[final] tiger 2


(zenith-ply) #1

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.

Models

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

[new]
Q: What kind of animations are these? (shader/model)
A:Currently these are model animations made in milkshape. No shader based animations yet.
[/new]

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.


(Stephan) #2

looking good, nice:D


(nUllSkillZ) #3

That’s great.
Very good work.


(zenith-ply) #4

I’m glad people seemed to like it. Encouraging.

Only thing I can add is that the model is structuraly revamped from the beta file. That included the turret and backend of the model, so it isn’t the same thing with just a diff skin. Also to note is that virtually any edit to the md3 will result in lost animation info for the part animated except the chassis which have no animation. Just a heads up. Maybe I’ll post the downloadable ms3d tread one of these days so people can see how rediculous it was doing it. :smiley:

In the future I could try many other methods of optimizing things, but this was the best I could come up with @ the time. I would say I am satisfied for the most part.


(zenith-ply) #5

Hey guys. I need someone to slam one of these models (just as static pieces) into an et map and see if there are any max vert messages after compile (any that runs bsp vis light). csg hollow box is fine. I would appreciate it. Just not setup for et modding atm or @ least I need a random test result for statiistical/troubleshoot purposes.

All I need is a yes or no response for getting an error.


(DC9) #6

I tested with the urban version in ET without the shader and didn’t get any errors after compile or in game mode.


(zenith-ply) #7

:banana:

All I needed to know. Much thanks. I’ll assume as gamemodel for the test? I suppose I could ask about the shader file’s function in et as well.

Edit: I see you ommited the shader file. That part was semi-important. Possibly I could have specified.


(D3C0Y) #8

very nice


(Loffy) #9

Impressive work, good job! Looks professional - ever thought about working in the gaming business?


(zenith-ply) #10

I’ll take that as a compliment and thanks. My primary interest is not in gaming however therere are few things quite like the satisfaction of finishing off a decent design project imo. I think I’m a bit too particular about my interests to ever venture into the gaming industry. Not impossible but unlikely. Besides, I still have a ton of things to still learn. I would say the most important thing has been done though with this model…that people seem to like the way it looks so thanks for the feedback.

Hope the shader/gamemodel worked in et…I’d be prompted to prism the tread links and snap a ton of vertexes too if I kept having to go back to it.

Also…

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 will have to be scripted with tags. The example map has this.

Misleading. Not rocket science for a mapper to figure it out, but of course individual parts can be used as scriptmovers moving together in conjuction without tagging. In fact it actually works best and the common single origin makes for easy parrallel scripting imo. Not a major correction, but I had to clarify that bit.


(DC9) #11

I thought you just wanted a yes or no answer :smiley:

My tests were pretty simple. I used two development boxes I use to make pre-fabs (map shells that are basically empty with structural walls - one was 512x512; the other was 4096x4096). These compile on their own so if there are any errors they will most likely relate to the content added.

The first test was to put the tank parts together using the misc_model in GtkRadiant 1.4. I compiled several times, testing in ET after each compile: once after adding the wheels; once after adding the tracks; once after adding the chassis; once after adding the turret; and finally after adding the cannon. This was all done with just the skins that come with the model pack.

Next I copied all of the components into the larger devbox and compiled, again with just the skins. To this point, everything was fine.

Finally, I added the shader to the shader list, refreshed the textures in the smaller map and compiled. I didn’t get any errors. When I tested in ET, the model seemd to be fine however most of the normal textures I have in the map, and most of the ET models and features turned orange (eg. gun, command map, player stats, etc.). I left the game and re-started but the orange affect was still there so I’m concluding that it has to do with the shader. :???:

I did not take anything out of or add anything into the shader file. I did not add any clips over the tank parts. I did not try any script_mover scripts as time was limited. I will take a closer look sometime over the weekend if I have time.


(zenith-ply) #12

That defininately sounds like a shader problem. Not sure what to make of it. The shadow model at the bottom of the shader could be suspect. Everything else looks tight. I don’t know why rtcw would be more robust than et in this regard. Is there anything in the shader that is rtcw friendly only… :???:

Don’t know how to thank you DC9. This was the feedback I neeeded. I guess I’l have to setup for et myself and analyse things out. Don’t want to force people to make their own shader and such. Thx.


(DC9) #13

You’re welcome. As I mentioned, I will investigate more over the weekend if I have time. I’ll post if I find anything else.

The part of the shader you mentioned may be the issue. I compiled another map I’ve been working on and all of the default ET alpha textures didn’t compile correctly (even the tree models). The textures and models that I added were fine. I don’t know too much about shaders but maybe the blendfunc is causing the issue.


(zenith-ply) #14

UPDATE

Well I tested some of the models in et and yes there does seem to be an issue with the vert count. The shader is also not playfull with et. That part is easy to fix, but I appologize for sabotaging to all those with et that downloaded the model. Afa rtcw goes (originaly designed for) it had never failed for me, so after I see what I can do for you et people, I’ll try to take more consideration into model limits for it in the future.

If and when I can get it solved I’ll re-upload the entire thing with the proper fixes and aknowlegdements. (going for most collosal model shader in interweb history) I guess I was overly confident a successfull wolf model would translate to a successfull et model. Much to learn.

-zenith.


(zenith-ply) #15

UPDATE

The tiger model(s) are now available/useable for et as well as rtcw. See top of thread for updated links.

I have uploaded the new model files for both the example map and the standalone model pak.

model fixes:
-regrouped the model components
-cut-down on some vertex count for the cannon
-edited the shader

map fixes:
-upgraded the compile w. -patchshadows
-some clipping modification to the map border
-added a small print text to the script
-modified some of the animation frames
-re-wrote/edited parts of the documentation/FAQ

-zenith.


(Panzergrenadier) #16

I don’t intend to ruin your efforts, but the Tiger II is far to tall, and not long enough.


(Ryan) #17

Also we need a paratroop plane more then a fighter plane. The plane should also be entered from inside, because players spwan in the plane one time and jump out.

www.the-blueprints.com and WWII C-47 plane


(Ryan) #18

Hey Zenith, when are you back? lol :stuck_out_tongue:


(zenith-ply) #19

Hi Ryan. I haven’t forgotten about your models. Just finishing up the last of everybody elses requests and the plane(s) you mentioned are on the next.

Just plan on releasing them all at once and then yours. Tigers jagdtiger (below), arado and flakpanzer.

Most everything is done, but I’m adding “features” to something right now requiring testing etc.

-zenith.


(Ryan) #20

lol ok :P. Btw, i was wondering if you got that wheel track of the tank smaller, because many people said it was quit whide…
Looks good this other tank asswel :slight_smile: