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Forum: All Forums : Call of Duty 2
Category: CoD2 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: weapon template
utdfederation
General Member
Since: Jan 11, 2007
Posts: 142
Last: Nov 13, 2009
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Level 4
Category: CoD2 General
Posted: Monday, Jul. 13, 2009 04:38 pm
hello all.

i want to create a new weapon for cod2.
is there any template to work by when creating the weapon so i can use the template as a reference to the size of what the new weapon should be?

also what programs do i need in order to create a new weapon please?

and to finish how would i go about getting it ready for cod2?

edited on Jul. 13, 2009 12:40 pm by utdfederation
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ellard8
General Member
Since: Aug 25, 2008
Posts: 80
Last: Oct 17, 2016
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Level 3
Category: CoD2 General
Posted: Monday, Jul. 13, 2009 07:55 pm
If you want to creat a new weapon go in to sorce data folder and open up weaponsettings_mp.gdt with asset manager then theres you basic layout but if you want your own weapon you need maya 6 (not PLE).


[rocking]
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utdfederation
General Member
Since: Jan 11, 2007
Posts: 142
Last: Nov 13, 2009
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Level 4
Category: CoD2 General
Posted: Friday, Jul. 17, 2009 02:08 pm
ok thanks for the info but i want to create a new weapon from scratch.

i understand i need milkshape3d.
what i am wondering is this: is there a way to get one of the weapons that has already been created and put it into milkshape3d to use as a template for size and structure?

i/e to use it as a template like i said for weapon size and so on.

or can someone point me in the right direction?
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ellard8
General Member
Since: Aug 25, 2008
Posts: 80
Last: Oct 17, 2016
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Level 3
Category: CoD2 General
Posted: Sunday, Jul. 19, 2009 02:25 pm
i dont know anything about milshape 3D as i use mayal, but look for some tutorials on the internet. And no, i dont think there is a way for importing cod2 models in milkshape. But can in maya.
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tomalla
General Member
Since: Jan 16, 2007
Posts: 393
Last: Jun 10, 2012
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Level 5
Im a fan of MODSonair
Category: CoD2 General
Posted: Sunday, Jul. 19, 2009 02:38 pm
I'm using Maya 6.0 as well. Anyway, what I'm doing is:

1. Get XModelExporter, and export the model of any weapon to *.OBJ file.
2. Open this file in Maya.
3. Scale model 2.54 times up ( because it's smaller ).

This way you'll get a model of a weapon you want to base your weapon on [casanova]

Tomalla [wave]
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ellard8
General Member
Since: Aug 25, 2008
Posts: 80
Last: Oct 17, 2016
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Level 3
Category: CoD2 General
Posted: Sunday, Jul. 19, 2009 03:48 pm
hey tip for you in xmodelexporter click on options then set it to autoscale to 2.54 for you saves you doing it =D

Problem is hes using milkshape 3d
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tomalla
General Member
Since: Jan 16, 2007
Posts: 393
Last: Jun 10, 2012
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Level 5
Im a fan of MODSonair
Category: CoD2 General
Posted: Sunday, Jul. 19, 2009 03:51 pm
Which version of XModelExporter are you talking about? Because I have 5.0 and there's no options here [confused] I have to do it manually [duh]
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ellard8
General Member
Since: Aug 25, 2008
Posts: 80
Last: Oct 17, 2016
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Level 3
Category: CoD2 General
Posted: Sunday, Jul. 19, 2009 04:10 pm
Yep, when you load it up click the tiny tap of hammer and spanner crossing each other then look at scale and tick box then volia its do =D
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tomalla
General Member
Since: Jan 16, 2007
Posts: 393
Last: Jun 10, 2012
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Level 5
Im a fan of MODSonair
Category: CoD2 General
Posted: Sunday, Jul. 19, 2009 04:12 pm
There is nothing about scales. There is no checkboxes at all, so I can't "tick" anything actually. [banghead]
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoD2 General
Posted: Sunday, Jul. 19, 2009 07:07 pm
In Xmodel Exporter since Version 5.4.0.1

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