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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: Playerbody Assetmanager Settings
serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 General
Posted: Wednesday, Sep. 26, 2012 04:16 pm
Hey everyone
i've searched a LOT in the forums and the web for some infomation about how to create some playermodels for cod
and: i didnt found anything

maybe some1 can post here some usefull information about it?
for example the assetmanager settings?

cheers
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD2 General
Posted: Wednesday, Sep. 26, 2012 05:13 pm
serthy writes...
Quote:
Hey everyone
i've searched a LOT in the forums and the web for some infomation about how to create some playermodels for cod
and: i didnt found anything

maybe some1 can post here some usefull information about it?
for example the assetmanager settings?

cheers


It's a long process, so I will give you the start point, and let you ask further questions once you've gotten going:

1. It requires Maya 6.0 to work. No other version works. The learning edition wont work, because it doesn't support exporting.

2. Once you get your copy of Maya 6.0, you will be required to install the Perforce plugin for Maya 6.0 in order for the xmodel exporter to work properly.

3. Follow the mod tools documentation to setup the maya.env and usersetup.mel files on your computer.

4. You will then need to use the Josh_DefMesh to rig your character model. This is located in [COD2 INSTALL]/bin/maya/Josh_DefMesh.mb.

5. Once you have the Josh_DefMesh.mb file open in Maya, you can begin the process of adding definition to your character. Read the documentation for processes of adding skins/UV maps.

6. Export your character to the usual place. I will repost the documentation on exporting:

Quote:
To export the model, go to 'COD Tools->Model Exporter' in the menu. Click 'Add New Entry' to create a new list to add to for each LOD. Here is where you can designate where the .xmodel_export files will be exported to. You should export all of your models to subdirectories in 'C:/Program Files/Activision/Call of Duty 2/xmodel_export/*. Force Export Selected Joints must be checked if you are exporting animatable models (like a character’s head). You also must set the meshes and joints that will be exported. To do this, you can either manually select the joints that are used in the skinClusters of the head or full charater, or you can use a script called 'selectBound' that is included. To use the script, first select all of the pieces of the highest LOD, and type selectBound in the command line. This will remove any unused influences from the skinClusters, and will then return and select all of the joints that are used within the selected objects. The script will also add extra joints like TAG_ joints where needed. After you have the highest LOD's bones selected, Shift select the highest LOD's top group and then set exports. After that, you can deselect the 8k group, and shift select the 4k group and set exports. Do this for the rest of the LOD's. In our engine, even if the lowest LOD is only using 4 joints (which we do when skinning to save in calculation), you must still include all of the joints of the highest LOD in the Exports.


7. In Asset Manager, you will need to specify the hitBoxModel, which is included in the bin/maya directory.

8. Once you've done your character model, you will need a viewsleeves model to go with it (unless you want to use one of the stock ones). The viewsleeves rig was not included with the COD2 mod tools. I brought it back with me after my trip out to the IW studios in 2007. There is a very good tutorial on using it by SevenSniff here:

http://wiki.modsrepository.com/index.php/Call_of_Duty_2:_Viewsleeves_Tutorial

That is about as basic as I can make it without overcomplicating it. It has been over 5 years now since I did this, and my memory is weak, but for further questions, just ask and I'll do my best to answer you.
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explo32
General Member
Since: May 8, 2008
Posts: 67
Last: Jan 7, 2015
[view latest posts]
Level 3
Category: CoD2 General
Posted: Saturday, Sep. 29, 2012 11:10 am
There ARE some tutorials. Check this site:

http://callofduty.filefront.com/developer/MCh2207Cz;30273

And look for:
- Modelling Tutorial (part 1, 2, 3)
- Bumped character Tutorial

There are also some very useful programs on this site:
http://www.tom-bmx.com/downloads.php


If you don't know where to get Maya 6, send me a PM [wink]

edited on Sep. 29, 2012 11:12 am by explo32
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 General
Posted: Sunday, Sep. 30, 2012 06:36 am
Hey thanks explo for this, ive been looking for this all around the web :) and thx to MCh2207Cz for creating this tuts!

ive rigged/binded my model and there are some errors im struggling with:
if i set the type in assetmanager to multiplayer_body it doesnt create a model (in radiant/ingame its an empty model) [same if i export the standart josh_mesh > there is no visible model ingame]
as 'animated" type it creates the playerbody, but as mentioned often before - its a SP-body without the torso_stabilizer

i found some usefull information about the assetmanager settings
also some about the torso_stabilizer, where is said that this bone is created out of the j_spine1 (cod2/source_data/multiplayerstabilizers.csv > J_Spine1,torso_stabilizer) would mean i do not have to add an extra bone
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD2 General
Posted: Sunday, Sep. 30, 2012 09:59 am
serthy writes...
Quote:
Hey thanks explo for this, ive been looking for this all around the web :) and thx to MCh2207Cz for creating this tuts!

ive rigged/binded my model and there are some errors im struggling with:
if i set the type in assetmanager to multiplayer_body it doesnt create a model (in radiant/ingame its an empty model) [same if i export the standart josh_mesh > there is no visible model ingame]
as 'animated" type it creates the playerbody, but as mentioned often before - its a SP-body without the torso_stabilizer

i found some usefull information about the assetmanager settings
also some about the torso_stabilizer, where is said that this bone is created out of the j_spine1 (cod2/source_data/multiplayerstabilizers.csv > J_Spine1,torso_stabilizer) would mean i do not have to add an extra bone


Yes, you want the animated type - not the static multiplayer_body. And yes, you do have to add the torso_stabilizer in order for it to work in MP. Just look at the re-rigging of the Diana SP model that the eXtreme+ mod did - all they did was add the torso_stabilizer and it works in MP..
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 General
Posted: Monday, Oct. 1, 2012 04:14 pm
Thanks Tally for the information, i've got it to work (kind of...)
I know its not the best meshbind, it was just a test
tbh... this guy looks accidentially offensive
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pluxy
General Member
Since: Aug 9, 2010
Posts: 21
Last: Oct 27, 2012
[view latest posts]
Level 1
Category: CoD2 General
Posted: Tuesday, Oct. 2, 2012 07:12 am
You need to keep working with the skin weights (specially legs)

Apart from the torsostabilizer, I remember that you needed to write more stuff on bonecontrollers. (I'm not sure) but without the bonecontrollers in my case it used to get bugged when leaning with Q or E.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD2 General
Posted: Sunday, Oct. 7, 2012 12:03 pm
Tally writes...
Quote:
1. It requires Maya 6.0 to work. No other version works.

The original cod2 maya plugin works for v6.0 only, that's true. But the XMODEL_EXPORT format is the same as used in CoD4, CoD5 and CoD7 (XMODEL_EXPORT v6). So you may use more recent Maya versions together with the export plugins from another CoD title's mod tools (dunno which versions are compatible, but at least more recent ones than 6)

Quote:
2. Once you get your copy of Maya 6.0, you will be required to install the Perforce plugin for Maya 6.0 in order for the xmodel exporter to work properly.

Haven't heard of Perforce before, but such a version control system (?) isn't required for e.g. CoD5 mod tools' maya plugin...


You can basically use Blender + my Blender-CoD addon instead of Maya, but the problem is, that you can't yet import the required rigs :(
I'll work on XMODEL_EXPORT import for Blender, but can't say a release date
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