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Forum: All Forums : Call of Duty 4
Category: CoD4 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Creating Xmodel_export's in Maya 7
*Delta*Obi-Wan
General Member
Since: Jul 16, 2007
Posts: 233
Last: Dec 24, 2010
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Level 4
Im a fan of MODSonair
Category: CoD4 General
Posted: Thursday, Jul. 22, 2010 10:53 am
Hey guys I just got Maya 7 and wanted to export some obj's into an xmodel_export format. I have installed the cod4 plugin but when I try to export the obj , its firstly not textured and I dont know how to texture it, and when I try to export the obj it gives me a message that the model doesnt have any meshes and hence doesnt work.
So, my question is how to properly import obj's with textures and them exporting them for Call of Duty 4. Help is very much appreciated [machine_gun]
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ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2725
Last: May 17, 2016
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Level 9
Category: CoD4 General
Posted: Thursday, Jul. 22, 2010 11:46 am
well i dont know if maya 7 works for exporting cod4 im afaird[eek]

i think its 6.0 for cod2 8.0 / 8.5 (not PLE) for cod4. and also is a .torrent maya or do you have a valid licence? because there very rare to get 6.0 - 8.0 on ebay

sorry forgot who did it i would help you but not allowed under rules
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ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2725
Last: May 17, 2016
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Level 9
Category: CoD4 General
Posted: Thursday, Jul. 22, 2010 12:05 pm
But... if you do then.

Download cod xmodel exporter.

make a folder on desktop called "cod4"
then direct it to there it should make up a lot of folders. "images, materials xmodel, xmodel alias,xmodel surfs. and mabey some more.
Anyway copy everything thing from your "raw" folder there then go in to each "iw_" and if it has one of the above folders transfer everything from that folder to yours (make sure it copys otherwise the game wont work) to open up "iw_" just download win rar. then once you have done that, open up xmodel exporter choose a xmodel e.g "weapon_p90" click make to ".obj" to open up the .obj open it up in maya then to attack the images to it.

The image is usually called weapon_"name"_c so look out for them and use the .dds converter that came with it to make the .iwi to a .dds so maya can read it. to open the .dds (if you need to) download paint .net (also free) then if you want to do animations then if you go in to "C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\bin\maya\animation_src\viewmodel\m16" there the files that you will need the most.

you dont really need gunsleeves though, anyway open up the m16.vmgun.mb then thats the one with the bones. import you p90 model and delete the m16 (NOT the bones) and re-attach the bones to the p90 were it applys (e.g select J_clip and select the magazine) but for the "tag_" move them do not bind so if its "tag_flash" move it to the muzzle is for the flash.

save that then open up viewmodel_m16_animation then go down to preference or refence then reload it and it should so up with your model, click the play buttom then theres you animations. with pretty much all guys the animations wont fit so you have to move each bit your self by slecting it and press "s" to "key save" it and will log in that position.

to export (presuming you have done that bit so it comes up with cod tools in the courner if it doesnt then you will have to ask someone else as i dont want to waste another lot of cash of a maya 8 licence.) anyway go to window -> hypergraph select everything. but then press dont ctrl and select over the 8th coloum which would be small then go to cod tools -> animation exporter then select what frames your going to export and make sure click set export otherwise it wont work. anyway it should work with no errors then you have your .xanim.

BTW for the model go to your .obj save it as a .mb (by simply clicking save as) and go to cod tools -> model exporter finding your .mb then select your model then click export (but bear in mind there will not be any animations)

anyway thats alot off of my chest if you need anyhelp just WB

Thanks, Ukdjaj[thumbs_up]
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*Delta*Obi-Wan
General Member
Since: Jul 16, 2007
Posts: 233
Last: Dec 24, 2010
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Im a fan of MODSonair
Category: CoD4 General
Posted: Thursday, Jul. 22, 2010 01:05 pm
Wow thanks for the detaield reply, defiinetly gonna try this. Big thanks [thumbs_up] [thumbs_up]
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ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2725
Last: May 17, 2016
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Level 9
Category: CoD4 General
Posted: Friday, Jul. 23, 2010 01:47 am
this tutorial is for cod2 but it works in the same way, you dont need the download as the files are located in the bin/maya/m16 folder.

