Dt_OpelBlitz


(Detoeni) #21

Iv fixed all the bits and the new verson of the file is up here:

http://www.planetwolfenstein.com/detoeni/models.htm

The opel blitz can now be used as a misc_model(shader-swap instructions in read_me), it size and facing have also been fixed, and it looks much better when vertex lit.

A usefull idea that got to me just after I uploaded the new file(im off on holiday tomorrow, so no time to add it to the read_me)

Body parts:
cab
cab01
glass
glass01
Object04
Object05

box parts:
boxback
boxback01

tailgate:
Object04
Object05

tank:
tank
tank01

front wheel:
ft
Object01
Object04

back wheel:
wto
Object02
Object03


(Malverik) #22

'afraid the wheels are still misoriented :-\

no biggie, anyway you still need to set the angle for the wheels on the right side!


(]UBC[ McNite) #23

I still love your trucks… they look real great in my map.

As i was trying some fog in the map i ran into trouble with the windows of them again though, most probably because they are made with shaders that have more n 1 blend stage. Is there any way to get the windows as a simple grey with no blend stages? I know they wont look shiny then but with the blend stages they look white from a great distance and wont get covered by the fog.


(Detoeni) #24

Just remap it to:


models/mapobjects/dt_oblitz/dt_oblitz_glass_flat
{
	qer_editorimage models/mapobjects/dt_oblitz/dt_oblitz_glass.tga
	surfaceparm nomarks
	implicitMap models/mapobjects/dt_oblitz/dt_oblitz_glass.tga
}


(]UBC[ McNite) #25

Regarding my question about the tris I just made a quick test in a small boxmap and found out that there are:

without truck 1639 verts /1022 tris
with truck 4472 verts /3848 tris

Truck consisted of: body, box, 2 fw, 2 bw
of the tris I m counting the 2nd number

This gives me roughly: 2.800 verts and 2.800 tris just for the simple version of the truck

Does this meet your values?


(Detoeni) #26

The same model set up in max

verts 2758
tris 2644