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Modeling : Importing Custom Weapons
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Custom skins for weapons.
Import Your Custom Weapon - by Phantomas

What you really need:

a: 3dMAX and all the ghoul-export,gprep and compilefiles that come with the SDK for SOF
b: the 3Dmax-ghoulfiles from Raven
c: a good picture editor like Adobe ( I use) or anything else you can work with

The Weapon itself:

1:There are many pictures of realistic weapons out in the Internet and I think that the Link below is o­ne of the best!

Go to the counter-strike.de site and go to Weapons. You will see here several Links to big homepages of the favourite Weaponcreators in the whole World like Heckler & Koch, Colt and Kalashnikov!

Download many pictures and find a weapon you want to build!

2:My own AK47 is a rebuild of the counter-strike AK and here is how I do it (I don’t like Counter-strike in the way I love SOF but for inspiration it´s a good example).

Play a game where you and the hostages are alone and you know where they are. Get them and goto the place where you can buy. After times up buy anything you want and you will see that all guns have the same Inview. Ok, start making snapshots from every move. That´s it
Now you get some cool Pics from the inview sight which I have trying to make!

3: Think about what weapon you want to replace. I´m working o­n a spezial SMG that should replace the Pistol1 with a burst mode but I don’t know yet how it works. Examples below work 100 %

Pistol1 or 2 = Glock, desert Eagle, a pistol with a silencer (make the right sound to it)
Shotgun = hmm I dont touch it
Assaultrifle = Ak47, Colt m4a1
Machinepistol = Mac10, longer version of UZI, Scorpion, UMP5,
Machinegun = yeah Baby*M16 with grenade launcher

The maxfiles for the SOF-weapons

You will notice that the gameweapon o­nly have o­ne ghoulfile “ghb” and the weapondirectorys of the ghoulzip contains a lot more.
Here are the standard files:

What the animation do

“weapon”
Ready
Idle_a
Idle_b
Idle_a_to_idle_b
Idle_b_to_idle_a
Done_a
Done_b
Fire_a
Fire_b
Dryfire_up
Dryfire_side
Reload_a
Reload_b
Idlefinger_a
Idlefinger_b
The Model
pickup the gun
holding position 1
holding position 2
change holding position 1 to 2
change holding position 2 to 1
drop down the weapon from idle_a position
drop down the weapon from idle_b position
fire 1 position
fire 2 position
hmm/ I skipped that
hmm/ I skipped that
reload from idle_a position
reload from idle_b position
fingeranimation 1
fingeranimation 2


You don’t need all this animations or 2 viewsights (idle_positions) You can make o­ne viewsight and export it to idle_a and idle_b, also for fira_a and fire_b and …

After you finished your weaponmodel and it´s ready to import:

1a: Group all your weaponparts and name it suitable
1b: Export the whole weaponmodel to a 3Ds-file with texture coordinates
1c: goto the directory of the Raven rawghoul
1d: make a differentfolder into the directory of the weapon you want to change and
copy all animations a second time into it.
Open all the files, save them and close
1e: Now import your own model (3Ds) into the “idle_a” file maybe!
1f: You will be asked now to change units or something like that, YES
You will be asked to match the firstmodelanimation with your importfile, NO

The things after import

You will see now your model without textures. Don’t be angry the textures would be appear after you import your texture_TGA´s with the material-editor and lay them o­nto it like you did before!

*****Very important*****

Use Tga files with 64*64, 128*64,128*!28 and so o­n

Back to the animation!
1: You see the model, maybe the arms of the Ravenweapon and some blue lineblocks. Don’t delete the Ravenmodel or the blueblocks now! Resize your weapon so it seems a bit similar to the Ravenmodel!

Try to bring your weapon near the Ravenweapon and texture it now!
1a: Save it as “idle_a01” maybe and export it as “idle_a”
1b: now export all your weaponfilest that conatins the weapon but not your own
idle_a file (you do it before) into your user/ghoul directory of your game.
1c: make directorys like below

weapon/inview/pistol1 or assaultrifle

Copy all textures-tga´s into this directory and begin now with the compile progression for your weaponfiles. Just get the file and drop it o­nto the gprep.exe. You will get now two files!
Ghb. and Gin
Cut all these files (not the ghl) into your custom directory

Start now a custommap where the weapon is available and you will see the difference!
Play around with the view sight and center it so you like it. That’s the hardest process of all!

What could be delete and what NOT

****I explain this part like I do it with my AK47****

don’t delete:

1: muzzle : the point where the flash comes out/ the flashobject could be delete. The muzzle included that to. The muzzle is a very neccesary part of the weapon and o­nly have an effect while shooting. You can delete this in all parts of your weopon but never in the fire_a or fire_b file cuz the niceflash effect don’t appear anymore!

2: the light´s (world omni and omni1)

3: SAF & weapon : these are things I don’t know much about but I let it and it works OK, but try if ya want

All other parts could be removed of the oldweapon.
Your weapon is now alone and try a new export-compile (gprep) and start a map!

****NOW YOU MUST BRING YOUR WEOPON IN AN IDLE POSITION THAT LOOKS GREAT****

After you have finished this progress add the arms to it. You can use every arm and hands that you can export as an 3Ds file from the original weapons!

OK First Part is finished and if anyone have suggestions what should be include in the new tutorial let let me know!

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