Fueldump - mod - as techdemo


(ischbinz) #1

as i told often i m not a good mapper.
so i used this time fueldump to present you my latest model.
A german Tiger tank ( i know tiger version 20 for et )
the special on my version are the fully animated chains, so it looks more realistic.
some images of the model:

ya it contains a lot of verticles/polys - but we tested it on a public server without problems

hope you like the model

about the map: its now beta7
You all know fueldump, so what a tiger tank on this map? - allied are attaking!
not on this version -
its an inverted version + summer = axis strike back!
i added some new/funny stuff - the tank is shooting more around :slight_smile:
and i modified some stuff so the “strike back” feeling is better - not just inverted

you can activate/deactivate some stuff just with some simple script commands in the map script -
some things are commented some not - dunno if you like it :slight_smile:

ah and i added 2 little models:
the missing telepole i created ( i hope its ok)

and a box model i created ages ago:

you can download the map here:
http://www.ischbinz.de/modells/tiger_dump_b7.pk3

plz post your comments here and tell me if you find bugs!


(acQu) #2

That’s some awsome work there Ischbinz. I like the Tiger Tank very much. Can you release it also without Iron Cross for use in other themed mods ?


(KeMoN) #3

Hey ischbinz
I think your idea is really cool but still has some issues, in my opinion.
First off all your tiger tank model is really awesome! Nice work with the detailed stuff there.

I know this is a beta version and it isnt fix yet, but I would suggest you to use another river texture. It reminds me a bit of saberpeak and tropic-pacific region and not of germany. Maybe you want to try the riverbed texture Diego used in praetoria. Just eye-candy stuff. Nothing special :wink:

Also some stones are “swimming” on the water. Maybe you could just drag them down a little.

And there is a model problem at the RoadMG42 the axis can build up in front of the health ‘N’ ammo cabinet house. One sandbag model is temperate and the other one is still with the snow texture.

The idea of the tank that shoots at several other points too, is really cool. Great work with that. Though I dont understand why the tank needs to drive so near to the depot gate (I know that it is default) but is able to shoot from the hill to the CP bunker/tank garage at the watertower which is even further away than the depot gates.

I really think the map will be great, but I guess there are lots of things to do before a final version of this map is released. If you you are working alone on this map and need some help, I’m willing to help if I’m able to.

Great Map though! Continue the work on it.

See you around
KeMoN


(Berzerkr) #4

If no bugs are found wich need a new compile, I begin with the retexturing of this map.
The lake/river is already on the list, I agree with you that it looks atm very tropical.


(funRut) #5

hmm i tryd loading the map but this happend
my normal et:it starts loading the map then my et disapears
my jaymod serv et:the server loads the map fine but when a client connect same wil happen whit the client as above
map making et: bolow is an ss in the attachments box
idk why this happens maybey its an problem of my et/pc :confused:


(ischbinz) #6

open the game and type in the console
/com_hunkmegs 128
then restart the game and load the map


(zbzero) #7

I tested the map in a local etpro server with default hunkmegs and no problem at all!!
I really like your map, i love the new tank model and the way the tank goes blowing different objectives in the way he moves, i will add your map in my server and i will post if ppls like it!!!
Awesome job in this map!!!


(funRut) #8

[QUOTE=ischbinz;251092]open the game and type in the console
/com_hunkmegs 128
then restart the game and load the map[/QUOTE]
tnx at least it loads now :tongue:
it looks great and i didnt found any bugs yet
still i cand join team cus et wil disapear again (even at com_hunkmegs 200)
il try it on other pc later :tongue:


(KeMoN) #9

[QUOTE=Berzerkr;251082]If no bugs are found wich need a new compile, I begin with the retexturing of this map.
The lake/river is already on the list, I agree with you that it looks atm very tropical.[/QUOTE]

Sounds perfect :slight_smile: Looking forward to the retextured map

@ Berzerkr I hope I don’t bother you with using your head_picture of wolfmap in this way?

See you around
KeMoN


(Shanks) #10

You’d think the people in the tank would destroy that pesky MG42 near the gate :smiley:


(stealth6) #11

waste of expensive ammo soldier! Those bullets are worth more then your miserable life.


(Pegazus) #12

Tank looks very good, but I still think it has way too many polys, although we discussed this earlier on already.
But the amount of detail you have given to the model itself is impressive. Texture should be however a bit more of darker green.

Keep up the good work. :slight_smile:


(Berzerkr) #13

Did anybody found some bugs, has some suggestions or is all fine from the technical point of view?


(KeMoN) #14

If the Mg42 sandbag bug has been fixed there is nothing technical to complain about from my side :slight_smile:


(Magic) #15

I have problems on nq 1.2.9 - when you start to select/escort the axis tank - it get transfered to the fueldump part instant.
It works ok locally - but not on the server - must be a script conflict ?


(ischbinz) #16

ya -it isa script conflict - u use the skin mod?
in the skin mod is a wrong version of the map script - sorry
you can change this easily -


		// Instant test teleporter *#*
		accum 3 set 90

should be this:


		// Instant test teleporter *#*
		//accum 3 set 90


(funRut) #17

found some clip buggy
in the destroided allied cp:


the fence doesnt hurt and if u pres c u can walk true it:

but its a great map love how the tank shoots everything to pieces :smiley:


(Kic) #18

Very nice indeed


(zbzero) #19

I added the map but the fences in fueldump give a unfair advantage to axis, thy can shoot at allies but when allies try to shoot then it not works, the fences block for some strange way the allies bullets, other problem is the weird hunk problem (posted before) i tested myself with default hunkmegs and it works but my clan mates get this error frequently and some of then cant play the map!!!


(KeMoN) #20

The fence doesn’t block the allied bullets. It is just clipped from the one side so if you shoot against it from outside your bullets get blocked but the ones from inside don’t. Just a clip problem.

I guess it is very hard to create a non-hunkmegs map out of a hunkmegs map, and it really shouldn’t be a problem for your clan-mates and all the other ET players out there to set their hunkmegs to 128.