Cap on MP40 class?


Guyver
08-09-2007, 07:39 PM
Yeah, I know this was asked before and always shot down because of consistancy issues, but Ivan did put different caps on his russian models with no problems, so I guess it is possible.

Something like this:



and put it onto Wile's class based Wehrmacht assault class?:

http://www.dayofdefeat.net/forums/showthread.php?t=73728

Only issue I see is having to remove the actual chin strap model and skin from the player model.

Can this be done?

H4WkY
08-10-2007, 04:13 AM
Well as their is a major lack of modellers for DOD you would proberly have better luck requesting it on CDG or FPSBanana than you would here, just my imput into the matter

p.s. what game is that? looks like cod but worse :eek: ?

Watevaman
08-10-2007, 07:54 AM
Well as their is a major lack of modellers for DOD you would proberly have better luck requesting it on CDG or FPSBanana than you would here, just my imput into the matter

p.s. what game is that? looks like cod but worse :eek: ?

It's Resistance and Liberation, a HL2 Mod. Looks more like RO to me than anything, but it definitely looks GREAT. :P


Also, Guyver, maybe you could ask Ivan if he could do it?

masq87
08-10-2007, 10:43 AM
:eek:

i want this mod!!
its more simple wait this release and recompile that model for that class... or not??
btw amazing mod!i can't wait!

Guyver
08-10-2007, 05:03 PM
Well as their is a major lack of modellers wordfor DOD you would proberly have better luck requesting it on CDG or FPSBanana than you would here, just my imput into the matter
w
p.s. what game is that? looks like cod but worse :eek: ?Worse? Are you nuts?

Look at the other media shots on their site:

www.resistanceandliberation.com

Maybe Ivan will see this topic. :)

Wile E Coyote
08-10-2007, 05:37 PM
R&L is a very dedicated team producing what should be a very nice mod. It is in Alpha stage really, or "closed" beta stage, however you prefer to describe it. I had the honor of being on the team for about, oh, a week before I had to resign due to real-life obligations. (I can only work when I have free time, keeping deadlines and projections is not a realistic possibility :( ) Sometimes it sucks to be an old guy with responsibilities

I know many people who have worked on it; I will be downloading it and trying it out myself. This has been on my watch-list along with Insurgency (released) and Black Mesa. Remember - CS and DOD both started out as freelance mods also.

NOW BACK ON SUBJECT

This mod changing the helmet to a hat on one of the classes is VERY do-able according to the setup for DOD:S right now. As long everything stays within hitboxes, it should work just fine. Plus, I'm dead certain some modeler out there already has a service cap modeled that could be incorporated. It's just a matter of anyone being willing to add it and UV map it

Guyver
08-10-2007, 07:26 PM
Hmm...something I didn't think about before. When your helmet gets knocked off, it kinda rolls around on the ground. Could the physics for the hat even be adjusted so it doesn't roll?

213
08-10-2007, 11:27 PM
wouldn't it automatically change depending on the object? the helmet rolls because it is roundish, if you create a cap to be knocked off it won't roll.

the thing that gets knocked off isn't actually the object on the player model's head i think. it's a separate item

H4WkY
08-11-2007, 06:27 AM
Although you can change the helmet to a cap i don't think you can have the cap rolling (or not) on the floor becasue the helmets that you see so clearly rolling around on the floor are a seperate model to the player model but just use the same skin as the player, so in theory when the cap comes off a helmet will appear and roll around instead

Trp. Jed
08-11-2007, 07:42 AM
As long everything stays within hitboxes, it should work just fine.

Actually, according to Mugsy, the consistency check is not done on hitboxes but a single hull defined as:

const static Vector mins( -13.9, -30.1, -12.1 );
const static Vector maxs( 30.9, 30.1, 73.1 );
engine->ForceModelBounds( szPlayerModel, mins, maxs );

Mugsy said that it checks that no part of the model goes outside these bounds during any sequence but I've coded HLMV to visualise that box but most of the sequences do so I'm not quite sure how it works.

Anyway, it's NOT a hitbox check, it just checks the model against the above bounds.

Wile E Coyote
08-11-2007, 08:34 AM
Hmm...something I didn't think about before. When your helmet gets knocked off, it kinda rolls around on the ground.There is no thinking about this. if the hat got knocked off, a helmet would be rolling on the ground. It's the way the game is coded. It is it's own separate model, and it uses a section of the "german_body.vtf" for the skin (not the separate helmet skin in the GCF file)

c2keo
08-11-2007, 09:21 PM
I asked -=Rus_Ivan=- about this a week ago, here's what he had to say: "Hi!
Yes, i have in plans to make german soldiers in caps.
But service cap I want to make for officers (admin models) only."

