The finished tiger2 models.
UPDATE: Model Pack 1 Release Thread Link.
http://www.splashdamage.com/forums/showthread.php?t=14673
Panzerkampfwagen VI, Tiger II (Henschel)
There are 3 model skins now with destroyed parts and more animations such as 2 speeds for the wheels and tracks.
I’ve made a simple map that has all of the tank models included with a script for one of the tanks to give an example of how it is put together. It is objectiveless, but it’s sole purpose is to display the tank models all at once. The map is designed for rtcw sp. Instuctions to run the map are in the document folders. I’ve also included the map file.
Here is an excerpt from the documents to explain a few things. I would say I’m very pleased with the finished product, so that unless something critical is missing, I will probably be leaving it as is. Thanks to all for your past interest in this project. I have projects for others on the front row I’d like to complete. Feel free to tell me if there is anything wrong or missing. As thorough as I have been in my testing, however little surprises me anymore when it comes to mapping/modding syntax.
zp_m1_tiger2 FAQ
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Q: What kind of animations are these? (shader/model)
A:Currently these are model animations made in milkshape. No shader based animations yet.
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Q:How many models are there?
A: There are 9 models in total. Three skins [forest/ambush, urban/desert and snow/grey] each with a different model type (regular, fenderless and destroyed). Each model has 7 parts. The pieces are chassis, turret, cannon, left wheels, right wheels, left tracks and right tracks. All of the model assets are used in the map that I made, but not all of the animations are used.
Q: What animations are included?
A: All of the animations for each model are listed in the operating handbook .txt file.
Q: Are the destroyed parts animated?
A: I did leave some of the parts animated, however they will not look 100% correct when moving as this was never intended to be used.
Q: What is the chsx model?
A: This is the fenderless version of the tank chassis. I saw many pictures of it off and on, so I was compelled to make each model without one as an option.
Q: Can you tag destroyed parts to regular parts?
A: Yes. Afaik all the parts are attachable. Scripting them to become individually damaged on a moving tank however is a matter of creativity on the part of the mapper. Same goes for clipping tagged parts.
Q: How do you put the model together?
A: The easiest way is to import each part as a misc_gamemodel and line up the origins. In order to have them as a script mover they can be scripted with tags or as independent script movers. The example map uses the model tag method.
Q: When I import the models as misc_models the parts show up black.
A: The shaders are written to support the model as a misc_gamemodel
Q: Will you be making more skins or changes?
A: I will no longer have this as my main project so unless there is a critical flaw I am finished with it.
Q: Can this be used for ET?
A: The model{s} will work with ET as well, although it was designed for my own sp_rtcw maps in mind.
Q: I don’t want to use all three models. Do you have a download for one?
A: I won’t make a download for one model, however the required model files are displayed in category in the shader and a listing is made in the operating handbook for each piece and file required for a single model.
Q: Why are the cannon animations so fast?
A: The animations got too large to scale “dramatic effect” slow speeds, however the brush scripting can be used instead and I used that method in the map. Also don’t forget to utilize the [rate FPS] brush scripting command if need be.
-zenith.





