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?
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:
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:
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.