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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: Character models
MestHead
General Member
Since: Jan 31, 2007
Posts: 95
Last: Dec 17, 2012
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Level 3
Category: CoD2 General
Posted: Wednesday, Jul. 28, 2010 11:29 am
Ok, found that. I thought it was an image file thats why I couldn't find it. How do I convert it to dds to make a new skin? Its just .file format.
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tomalla
General Member
Since: Jan 16, 2007
Posts: 393
Last: Jun 10, 2012
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Im a fan of MODSonair
Category: CoD2 General
Posted: Wednesday, Jul. 28, 2010 11:58 am
Edit it, in Notepad for instance. There will be listed images that are used for this material. You'll see then, that:

Color map is jon_winter_head_color.iwi

Normal map is ~jon_winter_head_normals-gggr.iwi

Specular map is ~jon_winter_head_spec-rgbl-11.iwi

... and these are images :)
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MestHead
General Member
Since: Jan 31, 2007
Posts: 95
Last: Dec 17, 2012
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Level 3
Category: CoD2 General
Posted: Wednesday, Jul. 28, 2010 02:49 pm
Ok, turns out I already had the image. Epic fail there, now I know how to remove the helmet on everyone else, but it seems in this models character file, it doesn't add the helmet, is it part of the model? Irremovable?

I am also curious if I can remove the goggles they wear and how I can remove the randomization of player models so that only one specific model is chosen every time.
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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: Wednesday, Jul. 28, 2010 03:13 pm
MestHead writes...
Quote:
Ok, turns out I already had the image. Epic fail there, now I know how to remove the helmet on everyone else, but it seems in this models character file, it doesn't add the helmet, is it part of the model? Irremovable?


... but, he does not have a helmet, so what do you want do remove [biggrin]

MestHead writes...
Quote:
I am also curious if I can remove the goggles they wear and how I can remove the randomization of player models so that only one specific model is chosen every time.


Don't go that much into the details. The only things that are attached to the main body are those listed in character's file. So in this case: there's a body and a head. Goggles are a part of a head. And about this randomization. If you have a script like this:

Code:

// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
	self setModel("xmodel/character_german_winter_hooded");
	self attach("xmodel/head_german_winter_jon", "", true);
	self.voice = "german";
}

precache()
{
	precacheModel("xmodel/character_german_winter_hooded");
	precacheModel("xmodel/head_german_winter_jon");
}


... there's NO randomization at all. You attach particular models to particular body model. However, when you have this:

Code:

// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
	codescripts\character::setModelFromArray(xmodelalias\mp_body_russian_padded::main());
	codescripts\character_mp::attachFromArray(xmodelalias\mp_head_russian::main());
	self.hatModel = codescripts\character::randomElement(xmodelalias\mp_helmet_russian_padded::main());
	self attach(self.hatModel, "", true);
	self setViewmodel("xmodel/viewmodel_hands_russian");
}

precache()
{
	codescripts\character::precacheModelArray(xmodelalias\mp_body_russian_padded::main());
	codescripts\character::precacheModelArray(xmodelalias\mp_head_russian::main());
	codescripts\character::precacheModelArray(xmodelalias\mp_helmet_russian_padded::main());
	precacheModel("xmodel/viewmodel_hands_russian");
}


This one is definitely randomized. See the difference? [drink]
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MestHead
General Member
Since: Jan 31, 2007
Posts: 95
Last: Dec 17, 2012
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Level 3
Category: CoD2 General
Posted: Wednesday, Jul. 28, 2010 03:26 pm
Yea, the germans are never randomized. The americans how ever are which is what I am trying to stop. I edited the script in xmodelalias called mp_body_american_normandy.gsc so it looked like this...

Code:


// THIS FILE IS AUTOGENERATED, DO NOT MODIFY main() { 	a[0] = "xmodel/playerbody_american_normandy01";  return a; }


It looks like some sort of array that had the same thing but 02, 03 ,04 after each entry so I just left one entry. It would be a hassle to make the same skin over for each of the possiblities, especially since I'm not even completely sure what they all are. I'm thinking that may be the wrong file though.


I figured if thats what the germans file looked like, than if I set it like that the americans would function the same way. It didn't work though. Also, they do have helmets




I guess what I need is the filename for the script that controls the allies, then I can just make my own from there.
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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: Thursday, Jul. 29, 2010 02:42 am
Let's clear up thing a bit. What you're trying to do, is to set every player spawn with the same body and head models? Random player models are controlled by scripts in mptype folder. Depending on what team the player has chosen, and what theme map represents ( winterdark, winterlight etc. ), adequate script file is run ( it chooses the proper character file ). I don't recommend modifying these though, rather maps/mp/gametypes/_teams.gsc while making a mod. Scroll down to the line 286, there's setPlayerModels(), everything goes from here on. Is this what you want?
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