[wip] tiger 2


(zenith-ply) #21

One word of caution if and when anyone edits the .md3 files. The animations will probably get wiped out. Afa textures go, I think I’ll use less decal method next time for the chassis uv and try box instead. Some text bleed is present giving a low-fi image for the back, but otherwise fine. Maybe I shouldn’t talk about what I know could be fixed too much, but thats that. :wink:

Anyone who doesn’t get around to using the anims, here’s a crude video of the frames @ work in ms3d.

http://www.angelfire.com/retro/g19/ztrax.html

11mb tho :confused:

Hard to beleive this thing was brushwork once. It still looks a little laquer fresh without serious battle marks, but it’s been on quite a journey if you can call it that. This tank has been crushed, torn apart, patched, reffited, you name it. I’m not sure theres much left of the radiant work except the turret which was patch work. I’ve been so busy doing simple test maps, I don’t know how it’ll behave. One tip though, I wouldn’t suggest using spawnflag clipping. I don’t expect too many to use that clip method anyways though.

Lots of new things to think about. I have to ask about the truck suggestion though. What kind of truck concept did you envision?


(psyco_mario) #22

A flying truck!

Joke… a plane would be nice! :smiley: maybe finish shaderman’s? :slight_smile:


(Higgins) #23

zenith-ply, how did you animate the tracks?


(zenith-ply) #24

I’ll see if I can help on shaderman’s model when I get the chance. Bit busy right now, but it looks like a decent project for me. :slight_smile:

I used the paposo rtcw modelling tutorial to get started on the animations and just used a single aperture for each wheel. Rotations were easy on this one as I could move them all at the same time. (using one rotation button) Assigning verts to the bones was the difficult part. (at first)

The treads or tracks were put on an entirely seperate model. Here I had to basicly guess how things move because there are no spline animations in ms3d yet. I used the old brushwork tread as a guide for the treads and moved them all per keyframe. Luckily for me things started looking natural @ about 18 frames. I also made some sort of guide with the bones to keep things alligned.

closeup prototype guide
http://img209.imageshack.us/img209/4954/ztrap11gn.jpg

actual simpler final

I would say the biggest difficulty was making sure I didn’t erase something during exporting. That and having to travel so far from using familiar gtk.


(zenith-ply) #25

added another ss.


update


general fixes needed (that i am aware of)

-minigun needs retexturing. at some point i thought gold would be nice. i have no idea why.
-turret trunk needs rescaling, edge hangs through, over chassis during rotation
-peek views visable through turret. possibly some makeshift panel work.
-hull uv needs to be redone for correct look on back. will probably use box uv next time
-exhaust pipe unit may need to be flattened and brought in more like the classic tiger. this may be a prototype zenith tiger, but i don’t want it “too” prototype.

-so i’ll be doing this and the triple texture pack as well as adding simple minor animations to the chassis for the final. this will add to the realism of stopping/starting and recoil.

question: when i release the final, where should it go? i didn’t see too many wip projects in rtcw, so i placed it here.


update 2


Beta file has been taken down until project is complete. Thanks.

-zenith.


final update


http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=14953


(supportgunner5) #26

just a quick favor to ask:

Could you create a model of Flakpanzer for me? Im putting it in my next map.
Here are the blueprints:
http://images.google.com/imgres?imgurl=http://klub.chip.pl/chudym/galeria/flakp38(t)_30.jpg&imgrefurl=http://klub.chip.pl/krzemek/galeria.htm&h=218&w=413&sz=16&hl=en&start=6&tbnid=SNzytSxDPQmoIM:&tbnh=63&tbnw=121&prev=/images%3Fq%3DFlakpanzer%2B38%26svnum%3D10%26hl%3Den%26lr%3D%26rls%3DGWYA,GWYA:2005-19,GWYA:en%26sa%3DN

thats the url

Looks the same on the other side. the gun could be varied to be a MG42 for the map, but could you create the model for me?

TYVM


(carnage) #27

a realy nice moddle there just a little concerned about the way you have animated the treds and weels. although you meths should produce very realsitic and nice results there are a lot of vertices being moved about there and a whole lot more being rotated. f you look how the SD tanks were animted then you see the treds are just static tris and the texture on them moves saving a lot of performace and making them easy to script for. also if you can only see the side off the wheels then using remapshaders for static then rotating weel texture would save animating thoes and in md3 format the model will be much less filesize

any change of a modificatin to the tank with this in mind?


(zenith-ply) #28

Flakpanzer
Whoah! Those profile pics are amazing. Thank you for the link. I’m on the footstep of finalizing the tiger model. Some sizing and reffiting, then texturing.
Here is the exciting updates thread if you want to follow along. Shouldn’t be too much longer.

http://www.wolfensteinx.com/surface/forums/showthread.php?s=1fbeb3f817e3fd9acda3e30c9a0cd93a&threadid=1744

This means when I get the tank done. I will take a look. I’m “quicker” now due to experience, but the chassis and tread config are not the same as my p6/t2 unit, so it will be a fresh project, not an easy turret retrofit like a jadgtiger unit. (haven’t forgot shaderman’s proj either ;))

shaderscript anims
I have been hinted on using this technique from the get-go by Detoeni, but I wanted to get some animations done due to the challenge. I still have an optimization plan for the tank, so I’ll get feedback on the next release (meaning I want to know if it causes a noticeable prob) and then ponder animating the original in the way you described. (beta was 2mb) It shouldn’t be too hard importing the old static treads/ adding new basic wheels and “charging” them up with shader fx. I understand some of the complications with excessive model complexity in mp type games, so even though it wasn’t originally intended for mp use, I guess I changed some of that posting this @SD. :smiley:


(carnage) #29

so even though it wasn’t originally intended for mp use

any tank that sweet will find its way into people manps. to optimise the treds all you would need to do is make then a solid group going around the tank and leave the weels un animated

then its the small mattler of texturing then with a seperate image so it can be controled independantly of the rest of the tank

also remeber to texture the left weels/treds and right weels/treds differntly so they can be controled independantly


(supportgunner5) #30

zenith, tyvm for considering the flakpanzer. That website I found has great pics of WWII German armor. Hope you and your friends will enjoy it!

P.S. How do u make a cylinder horizontal in MilkShape?


(supportgunner5) #31

maybe this one might be essier. I think you might have gotten mixed up when the image up there in the top wasn’t the one I was pointing out. Here is the correct link:

http://images.google.com/imgres?imgurl=http://klub.chip.pl/chudym/galeria/flakp38(t)_30.jpg&imgrefurl=http://klub.chip.pl/krzemek/galeria.htm&h=218&w=413&sz=16&hl=en&start=6&tbnid=SNzytSxDPQmoIM:&tbnh=63&tbnw=121&prev=/images%3Fq%3DFlakpanzer%2B38%26svnum%3D10%26hl%3Den%26lr%3D%26rls%3DGWYA,GWYA:2005-19,GWYA:en%26sa%3DN


(kamikazee) #32

It’s still pointing wrong. Do you mean this one: http://klub.chip.pl/chudym/xxx/flakpz38d.jpg ?

BTW: Even if you weren’t, try to replace your link with

[This one](link here)