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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: How do I make models?
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: General Modeling
Posted: Sunday, Jan. 1, 2006 08:33 am
What you want to do is name it exactly like one of the german helmets ingame. Look for the names in the .pk3 files (this will only work for CoD/UO though!).

Place the exported model and the skin in the Tools/model-export folder.
Next run the asset manager.exe program in the /bin folder. for an idea how to use it, open one of the export models which come with Radiant.
Next run the converter.exe
Find your model files
Place them in the right folder structure in an .pk3 file names zzz_something.pk3
Place the .pk3 file in your .main folder and run the game.

There might be some stuff left to be done, such as create the nodes linking the hat to the head models... but those are the basics.
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dktekno
General Member
Since: May 29, 2005
Posts: 149
Last: Feb 15, 2008
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Level 4
Category: General Modeling
Posted: Sunday, Jan. 1, 2006 08:37 am
When I have converted it with the converter tool, do I get a new file then?

On this website
http://www.iwnation.com/Forums/lofiversion/index.php/t17716.html

There is something here:


codescripts\character::precacheModelArray(xmodelalias\mp_body_american_normandy::main());
precacheModel("xmodel/head_us_ranger_david");
precacheModel("xmodel/helmet_us_ranger_generic");<--- Here it points to the helmet.

Well, in the xmodel folder in the iwd file, there are nothing, but files of the file type "file". Is that what I get after converting with the converter tool?
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dktekno
General Member
Since: May 29, 2005
Posts: 149
Last: Feb 15, 2008
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Level 4
Category: General Modeling
Posted: Sunday, Jan. 1, 2006 08:42 am
What is it about the nodes linking the helmet to the head?

How do I make them?
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dktekno
General Member
Since: May 29, 2005
Posts: 149
Last: Feb 15, 2008
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Level 4
Category: General Modeling
Posted: Sunday, Jan. 1, 2006 09:09 am
And what about the scaling and such...
How can I make a helmet witht the proper height and width?

I have no characters/actors to look at to see how it may fit... So what do I do? I cant just make a helmet and then export it, then make the nodes mentioned, then compile maps, then start COD and then test it.

There must be some easier way.

Anybody know anything about the scaling, the size of the helmets and so on using milkshape?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: General Modeling
Posted: Sunday, Jan. 1, 2006 09:48 am
Milkshape modeling tutorial. Pay special attention to the last part of the tutorial. That's the part about exporting the model to CoD.

Now.. as for the size.. I think there is a standard Q3 sized model in Milkshape somewhere if I recall correctly. You can use that for scaling.

edited on Jan. 1, 2006 11:49 am by The_Caretaker
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dktekno
General Member
Since: May 29, 2005
Posts: 149
Last: Feb 15, 2008
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Level 4
Category: General Modeling
Posted: Sunday, Jan. 1, 2006 10:44 am
Ok. I have made the helmet.

I have converted it and I have loaded it in codradiant.

Now I want it to be applied to my troops.

How?
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birritan
General Member
Since: Oct 26, 2004
Posts: 270
Last: May 14, 2006
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Level 5
Category: General Modeling
Posted: Sunday, Jan. 1, 2006 12:36 pm
I know people have probably already said this but, retexturing the model will probably be enough, you could probably easily do it in Photoshop. just colour the areas that are blue on a new layer and chanhe the layer properties to 'colour' that way you could keep all the straps and belts aswell. Looking at the figure you have on the first page I don't think it needs to be a new model.

Marcus
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dktekno
General Member
Since: May 29, 2005
Posts: 149
Last: Feb 15, 2008
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Level 4
Category: General Modeling
Posted: Monday, Jan. 2, 2006 04:31 am
Retexturing is not enough. I need to make a spike on the german helmet and the decoration on the top of the french helmet. That is 3D modeling.

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birritan
General Member
Since: Oct 26, 2004
Posts: 270
Last: May 14, 2006
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Level 5
Category: General Modeling
Posted: Tuesday, Jan. 3, 2006 10:43 am
aye, the spike would have to be added to the original helmet model but the decoration would be added in the texture and using Normal/bump mapping. CoD2 uses normal maps I think...I don't know I don't have the game hehe.

Marcus
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