own tank model


(ischbinz) #1

hello,
i m working on a custom tank model -
it should remove the churchill on fueldump
the main model i working nice now - but the “wheels” are not rotating -
now i new to know how i must name the inside the md3 for it -
i ll use the standart wheels and tracks

i use milkshape for modelling.

here is the .qc file


// Quake III Arena MD3 control file, generated by MilkShape 3D
//
$model "models/mapobjects/tanks_sd/churchhill.md3"
// reference frame
//$frames -1 -1
// frame 1-30
$frames 1 30
$flags 0
$numskins 0

// you can have one or no parent tag

// tags
$tag "tag_turret" 


// meshes (surfaces)

$mesh "exp_tracks-r"
$skin "models/mapobjects/tanks_sd/tracks_b.tga"
$flags 0

$mesh "exp_tracks-l"
$skin "models/mapobjects/tanks_sd/tracks_b.tga"
$flags 0

$mesh "exp_cogwheels-r"
$skin "models/mapobjects/tanks_sd/wheel.tga"
$flags 0

$mesh "exp_cogwheels-l"
$skin "models/mapobjects/tanks_sd/wheel.tga"
$flags 0

$mesh "exp_tank"
$skin "models/mapobjects/tanks_sd/churchill_flat.tga"
$flags 0


maybe anyone could help me?
(turret and mg42 works okay)


(-SSF-Sage) #2

How did you try to make them move? They need to be remapshadered from the script file. I don’t remember the exact shaderpaths and I don’t have time right now. Sry.


(twt_thunder) #3
models/mapobjects/tanks_sd/churchill_flat
{
	{
	         	map textures/effects/envmap_ice2.tga
	         	rgbGen lightingdiffuse
	         	tcGen environment
	}
	{
	         	map models/mapobjects/tanks_sd/churchill_flat.tga
	         	blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
	         	rgbGen lightingdiffuse
	}
		
}

this one sage?


(-SSF-Sage) #4
	trigger tracks_forward
	{
		accum 1 abort_if_bitset 5
		accum 1 bitset 5

		remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_forward
		remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_forward
		remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_forward
		remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_forward
		remapshaderflush
	}

	trigger tracks_turningleft
	{
		remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_forward
		remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_forward
		remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_backward
		remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_backward
		remapshaderflush
	}

	trigger tracks_turningright
	{
		remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_backward
		remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_backward
		remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_forward
		remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_forward
		remapshaderflush
	}

	trigger tracks_stop
	{
		accum 1 abort_if_not_bitset 5
		accum 1 bitreset 5

		remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_r
		remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_r
		remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_l
		remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_l
		remapshaderflush
	}

(ischbinz) #5

the script is the same as fueldump - no changes
the shader is the same as fueldump

only the model itself is changed -
i don t know how to bind texture to the model that the shader is used!
i found this inside the orginal churchill:


 models/mapobjects/tanks_sd/bits_r ll_flat   

but this is not a texture and i dunno ow to add this to my model - because its not shown in milkshape :frowning:

i think this is the main-reason for my trouble


(ischbinz) #6

boh i think i cannot solve the trouble:

http://www.chumba.ch/chumbalum-soft/forum/showthread.php?t=14905&highlight=enemy

any1 have a idea maybe?!


(kamikazee) #7

The tank is mostly static, especially the tank tracks (animating those would be a hell of a job). So the post you linked to is not applicable here except for other animations. For example, I can’t remember if the tank “wiggles” after it shot something because of some animation or the map script. But again, that shouldn’t bother you if you just want to make the tank drive.

Take another look at Sage’s script statements:

remapshader models/mapobjects/tanks_sd/bits_r models/mapobjects/tanks_sd/bits_forward
		remapshader models/mapobjects/tanks_sd/wheel_r models/mapobjects/tanks_sd/wheel_forward
		remapshader models/mapobjects/tanks_sd/bits_l models/mapobjects/tanks_sd/bits_backward
		remapshader models/mapobjects/tanks_sd/wheel_l models/mapobjects/tanks_sd/wheel_backward
		remapshaderflush

They say: remap shader x to shader y. Now, x is here e.g. “models/mapobjects/tanks_sd/wheel_l”, and y is “models/mapobjects/tanks_sd/wheel_backward”. Shader y is actually an animated shader of the wheel image rotating in the right direction - you can try this by slapping it onto a brush. Each time another animated texture is needed, x is remapped to some different y.

Now watch x again and think: if all wheels had the same shader assigned in the model, the remapshader statement could never replace just the left wheels (these statements apply for ALL shaders with the name x in the map!). So, you need to make sure that when your MD3 model is made, every part you want to uniquely “remap” uses a unique shader name.

To do this, take another close look at your .qc file.
See all the $skin statements? Now make sure you put the right shadername there, similar to the original tank. You should be able to read these from the map script if you keep in mind that it’s always shader x.


