King Tiger and Wespe

sharick

Warlord
Joined
Jan 18, 2006
Messages
250
UPDATE (25.03.06)
King Tiger has animations of vanilla tank. KFM should point to kingtiger.kfm and you can enable tank's default sounds.
New scale - recommended ~0.4
Tweaked textures - more contrast and brightness. Mipmaps generated - no more crispy look.
New screenshot.

UPDATE (26.03.06)
Wespe updated the same way too.
Scale recommended ~0.5


Old post
I couldn't resist, I had to do them. They don't look as good one as my previous models. That's because I tried to do them the recommended way - 1 mesh, 1 material, 1 texture. It's hard to fit everything on 512x512. The good news is it should run even on slow machines with no problems.

King Tiger / Polygon count

Wespe / Polygon count

Trivia for panzer freaks: http://www.panzerworld.net/facts.html
 

Attachments

Very nice sharick. :goodjob:

Now I need to get you thinking about futuristic Lunar tanks. ;)
 
Wow, these look great! It's very hard to resist just pluging these into vanilla civ with some off-the-top-of-my-head stats and let em "run wild". :D

I just noticed, do you always use 512x512 textures? 'Cause when dealing with such relatively low-level models, it's the textures you have to worry about. Going from 1000 polys to 2000 is not going to have nearly the same impact on performance as going from 128x128 texture to 256x256 texture (even if you overlook the fact that this is a x4 increase in texture size :)). This is especially important for cards with low onboard memory, such as 64MB - there is a reason why most textures in vanilla civ are 128x128.

If you want good performance out of your units you should stick with 256x256 textures in my opinion. If you really feel like you need more space for the texture you could go with 2 textures of 256x256 each
 
GeoModder said:
I will :worship: you, and I believe Woodelf is free to carry another child to term. :mischief:
Wow wow hold up there! I believe I got the dibs on that! :D :lol:
 
@ Rabbit, White - I know but my heart breaks when I see the details disappear. What about the markings and kill rings? :cry:
Is it better to use two 256 textures instead one 512?
 
sharick said:
All right, I'll do a futuristic tank next.

Woohoo! Maybe a futuristic turret on the models you've already completed would suffice? No need making a completely new tank sharick. Not that I know what would constitute a plasma tank..... :rolleyes:

9 months from now I'm yours!
 
sharick said:
@ Rabbit, White - I know but my heart breaks when I see the details disappear. What about the markings and kill rings? :cry:
Yeah I know :) Well, if you really feel strongly about it you can always provide both texture sizes, although if you're going to do that, don't just resize the 512x512 texture to 256x256. You should create the smaller version "from scratch", that way you'll be able to better preserve the quality of the markings (not sure what you mean by kill rings) and the texture in general. And the players will be able to choose which version to use by just renaming the textures.

sharick said:
Is it better to use two 256 textures instead one 512?
This is a bit harder to answer. Obviously a 512 texture takes up more memory, but displaying two textures is also more complex than displaying one - it kinda depends on the engine. However, at the end of the day I still tend to lean towards the opinion that two 256 textures is better than one 512, because you can always optimize texture handling algorithms but a 512 texture is always going to take up twice as much memory as two 256 textures.

This btw reminds me that this is the kinda information we could use in the documentation, going to post about this.
 
I can't beleive I almost missed these. Look great both.

As usual, adding 'em in.

EDIT: Could you do the Pz IV soonish? As you'd get 3 units with almost no extra work: Pz IV, Pz IV-F & Pz IV-H ;)

Also, is that Pz III I gave you looking anything like a real Pz III?
 
I love these. I was planning on doing a King Tiger when I got back from break, but now I don't have to cause this one is so good. Thanks for the work, I can't wait to catch up on all that's been going on since I've been away.

-Smitty
 
Hi Smitty, good to have you back. Sorry about the KT, I just had to do it.
You missed some units and lots of nautil's planes.
 
sharick said:
UPDATE (25.03.06)
King Tiger has animations of vanilla tank. KFM should point to kingtiger.kfm and you can enable tank's default sounds.

Its me again with a question. :)

When you say Kings Tiger is using the animation of Vanilla tank, does it mean I have to set SHADERNIF to the normal tank_fx.nif or shall I set it to kingtiger.nif ? :blush:

thanks
Houmie
 
Houman said:
Its me again with a question. :)

When you say Kings Tiger is using the animation of Vanilla tank, does it mean I have to set SHADERNIF to the normal tank_fx.nif or shall I set it to kingtiger.nif ? :blush:

thanks
Houmie

The SHADERNIF needs to be the kingtiger.nif. The KFM needs to point to the tank.kfm.
 
Hi. I've got a problem with your wespe:

Civ4ScreenShot0024.JPG


You see?

PHP:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_GERMAN_WESPE</Type>
			<Button>,Art/Interface/Buttons/Units/Artillery.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,2,11</Button>
			<fScale>0.49</fScale>
			<fInterfaceScale>0.9</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Modules/Custom Units/Unique/German Wespe/wespe.nif</NIF>
			<KFM>Modules/Custom Units/Unique/German Wespe/wespe.kfm</KFM>
			<SHADERNIF>Modules/Custom Units/Unique/German Wespe/wespe.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/PanzerShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<iDamageStates>4</iDamageStates>
			<TrailDefinition>
				<Texture>Art/Shared/wheeltread.dds</Texture>
				<fWidth>0.9</fWidth>
				<fLength>180.0</fLength>
				<fTaper>0.0</fTaper>
				<fFadeStartTime>0.2</fFadeStartTime>
				<fFadeFalloff>0.35</fFadeFalloff>
			</TrailDefinition>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>1</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop>LOOPSTEP_ARTILLERY</AudioRunTypeLoop>
				<AudioRunTypeEnd>ENDSTEP_ARTILLERY</AudioRunTypeEnd>
			</AudioRunSounds>
			<SelectionSound>AS3D_UN_ARTILLERY_FORT</SelectionSound>
			<ActionSound>AS3D_UN_ARTILLERY_FORT</ActionSound>
		</UnitArtInfo>


I can not find the mistake. Please help.
 
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