. and yes, i'm interested in that neat way :)
pedroleum
03-09-2007, 01:33 AM
It really is a nice looking truck and I have several projects I'm looking to include it in (if things work out).
thanks. looking forward to see it in your maps! ;)
PickItUp
03-12-2007, 07:05 PM
Looks nice, but I suggest you do some research on what snow covered vehicles look like. That's not a slight. All the artwork done at Valve has TONS of research and reference collected before it even begins.
FuzzDad
03-12-2007, 07:06 PM
You should try a version w/lower textures...one of the things Valve tries to do is go as low as they can and still retain a good look...betcha you could drop out to a lower rez and still retain a good look
Wile E Coyote
03-12-2007, 09:02 PM
Looks nice, but I suggest you do some research on what snow covered vehicles look like.
By no means a finished skin, this was just part of a test I had done for someone else.
pedroleum
03-13-2007, 01:00 AM
Looks nice, but I suggest you do some research on what snow covered vehicles look like. That's not a slight. All the artwork done at Valve has TONS of research and reference collected before it even begins.
thanks! and yes, i'm not satisfied with that winter skin yet.
i'll go into the direction of wile's jeep a few posts below.
pedroleum
03-13-2007, 01:04 AM
You should try a version w/lower textures...one of the things Valve tries to do is go as low as they can and still retain a good look...betcha you could drop out to a lower rez and still retain a good look
i'll give it a try, but i think with all the dirt it's going to look strange. i already have some parts in it which are scaled up more than others just to save some space. those will look particular strange then.
what i'll do is a smaller version of the canopy. that's definitely to large atm.
Ranson
03-13-2007, 01:39 AM
Did you define the snow covered areas of the texture by hand or with light baking to mask the areas which the snow could reach from a certain direction?
pedroleum
03-13-2007, 01:49 AM
Did you define the snow covered areas of the texture by hand or with light baking to mask the areas which the snow could reach from a certain direction?
a little of both, bc i was trying to get some frost on it. but it didn't work out as you can see ;)
Fraginstein
03-18-2007, 04:45 AM
Looking good!
Dustin Diamond
03-21-2007, 01:17 AM
You know, if the truck has been running at all recently, the snow on the hood would look different. I know most maps have a little engine running sound being played out of the vehicles, which would imply the engine is, in fact, on; therefore, a little melted spot should be in the middle of the hood. :) Just trying to make life difficult.
I should note that i'm not really a fan of snow maps anyway, so whatever :P
pedroleum
04-24-2007, 04:33 PM
ok, here's a little update.
what do you think?
http://img340.imageshack.us/img340/5015/20070425002444ch4.jpg
http://img261.imageshack.us/img261/3024/20070425002501js6.jpg
Wile E Coyote
04-24-2007, 04:35 PM
Now THAT looks kick ass
If I had 10 thumbs, they'd all be up!
It looks very realistic ,btw nice idea about the footspteps.
Fraginstein
04-24-2007, 04:54 PM
Awesome!:)
jules
04-24-2007, 04:59 PM
Looks great, can't wait to see it in some new maps.
Cpt Ukulele
04-24-2007, 06:35 PM
Nice effort Pedro, but now it looks too good. :D
You'll have to make us a nice little tutorial someday on how you achieved that snowy look.
Very nice job.
Formologic23
04-25-2007, 10:33 AM
Ya, my eye went straight into those footstep, looks very nice. I make sexy time.
Wile E Coyote
04-29-2007, 04:35 PM
Heh.... what are the odds..............
I go to a re-enactment display here in St Louis over the weekend, and what do I find but literally BOTH vehicles that are being skinned or requested to be skinned in these forums.
Hre's the ones on the truck. The main reason I post them is because I was surprised as hell to find out what the truck floor bed actually looked like. No pictures on the 'net show you. I assumed they were they same as modern 2 1/2 ton trucks. I was dead wrong!
pedroleum
04-30-2007, 12:29 AM
cool, thanks for the reference.
i'll try to make the non-snow version look like this... but i think i keep the snow one... maybe i try to combine them, but i prefer the bootprints atm.
also, work on the normalmap is going well. i just made some nice tires :)
that canopy is still a mess in terms of normalmap.
Wile E Coyote
05-14-2007, 05:49 PM
bump
*ahem*
says in cavalier, nonchalant, innocent tone
"heya pedro how about releasing that truck for the mappers!"
From the preview you gave me it looked and acted perfect. Was there something wrong with it?
pedroleum
05-15-2007, 12:08 AM
it's done since today... i just added the last missing model, got it checked by mr. "jed" model himself and today is release day :)
i just need to do lots of screenshots and write the infos down :P
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