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Forum: All Forums : General Gaming Topics
Category: General Modeling
General chat about modeling and animation.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: 3DS Max XModel Conversion
cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
[view latest posts]
Level 6
Category: General Modeling
Posted: Friday, Dec. 18, 2009 06:53 pm
Hi, me again...

I want to add custom models to CoD4, but I only know how to use 3DS Max.
I've exported a model to OBJ and then converted it to xmodel_export using XMODEL Creator, but when I tried to convert it with AssMan I got this error:

Code:
************ ERROR ************
D:\Steam\steamapps\common\call of duty 4\model_export/volvo_bus.xmodel_export(24
275): Vertex normal is 0


Anyone know what it's about ?
XMODEL Creator is designed for CoD2, but it should work for CoD4.

Is there anyone out there who models in Max and can import models in CoD4 ? If so, please let me know how you do it.
Can someone make a tutorial on this ?
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jeannotvb
General Member
Since: Dec 8, 2007
Posts: 620
Last: Feb 1, 2010
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Level 6
Im a fan of MODSonair
Category: General Modeling
Posted: Friday, Dec. 18, 2009 08:00 pm
Import from max to .obj with a Maya preset (you can set this option when you save it as .obj) then open it in Maya and use the converter provided by IW.

Maya version has to be 8.5 I think.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: General Modeling
Posted: Friday, Dec. 18, 2009 08:22 pm
Quote:
Vertex normal is 0

afaik this error occurs whenever you exported an OBJ without normals. If there is a config menu or something in the export dialog to turn on normals, enable it! I know there is a checkbox in the Blender Wavefront OBJ export window, 3ds max might have something similar.
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
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Level 6
Category: General Modeling
Posted: Saturday, Dec. 19, 2009 10:37 am
Thx for the answers.

jeannotvb, I kind of knew about that, but I meant without using Maya at all

sevenz, I think it's the other way around in Max; I unchecked the Normals option in the exporter and I don't get that error anymore; now I get this:
Code:
************ ERROR ************
Can't find material [09_-_default] in directory 'D:\Steam\steamapps\common\call
of duty 4\raw/material_properties/' or 'D:\Steam\steamapps\common\call of duty 4
\raw/material_properties/'


Do I have to name my materials in Max according to names from the material_properties folder ? Or is there a way to create some other material properties ?
My first material (texture) is of the body of my bus, so can I name the material to a metal material property (say ch_metal_diamondplating) and it will act as metal when I shoot it ?
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_INSANE_
General Member
Since: Nov 7, 2008
Posts: 352
Last: Jul 10, 2011
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Level 5
Im a fan of MODSonair
Category: General Modeling
Posted: Saturday, Dec. 19, 2009 10:47 am
You must create the material in asset manager first, and then you will be able to create the model.
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
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Level 6
Category: General Modeling
Posted: Saturday, Dec. 19, 2009 11:46 am
attachment: image(437.3Kb)
OK, I did the materials and it compiled, well sort of...

This is what I got:

Code:
Converting 1 assets, reason: 'changed source file'
Converting 'volvo' (xmodel 1 of 1)...
Converting xmodel 'D:\Steam\steamapps\common\call of duty 4\model_export/volvo_b
us.xmodel_export'...
*** 10 degenerate tris discarded ***

Surface summary:
volvo_windows (4028 tris, 8152 verts, 4172 unique verts)


Conversion done. Hit key to continue.


The converted model is only 106 bytes :(
Also, a new folder called export_erros has appeared and it contains an errlog.

And this is the model in Radiant (look in the attachment, I don't know how to put the image in my post).

I guess XMODEL Creator doesn't really work with CoD4.
I'm still waiting for someone who imports models into the game without using Maya.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: General Modeling
Posted: Saturday, Dec. 19, 2009 03:13 pm
attachment: application(9.8Kb)
Xmodel Creator is for CoD2

use TOXECv2 for CoD4! (see attachment)
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jeannotvb
General Member
Since: Dec 8, 2007
Posts: 620
Last: Feb 1, 2010
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Level 6
Im a fan of MODSonair
Category: General Modeling
Posted: Saturday, Dec. 19, 2009 07:18 pm
Is that a L4D model? Friend of mine kinda imported all those to CoD4.

btw I'm going to try that converter myself and see how it goes.

@ Seven

Will this work for WaW? I can import models from CoD4 to WaW using a copy/paste method (unless the model has materials like glass).
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cskiller86
General Member
Since: Nov 23, 2009
Posts: 528
Last: Oct 25, 2011
[view latest posts]
Level 6
Category: General Modeling
Posted: Sunday, Dec. 20, 2009 10:42 am
Sevenz to the rescue... again :) Thanks, man, you're a gem.

@jeannotvb: no, it's a model I made from scratch; visit THIS to see what it actually looks like (the site is in Romanian, but you'll understand the pictures :P )

OK, I've tried using TOXEC, and now I get:
Code:
************ ERROR ************
Can't find material [bus_windows_col] in directory 'D:\Steam\steamapps\common\call
of duty 4\raw/material_properties/' or 'D:\Steam\steamapps\common\call of duty 4
\raw/material_properties/'


I'm pretty sure that none of my materials are named that. And by that _col in the material name it looks like the program is trying to make a colision mesh or something.
If I create this material, then the model will compile (with 1 degenerate tris discarded), it will be exactly as the previous one (104 bytes this time), and it will only have the bus_windows_col material on it.
My 3ds model has multi/sub-object materials. Could this be a problem ?

Oh, and another question: I have the windows material (texture) which is a TGA with alpha channel. Do I have to do anything special in AssMan for this material ?

LE: I changed the model so it doesn't use Multi/Sub-Object. No difference (well, actually, now there are 3 degenerate triangles). One thing I've noticed with TOXEC is that it says There are: 1 materials and then it opens the .mtl (OBJ material library). Is that normal ?

edited on Dec. 20, 2009 06:08 am by cskiller86
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: General Modeling
Posted: Sunday, Dec. 20, 2009 01:36 pm
Quote:
Will this work for WaW?

The engine did not change much from cod4 to cod5, so i guess it will work the same.

Quote:
by that _col in the material name it looks like the program is trying to make a colision mesh or something.

No, the _col suffix stands for color map (primary texture), not collision. If the compiler throws such errors, you got to create and compile the texture materials in Asset Manager first.

Can't find material [bus_windows_col] --> your model has a (sub)material called "bus_window_col", hence you need to have this one ready for CoD before converting the model.

Quote:
with 1 degenerate tris discarded

pretty usual, sometimes there are duplicate vertices, degenerated edges or whatever. the compiler drops all bad data, nothing to worry about unless it drops roughly 10% or more of the tris

Quote:
104 bytes this time

which file are you looking at? xmodel dir? the model geometry is stored in xmodelsurf and there's also a xmodelpart file. There isn't just one large model file!

Quote:
multi/sub-object materials

multiple materials should be fine, not sure about sub-material. But if you export to OBJ it should work since OBJ is standardized.

Quote:
TGA with alpha channel. Do I have to do anything special in AssMan for this material ?

Actually no. Blend func should be blend, and compression DXT5.

Quote:
One thing I've noticed with TOXEC is that it says There are: 1 materials and then it opens the .mtl

well, i had some trouble using TOXEC. It crashed in the moment when it reached the materials in OBJ. Can't remember if i got a working model... At least i decided to switch back to Maya, 'cause the export works properly.
(Blender gave me texture problems [mad] )
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