XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : Environment: WWII winter town (DoD)

12-23-2003, 12:13 PM
Hi guys, I've been pulling all-nighters for basically the last two weeks in order to get this textured. This is a map by skdr for Valve's Day of Defeat (based on the HL-engine). It is set in the winter in Northern Germany. The pics might be a little dark cause it's a night map but yeah...anyway enjoy!

http://kleinluka.dodfi.net/nb/ and
DOD_NORTHBOUND by skdr (skdr"at"asenne.org)

January 20, 1945, Northern Front

After the successful operation in the western front,
allied troops called for more backup to the north.
Forces have to capture unknown urban
area and advance through a countryside
town to the center of the city.

Allied Objectives:
- Capture all 5 points

Axis Objectives:
- Capture all 5 points

Textures: Daniel "Kleinluka" Luka

Thanks: Insta, Sagi, Godcha (superb waypoints), Whoopy, Rot,
Fuzzdad, Shane and all "spiseyh" playtesting guys :D

12-23-2003, 01:16 PM
Very nice.

12-24-2003, 05:51 AM
Nice clean Texture work. To bad steam won't let me play on it :(

12-24-2003, 07:31 AM
Excellent job on your texture work.

Could you post a few of the texturemaps you created for this level. I would love to see how you created the ground plane elements.

12-24-2003, 08:21 AM
in this game engine you apply a tiled texture onto "brushes", which are game engine geometry (with a bit more splitting done in compile).

So there is no "mapping" in a single file for the textures. Its all mapped surface per surface.

12-24-2003, 01:11 PM
Originally posted by BiTMAP
in this game engine you apply a tiled texture onto "brushes", which are game engine geometry (with a bit more splitting done in compile).

So there is no "mapping" in a single file for the textures. Its all mapped surface per surface.

but he could have used new textures... which is VERY likely given by the quality of the map textures...

12-24-2003, 01:27 PM
nice to see some work done for the wonderful mod DoD. not many games has the same team-based gameplay as it has.

12-24-2003, 02:11 PM
here's something I made out of boredom. It doesn't have any use in the game but meh.. It's a simple blendover of my snowrubble texture into the woodplanks texture for indoors. This is originally made out of three 256x256's but I put them into a single image to demonstrate the way it's supposed to look

and here's some more.

Digital Ninja
12-24-2003, 06:30 PM
That is a really cool looking level, sets a nice mood for sneaking around and hiding, I especially like the texturing! Makes me wish I hadn't taken DoD off of my comp :(.

Awesome job!


12-24-2003, 10:40 PM
-iNw-kleinluka: textures look great. I was wondering how you designed the textures for the dirt path in the level - did you physically paint curved and straight segments and tile them together? It's something I've not really understood yet.

12-24-2003, 11:09 PM
Hey, thanks for the nice comments.
No, the dirt path is one single 256x256 texture. Valve Hammer Editor lets you rotate, scale and align your textures onto world brushes... Terrain is usually made of a bunch of triangles, so what you do is taking your road tex and aligning it onto each individual face and rotating it face by face so it creates a nice curvy look. I'll put up a pic so you get a better idea of what i mean.

and here's the road texture

Check out my website (http://kleinluka.dodfi.net/northbound.htm), I put some more pics up.

12-29-2003, 12:33 AM
-iNw-kleinluka: Very cool, that totally makes sense for making a road/path and was extremely helpful (sometimes I miss the obvious way of doing things). Those are the things that rarely are mentioned when levels/environments are discussed. Thanks a lot.

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