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Fortification Improvement Project [WIP]
Posted: Mon Jan 19, 2009 2:06 am
by RyanCrierie
So here's the Type 1938 Dragon's Teeth, with Four Rows. Later ones (1939/42) had five to six rows and could stop much heavier tanks.
Type 1938: 20 ton tanks
Type 1939: 36 ton tanks
Type 1942: 52 ton tanks
RE: Fortification Improvement Project [WIP]
Posted: Mon Jan 19, 2009 2:31 am
by benpark
Excellent.
I was wondering what could be done to make bunkers better...
RE: Fortification Improvement Project [WIP]
Posted: Mon Jan 19, 2009 2:51 am
by RyanCrierie
Quick test of Blown down trees:

RE: Fortification Improvement Project [WIP]
Posted: Mon Jan 19, 2009 2:52 am
by RyanCrierie
Found in a German Language Book on Fortifications:

RE: Fortification Improvement Project [WIP]
Posted: Mon Jan 19, 2009 2:58 am
by Stridor
ORIGINAL: RyanCrierie
Quick test of Blown down trees:
Ryan,
Great trees.
I don't suppose you want to take on the mantle of fixing up the stock (in reality doing new ones) trees which are the next big area that needs improving.
?
Regards
S.
RE: Fortification Improvement Project [WIP]
Posted: Mon Jan 19, 2009 3:24 am
by RyanCrierie
Eeet Works!

RE: Fortification Improvement Project [WIP]
Posted: Mon Jan 19, 2009 3:33 am
by RyanCrierie
Dumb question, but what's the scale used in PzK? 50% of actual size? And I need someone to convert my 3d model into milkshape so that MM can "cut out" it.
RE: Fortification Improvement Project [WIP]
Posted: Mon Jan 19, 2009 3:38 am
by Mad Russian
ORIGINAL: RyanCrierie
Quick test of Blown down trees:
Blown down trees are known as an abatis.
Good Hunting.
MR
RE: Fortification Improvement Project [WIP]
Posted: Mon Jan 19, 2009 3:50 am
by benpark
Ryan, I'll try to convert it for you. Do you just need it changed to an .x file? PM me the link to a test model and I'll give it a go.
I agree, the trees are the biggest visual let down in the visuals right now.
RE: Fortification Improvement Project [WIP]
Posted: Mon Jan 19, 2009 4:01 am
by RyanCrierie
I just need it output in .msz so that it can be rotated in the map maker, and cut out as obstaculs.
It uses the concrete texture that shipped with the game or with Map Maker 0.9z...
RE: Fortification Improvement Project [WIP]
Posted: Mon Jan 19, 2009 4:08 am
by benpark
Sorry, I've not done the .msz export. I'll look at it and see if I can figure it out, though,
RE: Fortification Improvement Project [WIP]
Posted: Mon Jan 19, 2009 8:49 am
by Stridor
It is not essential to have your thumbnails be msz compatible, a simple bmp will surfice.
RE: Fortification Improvement Project [WIP]
Posted: Mon Jan 19, 2009 8:53 am
by Stridor
ORIGINAL: RyanCrierie
Dumb question, but what's the scale used in PzK? 50% of actual size? And I need someone to convert my 3d model into milkshape so that MM can "cut out" it.
The scale is 0.3937 (or 1/2.54) provided you work in meters.
RE: Fortification Improvement Project [WIP]
Posted: Tue Jan 20, 2009 12:07 pm
by RyanCrierie
1938 Model Dragon's teeth with Snow/No Snow; in Map Maker Format.
RE: Fortification Improvement Project [WIP]
Posted: Wed Jan 21, 2009 7:11 am
by Stridor
Ryan,
Thanks for those fortifications!
Could I just make a couple of small suggestions for the future.
If you are going to use custom textures for your models which is fair enough, could you please do them in dxt1 format. As an example your initial unindexed bmps ~ 780Kb vs 170Kb for the dds1 versions (I have changed them to dxt1 if that is ok), a saving of over 610Kb of video memory. If you have a 2GB card it doesn't mater, but if you are stuggling on 64Mb then ...
If you can generate the boundbox (see my post to ben), then that would help as well as your dragon teeth could then do what they were meant to do automatically - rather than the user needing to draw "tank obstruction" by hand under the model on the final AI map.
I have also added this and will post your work along with a credit with the next MM release with your permission.
Thanks again
S.
RE: Fortification Improvement Project [WIP]
Posted: Fri Jan 23, 2009 2:09 am
by RyanCrierie
Tellermine on Pole at an angle -- use on beaches to simulate anti-landing craft defenses.....
I'll be doing some other Tellermine based defenses; there were a varied group of ways you could use a tellermine..
One way was to simply lay them in the open across a road to deter tanks from going down that road until someone who was dismounted could come and clean them up -- and even then, anti-tamper devices could be put under them, so moving them could be a pain.
Or in other examples; they would be just dummies; but the enemy wouldn't know that...
RE: Fortification Improvement Project [WIP]
Posted: Fri Jan 23, 2009 2:34 am
by RyanCrierie
Here's another one.

RE: Fortification Improvement Project [WIP]
Posted: Fri Jan 23, 2009 2:35 am
by RyanCrierie
Here's how it was used in real life; notice the rope attached to the linked mines? You can then quickly pull them across the road to block it; pull it back across to unblock..etc

RE: Fortification Improvement Project [WIP]
Posted: Fri Jan 23, 2009 5:10 am
by Mobius
interesting telephone poles or power poles of the time.
RE: Fortification Improvement Project [WIP]
Posted: Fri Jan 23, 2009 3:43 pm
by RyanCrierie
Stupid Pandasoft Direct X exporter for MAX, with everything scaled correctly:
I don't know why it works fine for the dragons' teeth, but not for the tellermines....I'm going to need some help in converting my fortification stuff into .x files correctly -- I don't have the money to pay $400 for Poly Trans. [:@]