Dt_OpelBlitz


(Detoeni) #1

Good Day Folks.

I have just finished work on a few models, that I am releasing for others to use in their maps.
Seven versions of the German 3t Opel Blitz truck.

The pk3 comes with all assets and a tag block, so the models can be used as a escort-able objective.

Download and Screenshots from here:
http://www.planetwolfenstein.com/detoeni/models.htm

Enjoy :slight_smile:


(Orange) #2

Looks great!
Thanks!


(Aikon) #3

Omg :eek2: …that’s some really nice modeling right there, dt! I like the one with the watertank :stuck_out_tongue:


(Ifurita) #4

Very nice. Do you also have the clip brushes? I plan on adding a couple to my Dubrovnik map

Hmmm, just visited your site - looks like I’m going to borrow all sorts of things for my map \o/


(]UBC[ McNite) #5

wow… this looks real good. My fav is the small tank with the wheels.
Hopefully it will not cause trouble using them in my map.

@ clipping: my last tries of clipping some trucks ended in the trucks looking seriously dark after the compile (but only the trucks in the open terrain, not the ones that are in the shadows)… :???: What is better: to have the clip brushes fit the model exactly or being slightly larger than the model, or to have them exactly under the skin of the models?


(nUllSkillZ) #6

Great work.

Will surely use one of them in my map.
The one with the tank.


(Detoeni) #7

Thanks folks,

Clipping: keep it simple, the only place you realy need the clip to match the model is where players can stand on the model. Theres nothing to be gained from lots of complex clipping other than problems.

my last tries of clipping some trucks ended in the trucks looking seriously dark after the compile

This could be for a number of reasons, but I’v never seen clipping do this. If a model is casting a shadow or if the origin is in a brush/under patch(or very close to) you can get dark/odd lighting.


(]UBC[ McNite) #8

Well i like clipping being a bit closer to the model cuz i hate hiding behind a truck trying to shoot someone and all my bullets hit the uberlarge clip brush :bash: :bash: :bash:
I m only using clip and clip missile (for the canvas on the large trucks), but i guess i ll just try several things out so what :smiley:


(.Chris.) #9

WOW!!!

these models are really great, i may use one of the tanks in my current map and trucks in future maps :smiley:

well done just what ET being screaming for, hope to see more maybe if you got anything more planned

HINT :clap: planes :clap:


(Ifurita) #10

I did a -meta compile and it came out really dark too - but I just added the model into a test map as a a set of misc_models, since i don’t need the animation. If it’s a misc_model, do I need to specify a path for the skin?


(_Muzzle_) #11

nice models there, I will definitly use them in my map


(Malverik) #12

you are my hero for making each wheels on the truck an indiviual model. Now the truck can look like its actually turning!

nice work!
(is it me or i cant find the red one?)


(Detoeni) #13

The sdkfz222 will work as a misc_model, the tiger and the trucks need to be set as misc_gamemodel’s for the shaders to work properly. Sorry, I should have said.

dt_oblitz_body_r.md3 is in there somewhere.

Planes, theres one here, along with the half-track and sub from Bergen.
http://www.wolf.2io.de/modules.php?name=Prefabs


(Uchronic) #14

Hey, Good Work Man !

I’m currently working on a map with your “fan” :clap: Malverik, and, on his excited request, we’re also going to use your models.

But, regarding the background of our map, i need to change a little bit the textures. Is there a way to “double” the texture set so that it’s not anymore symetrical.

In fact, I’d like to add an sign on the door, but as this sign is not symetrical, the right door show a inverted one. Logical, you might say, but is there’s a way to change this ?

PS : hoping i made myself clear…


(]UBC[ McNite) #15

I just had a close look at the size of the model for the opelblitz (cuz i fXXXed up dimensions in my map) and need to redesign gates and tunnels.

So I found out that (with 1 unit = 1 inch = 2.5 cm)

  • from ground to axis of front wheel its 28 units = 70 cm (means a wheels is 56 units = 1.4 m in diameter… a player is only 72 units = 1.8 m)
  • height of the rim of the box is 52 units = 1.3 m
  • from bottom of box to cover its 92 units = 2.3 m
  • the bottom of the box is at 64 units = 1.6 m from the ground = eye-height of a player
  • lenght of the vehicle (frontof body to end of box) is 368 units = 9.2 m
  • height of the vehicle ground to cover is 160 units = 4 m

man that s freggin large, especially the wheels… did they build for giants in WW2 or do I need to use modelscale to get the opelblitz into dimensions that players don’t look like pygmies in comparison?


(Detoeni) #16

mmm, oops, that the last time I dont spend six mouths debugging something.

Use modelscale or wait till I get a chance make a updated pk3(by the end of the week…ish)

I have plans for all the trucks opel made in the 30s and 40s, the scale I used was based on the assumption that sd had based there model on a 1t blitz(which is a lot smaller then the 3t).

@Uchronic: if you can edit the model in gmax or milkshape, you may be able to do what you want, just remember to change all texture paths so theres no conflict with the original.


(Malverik) #17

hmm, i used the truck as a models for a script mover, buth when i do a followspline the truck moves sideways, its front facing left! Am I missing something?

Thanks


(]UBC[ McNite) #18

Well then I ll wait for the update, the models are way cool so they ll be worth the wait and i need some German trucks in my map (its in the alps so i better use some German trucks there :smiley: )
Can you plz post what heighth the truck including cover is in m so I can already adjust the gates accordingly? That would be really cool of you and help me a lot.


(WeblionX) #19

You have to have the model rotated 90° from how you want it, since the models rotate 90° when they first follow splines.


(Detoeni) #20

rotated 90° the model, but not the tag block, it is facing the right way.

I’ll be fixing this with the update along with:
scale (it will be a little bigger than the sd_blitz, about model_scale 0.85 with the current models)
There will also be a second glass shader so folks wanting to use it as a misc_model can remap to this new shader so the model looks right, I will also fix a few iffy verts so it looks a little better with vertex lighting.
and the new pak won’t conflict with the old.