german bunkers ref.

General discussion of the Project Reality WWII modification.
Locked
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

german bunkers ref.

Post by Psyko »

Just watched this video for any modelers who are interested. I subscribed to this dude a few months ago and managed to watch a couple of his videos which in fairness are extremely informative.

In this case theres a dude explaining the history of the bunkers at normandy, over a very lolsy dog who is afflicted with flees.

Check it out, some really interesting history got to do with how much damage they cantake, and their construction, and visually you can see that COD and other WW2 games may have gotten the models wrong. The bunker is a lot taller inside than what games usually depict. especially in the corridor and where the radio-man's alcove is, and the ducts for expended gun round casings get dis-guarded.

Ts4EVER
Posts: 1111
Joined: 2009-02-18 13:43

Re: german bunkers ref.

Post by Ts4EVER »

One thing you need to remember and what many games do wrong is that these bunkers were not sighted directly to the beach, but in enfilading positions.
Image
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: german bunkers ref.

Post by Psyko »

Ts4EVER wrote:One thing you need to remember and what many games do wrong is that these bunkers were not sighted directly to the beach, but in enfilading positions.
most people might be using movies like saving private ryan as a reference. From the video i posted it seems that bunker doesnt sit on the edge of the cliff but further back about 40 yards.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: german bunkers ref.

Post by Pvt.LHeureux »

Psyko wrote:most people might be using movies like saving private ryan as a reference. From the video i posted it seems that bunker doesnt sit on the edge of the cliff but further back about 40 yards.
Those were gun batteries, they were further behind while the "MG" bunkers were along the coast, seeing the beach.
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Ts4EVER
Posts: 1111
Joined: 2009-02-18 13:43

Re: german bunkers ref.

Post by Ts4EVER »

The German defenses along Omaha beach were so called "Widerstandsneste" which means strong points. Most of them were unfinished and understrenght. There was no continuous line. Instead the defenses concentrated on draws leading from the beach, since the bluffs were to steep for vehicles. Infantry or any able bodied man with half his wits together can easily climb them in most places, which lead to the eventual downfall of the position.
The bunkers were not sighted directly frontally onto the beach, since in that case every destroyer could have easily destroyed them. Instead they were set up to deliver flanking fire all along the landing beaches, often in form of cross fire by two mutually supporting bunkers, meaning that if you got into the "dead angle" of one bunker, you were under fire from a second one. Most of these bunkers housed MGs, but other were build to house field pieces, from captured 4.7cm at guns to huge 8.8cm pieces. Additional underground "Tobruk" bunkers protected their flanks.
Additionally some strongpoints were equipped with turrets taken from captured french tanks, fougasse flamethrowers and 28cm rocket launchers ranged onto the beach.
The Germans had planned to dig holes into the seawall, which were going to contain radio controlled bomb carriers of the "Goliath" type, which coudl be driven onto the beach and detonated. This was not done however.
Image
CommunistComma
Posts: 377
Joined: 2009-12-28 21:52

Re: german bunkers ref.

Post by CommunistComma »

The beach bunkers need to be remade anyway, somebody fucked up the Lods and nobody really knows where the original files went.
At least that's true with the smaller ones, I don't know about the larger ones.
Dulce et decorum est pro patria mori
Image
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: german bunkers ref.

Post by Pvt.LHeureux »

Yes, one of the main problem with them is that at low graphics you can see through some of the walls from the inside. Same thing with some of the houses sadly.
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: german bunkers ref.

Post by AfterDune »

We were allowed to use atlantic wall bunkers from La Varde, a French Hope map. Some nice things in there.

They're the "old" ones btw, where they didn't use FH2 textures yet :) .
Image
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: german bunkers ref.

Post by Pvt.LHeureux »

To be honest I hated the texture they had haha, so glad they won't have FH2 ones.
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: german bunkers ref.

Post by AfterDune »

Not sure which textures you saw, the FH2 ones probably looked better on them.

I changed some textures, removed the camo stripes for example. That didn't look really good to me. More about that later, in another thread.
Image
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: german bunkers ref.

Post by Pvt.LHeureux »

That's what I meant, the camo stripes were ugly :)
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: german bunkers ref.

Post by lucky.BOY »

Shouldn't be really hard to remake the LODs for the bunkers, TBH i didnt quite like the big ones but the small ones (the ones with bad LODs I assume) were quite neat, I could look into remaking their LODs when my finals are over, thats like in two weeks.

However if their files are lost that would mean i would have to import them, but that shouldn't be much of a hassle.

+ can also look into retexturing them to use same textures as others - for moar LOLs :D
CommunistComma
Posts: 377
Joined: 2009-12-28 21:52

Re: german bunkers ref.

Post by CommunistComma »

Well if you can fix it easy, I can't access the files because I lack the knowledge, software, and will to edit BF2 files. It should be a simple matter of setting 0 to 1 as well.
BTW "Lol" is pluralized with a z and the o is changed to a u. "lulz"
Dulce et decorum est pro patria mori
Image
Tinfoilhat
Posts: 84
Joined: 2008-11-23 22:06

Re: german bunkers ref.

Post by Tinfoilhat »

Psyko wrote:Just watched this video for any modelers who are interested. I subscribed to this dude a few months ago and managed to watch a couple of his videos which in fairness are extremely informative.

In this case theres a dude explaining the history of the bunkers at normandy, over a very lolsy dog who is afflicted with flees.

Check it out, some really interesting history got to do with how much damage they cantake, and their construction, and visually you can see that COD and other WW2 games may have gotten the models wrong. The bunker is a lot taller inside than what games usually depict. especially in the corridor and where the radio-man's alcove is, and the ducts for expended gun round casings get dis-guarded.

Interesting that that dude is a New Zealander. :smile:

The Irish guide guy certainly knows his stuff!


Although the voices arent real........ :? ??:
They have some pretty cool idea's! 8)
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: german bunkers ref.

Post by AfterDune »

Nice vid, I've been there last year. So many must-sees there :p .
Image
Locked

Return to “PR:WWII General Discussion”