213
08-17-2007, 02:03 AM
I did a m43 cap. untextured, just the .smd file:

renewed the download link:

http://www.mediafire.com/?7jycyciluzl

H4WkY
08-17-2007, 10:41 AM
I know that in the day of defeat source.gcf theres a texture for a cap so i asumme there must be a model in their somewhere

masq87
08-17-2007, 10:43 AM
that texture was for dod 1.3 model...in dod 1.3 mp40 class have that cap...

213
08-17-2007, 11:21 AM
I used paint to make the texture and just copy pasted the poncho thing on their back lol

http://img102.imageshack.us/img102/3965/hhhhhhhzt4.jpg

masq87
08-17-2007, 12:22 PM
uhm,nice model,i like it!but have strange texture!

213
08-17-2007, 02:43 PM
thanks. could someone retexture it and make it work in game?

http://www.mediafire.com/?7jycyciluzl

Watevaman
08-17-2007, 02:46 PM
Is it unwrapped properly? Looks stretched like crazy.

Guyver
08-17-2007, 02:56 PM
http://www.uploadhouse.com/fileuploads/370/3708341c5b09859f861337e914010bd12892c9.jpg

213
08-17-2007, 04:25 PM
Is it unwrapped properly? Looks stretched like crazy.

I don't know how to unwrap. Does it have to do with UV mapping?

Also guyver, I saw hats with smaller brims than that, i think it's the camera angle. Also if I make it larger it might fail consistency

masq87
08-17-2007, 06:05 PM
I don't know how to unwrap. Does it have to do with UV mapping?

you can ask to Rus_Ivan!

-=Rus_Ivan=-
08-18-2007, 07:40 AM
ОК. I help you with unwrap.

Guyver
08-18-2007, 02:22 PM
SWEET thanks!!!

H4WkY
08-18-2007, 02:26 PM
When its unwrapped i'll have a go at skinning it

edit: also could you please make one for the sniper class as well just like good old goldsource

Guyver
08-18-2007, 02:48 PM
Don't forget to put it onto Wile's class based Wehrmacht assault class:

http://www.dayofdefeat.net/forums/showthread.php?t=73728

(Squad 2)

PR0PEN
08-18-2007, 02:54 PM
I want to help in this proyect!! If you need help with the skin PM me !

H4WkY
08-18-2007, 03:26 PM
Don't forget to put it onto Wile's class based Wehrmacht assault class:

http://www.dayofdefeat.net/forums/showthread.php?t=73728

(Squad 2)

lol it can be for any squad based pack its only the model, then im sure there be a few skins floating around for it so

Wile E Coyote
08-18-2007, 03:37 PM
All that needs to be done is simply UV map it to a different, separate texture like the Russian models. Then ANY texture will work with it no matter what.

213
08-18-2007, 03:38 PM
thanks guys, this is coming along nicely. feel free to edit the model however you want as the brim might be a bit small.

also i think there's a texture file preloaded. if you use xsi tool, just go to file, external file, and rename the directory into the directory of the texture you are using.

Guyver
08-18-2007, 03:44 PM
lol it can be for any squad based pack its only the model, then im sure there be a few skins floating around for it so

I just didn't want my original request getting lost in the shuffle.

:p

Guyver
08-21-2007, 01:19 PM
Any news?

213
08-21-2007, 02:06 PM
hope i didn't make some critical error and they're fixing it or something

Guyver
08-21-2007, 02:16 PM
hope i didn't make some critical error and they're fixing it or something

lol :)

Guyver
08-23-2007, 11:01 PM
Please don't let this die. I hope someone is still working on this. :(

213
08-23-2007, 11:12 PM
here's the file again in case anyone missed it:

http://www.mediafire.com/?7jycyciluzl

Watevaman
08-25-2007, 07:06 PM
Yea, I hope that thing gets a proper unwrap!

Guyver
08-25-2007, 07:35 PM
213, try posting it here:
http://www.cdg.net/forums/viewforum.php?f=6

It's a small object, so it shouldn't be too hard to UV. :)

President Shrub
08-25-2007, 08:08 PM
Heh, can't wait til this is released. Even if it's just a cap, kudos on the efforts guys! :)

Trp. Jed
08-27-2007, 01:32 AM
For such a simple model I'm suprised no-one has UV unwrapped it yet.

Anyway, I had a go myself. The map is 512x256 but you can scale the texture as needed after. The layout might look a bit funky but theres very little distortion on it so everything is nice and flat in terms of texturing. Oh yeah, I also sorted out the smoothing groups too.

ZIP contains the .max file, two TGA's with the UV map on and the SMD re-exported.