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

and to get the "cod tools" bar come up in the courner if you havent done so already, go here:http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Maya_Static_Model_Export.

Also your models in came will look a bit small, thats because cod converts cm to inches, so all you have to do is select your whole model and where it says "scale" just type in 2.52, or alternatively if you click the settings on the model exporter there is a option there that says "export to 2.52 (cm to inches)"

and no problem =)
i remeber how hard it is when i first started maya its so annoying because not to many people here know about maya they just know everything about scripting lol
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*Delta*Obi-Wan
General Member
Since: Jul 16, 2007
Posts: 233
Last: Dec 24, 2010
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Level 4
Im a fan of MODSonair
Category: CoD4 General
Posted: Saturday, Jul. 24, 2010 01:47 am
Hey man, this tutorial was very helpfull, I allready have a new artillery gun in my map, but there is one small thing I need help with....

Nevermind I figured out how to fix it, but now Im getting an error when I try to import an obj file that was taken from the DX Ripper, I have no idea why that is, or why references dont get saved, even tho it says the are saved. This maya thing is hard
edited on Jul. 24, 2010 08:44 am by *Delta*Obi-Wan[sniper]
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ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2725
Last: May 17, 2016
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Level 9
Category: CoD4 General
Posted: Saturday, Jul. 24, 2010 12:00 pm
hmm, i dont know what dx ripper is, but if you use it to make .obj's from xmodels, i use this

and when i open a .obj i dont save it i use "save-as" and save it as a .mb
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*Delta*Obi-Wan
General Member
Since: Jul 16, 2007
Posts: 233
Last: Dec 24, 2010
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Level 4
Im a fan of MODSonair
Category: CoD4 General
Posted: Saturday, Jul. 24, 2010 02:03 pm
Well DX Ripper is basically a program that is used to rip models from games like MW2.Still thanks again for the help, one last question tho, I just made a new lmg in maya and I want to rig it to work as the AK47, I understood that in order to make it work I just have to make its tags ( like tag_brass or tagg_flash e.x. ), but when i select the "Smooth bind" option that is used for that it gives me an error stating that "I dont have any joints selected" any idea how I can select these "Joints" [machine_gun]
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ukdjaj
General Member
Since: Jun 1, 2008
Posts: 2725
Last: May 17, 2016
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Level 9
Category: CoD4 General
Posted: Saturday, Jul. 24, 2010 02:25 pm
well what you have to do is for binding to work is first of all - get the right settings, to change theses go to: skin -> bind skin and click the little black square next 2 it and it should come up with "smooth bind options"

the settings you want are "bind to-> selected joints" "bind method -> closest joint" "max influences -> 6" and "drop off rate -> 4" and to bind a bit make sure your gun is in to 3 bits - the "j_bolt" (the bit which fires when you shoot or what you use to cock the gun. the "j_clip" which is the bit were you reload and swap for a new mag. and finally the "J_gun" which is everything else.

to select a bit click on the joint you want to bind (e.g J_clip) then press shift and select the clip mesh and then if you have done them settings just go to skin -> bind skin and click smooth bind.

BTW ALL THE INFORMATION I HAVE GIVEN YOU IS BASED ON MAYA 6 SO MABEY SOMETHING IS DIFFERENT.

mabey theres different names for the coloums or something =)

also joints are the little ball things. and if you want the rigging to work as the ak47 you will have to do that yourself as the only animations people on cod2 are given is "tompson" which is basically everything we do has the animations of a tompson untill we change it. and people in cod4 are given a m16 so its the same thing, until you change it.

hope this helps your questions so far i know there will be more =)

Thanks, Ukdjaj[thumbs_up]
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