(ischbinz) #8

thanks kamikaze!!! - i found the solution by myself - but your explanation is right :slight_smile:

my new qc file:


// Quake III Arena MD3 control file, generated by MilkShape 3D
//
$model "models/mapobjects/tanks_sd/churchhill.md3"
// reference frame
//$frames -1 -1
// frame 1-30
$frames 1 30
$flags 0
$numskins 0

// you can have one or no parent tag

// tags
$tag "tag_turret" 


// meshes (surfaces)
$mesh "exp_tracks-r"
$skin "models/mapobjects/tanks_sd/bits_r"

$flags 0
$mesh "exp_tracks-l"
$skin "models/mapobjects/tanks_sd/bits_l"

$flags 0

$mesh "exp_cogwheels-r"
$skin "models/mapobjects/tanks_sd/wheel_r"
$flags 0

$mesh "exp_cogwheels-l"
$skin "models/mapobjects/tanks_sd/wheel_l"
$flags 0

$mesh "exp_tank"
$skin "models/mapobjects/tanks_sd/churchill_flat.tga"
$flags 0


now it works - but is hard to remap the whole chains :slight_smile:


(ischbinz) #9

work is done - here is the result:


for the public release check

www.eco-fairplay.com

if i don t forget it - i ll post here again then :>


(IndyJones) #10

wow, nice tank. seriously.


(ischbinz) #11

can be seen here:

78.46.70.210:27960

(must make some news for sl wolfmap and so on :slight_smile: )


(nUllSkillZ) #12

Looks pretty good.
Nice work.


(shagileo) #13

:eek:

wow, this really owns! Nice job!!


(stealth6) #14

lol Looks cool Nice job!


(nUllSkillZ) #15

[QUOTE=ischbinz;182711]can be seen here:

78.46.70.210:27960

(must make some news for sl wolfmap and so on :slight_smile: )[/QUOTE]

Unfortunately PW protected.
:frowning:


(twt_thunder) #16

great job!!!looks swell:D:D:D


(Ryan) #17

I used the King Tiger II tank for a new model, made by zenith-ply, but the models isnt clipped, you could walk trough certain stuff because it does uses the normal churchill model clip

Anyway of changing this?


Owyea, because of the tank .pk3 being so big, I made the file choosable for download, u don’t have to download it when entering the server, but if u like, u can download the file from our website (http://77.248.113.238/download.php) and place it in your jaymod folder.
File name = z_BoB-Tank_KingTigerII.pk3


(Berzerkr) #18

Can you replace the Jagdpanther with the Königstiger II ?


(Ryan) #19

Yea I know its an axis tank, and I will try it, instead of the churchill :slight_smile:
(I was just bit scared about trying cause the Jagdpanther has no real turret so I wonder how it will work when it aims :P, but yea I’ll try, get back to you)

If u want to play it, just download the file

http://77.248.113.238/download.php
z_BoB-Tank_KingTigerII.pk3 (make sure u save as .pk3) , place in jaymod folder, and connect to
77.248.113.238:27960

(It’s optional for players to play with this tank, I will also add the M18 Hellcat :slight_smile: great work on it.
How did you clip it? Maybe add a different texture on it btw?)
(I include the readme.txt in it giving all credid to the maker, I just deleted the new map picture)

PS:
If I update the Tank to a jagdpanther replacer, expect to redownload the file again. I don’t intend to use a b1 or b2 suffix cause it looks ugly :stuck_out_tongue:

PPS:
Almost forgot, I also need to make news for my server cause it needs to become fuller :stuck_out_tongue:
When u connect u will be downloading 11,5MB total + the running map if u dont have that yet.
If there are many people downloading same time, expect higher ping, thus lower download speed.
My appologies for this, but I get fiberglass connection internet in the near future which should speed things up to 100MB upload :slight_smile:

Features my server has: 77.248.113.238:27960
Medics are female models

U can choose if you have female voicechats or male voicechats (ESC, OPTIONS, GAME, male/female chat)

U can choose if u want the custom soundpack with special effects sounds, just the custom voicechats, or keep everything standard chats (Just download the desired .pk3 from our website and place in jaymod folder)

U can choose if u want a different tank.

U can choose if u want to play with European Style mod (any of the versions)

Edit: I just made a soundpack everyone downloads (2MB or something, I will make less). But it does NOT include the wm_allies.chat or wm_axis.chat. Those are in a seperate .pk3 who you can not download. This way only admins who DO have this special .pk3 are able of playing the sounds :slight_smile:


(kamikazee) #20

[QUOTE=Ryan;182767]I used the King Tiger II tank for a new model, made by zenith-ply, but the models isnt clipped, you could walk trough certain stuff because it does uses the normal churchill model clip

Anyway of changing this?[/QUOTE]The clipping happens in the .map, so you’d need to recompile all maps using your model.