H4WkY
08-27-2007, 05:10 AM
Just had a quick little go with Jed's Maps and this was my result:
http://i17.photobucket.com/albums/b54/H4WkY/m43cap.jpg
Not my best result ever but will give you a basic idea of what it will be like :)

Watevaman
08-27-2007, 08:20 AM
Yay, now we can all be happy, since I have a cap, but it's from RO, so it couldn't be released here. Thanks Trp. and H4WkY!

Oh, and Trp., is the .smd configured to the default helmet model? As in, could I just recompile using the existing .qc?

Trp. Jed
08-27-2007, 08:35 AM
Yeah the SMD is rigged for the skeleton. You just replace the helmet SMD from ther player model with this and it should work.

Watevaman
08-27-2007, 08:38 AM
Ah, ok, thanks. I'll have a go later today unless someone else takes it up before me.

Watevaman
08-27-2007, 12:01 PM
When compiling, should I just get rid of all the helmet LoDs? Or should I redirect them all to go to the default cap model?

Trp. Jed
08-27-2007, 12:21 PM
Remove the $lod sections is probably easiest.

Watevaman
08-27-2007, 12:46 PM
Yeah, I did, and I ran into another problem, with Wile's class based model. I'm guessing that I have to apply german_boda in Max in order to get it to use it ingame, right? I tried compiling with the:

// Model uses material "german_boda.vmt"

line, but since it's commented, it probably doesn't even make a difference. The normal version is working fine, though.

Watevaman
08-27-2007, 01:01 PM
Bah, fixed it. Forgot I can just open up the .mdl and manually make it use boda.

213
08-27-2007, 01:10 PM
For such a simple model I'm suprised no-one has UV unwrapped it yet.

Anyway, I had a go myself. The map is 512x256 but you can scale the texture as needed after. The layout might look a bit funky but theres very little distortion on it so everything is nice and flat in terms of texturing. Oh yeah, I also sorted out the smoothing groups too.

ZIP contains the .max file, two TGA's with the UV map on and the SMD re-exported.

Thanks. oh and there's no lod models so maybe you could just assign this model for all the lods? cause it's low poly so it won't make a difference.

Guyver
08-27-2007, 02:30 PM
I love you all... :D

Watevaman
08-27-2007, 03:43 PM
I compiled it and tested it guys, but I ran into consistency errors on the first server I tried. Could that be because I didn't include any LODs?

Watevaman
08-27-2007, 03:56 PM
http://img204.imageshack.us/img204/7402/germanvi1.jpg

There it is, just so you guys know what it looks like. That's using Wile's class based skins, so Guyver, be happy. :P

Unfortunately, though, as I said above, I won't be able to release until I get an answer of what is causing the consistency issues. All I removed were all the LOD lines, including shadowlods, from the helmet section.

Guyver
08-27-2007, 03:58 PM
Yay!!!

EDIT:
Oh and Jed, thanks a bunch. :)

Trp. Jed
08-28-2007, 01:14 AM
Consistency is checked against a bounding hull around the model. If any part of the mesh goes outside that hull, the model will fail.

My guess would be that the highest point of the cap is higher than the highest point of the original helmet and thus goes outside the consistency hull.

213
08-28-2007, 06:57 PM
i loaded the collision model into the program and every part or nearly every part is exceeded by the model. what is valve's official answer anyway?

Guyver
08-28-2007, 10:36 PM
Noooo!!! :(

jules
08-30-2007, 06:14 AM
nooo about what

Watevaman
08-30-2007, 09:29 AM
nooo about what

He said it because we can't use the cap ingame until we somehow fix the model.

213
08-30-2007, 11:23 PM
nevermind...i opened up the helmet on model viewer to see the hitbox, and it looks like the brim is definitely poking outside of it. but the brim is already small as it is.

Trp. Jed
08-31-2007, 04:30 PM
See my post in the main section about passing the consistency test. Let me know if you get any of the listed error messages in the console when you try to use the model.

213
09-01-2007, 08:37 PM
whateverman, have you identifying the cause? use this guide to narrow down the problems.

http://www.dayofdefeat.net/forums/showthread.php?t=74776

Trp. Jed
09-02-2007, 08:26 AM
Oops. Look what I did :D



I'll post the files once I get all the LOD and optimisation stuff done.

It's wasn't that straightforward - it took a while to figure out why it kept failing the consistency check.

Dr. Crawford
09-02-2007, 09:32 AM
sweet i always appreciate your work. maybe now ill have to play this game so i can use this!

Trp. Jed
09-02-2007, 10:10 AM
http://www.dayofdefeat.com/forums/showthread.php?p=1079072

Go nuts.

213
09-02-2007, 10:50 AM
awesome :D

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