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COH: Europe In Ruins
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Modeling for COH
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Topic: Modeling for COH (Read 11626 times)
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Smokaz
Honoured Member
Posts: 11418
Modeling for COH
«
on:
April 20, 2012, 09:16:42 am »
anyone know what model studio you use for modeling coh models? 3dsmax?
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RoyalHants
EIR Veteran
Posts: 2109
Re: Modeling for COH
«
Reply #1 on:
April 20, 2012, 09:17:46 am »
3ds max 2009
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Yeah calbanes, I mean - some people like smokaz are still yet to win a single game, even though they've been around here for years.
Smokaz
Honoured Member
Posts: 11418
Re: Modeling for COH
«
Reply #2 on:
April 20, 2012, 09:18:47 am »
Does anyone have a link to any exported models from COH so you can take a look at them in 3ds max?
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Modeling for COH
«
Reply #3 on:
April 20, 2012, 09:26:27 am »
This is unknown territory smokey. Your best bet would be to go to relicnews and find some tutorials.
Also the Modern Combat Moddb page has some good video tutorials of how to use and import models.
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Smokaz
Honoured Member
Posts: 11418
Re: Modeling for COH
«
Reply #4 on:
April 20, 2012, 09:26:44 am »
I remember reading that animating was a problem for coh models, but we have "new" tanks that seem fine to me.
Do u have a link to those?
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Modeling for COH
«
Reply #5 on:
April 20, 2012, 09:36:49 am »
Quote from: Smokaz on April 20, 2012, 09:26:44 am
I remember reading that animating was a problem for coh models, but we have "new" tanks that seem fine to me.
Do u have a link to those?
You have them packed into your EuropeinruinsDataArt.sga file. Just upack that with corsix.
Whatever program they use to animate and look at the models just opens up the files that we all have regarding new models. I think they are the ones in the art folder with the .rgo and .rgm extentions.
From what I understand, "importing" is not easy and it tends to mess up the model to make it look really jagged and the skin wont fit.
This is all practically black magic to me. I only have the vaguest idea of how it works.
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smurfORnot
EIR Veteran
Posts: 4715
Re: Modeling for COH
«
Reply #6 on:
April 20, 2012, 10:20:29 am »
steal them from WOT,and just shrink them,problem?
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aeroblade56
Development
Posts: 3871
Re: Modeling for COH
«
Reply #7 on:
April 20, 2012, 10:37:23 am »
Quote from: Smokaz on April 20, 2012, 09:26:44 am
I remember reading that animating was a problem for coh models, but we have "new" tanks that seem fine to me.
Do u have a link to those?
http://forums.relicnews.com/showthread.php?177673-Tank-Modeling-Tutorials-Enjoy
!
Have fun i took about 3 days out of my life just to read that and understand it so.
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Quote from: Hicks58 on January 08, 2016, 05:47:37 pm
You are welcome to your opinion.
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Headshotkiller
Coder
Posts: 239
Re: Modeling for COH
«
Reply #8 on:
April 20, 2012, 11:49:04 am »
I used 3dsmax 8, thought 2009 wouldnt work?
Anyway, for my opinion animating isnt that hard.
Once I "took" some models from Men of War and got them into COH, like this Panzer I:
http://www.youtube.com/watch?v=6xrxRWB9Is8&context=C4f8af27ADvjVQa1PpcFMXtczPRxMKsYg1TFTeV9vAyv9xAJzs0cE=
Well, its not perfect but playable.
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Modeling for COH
«
Reply #9 on:
April 20, 2012, 12:34:57 pm »
Quote from: Headshotkiller on April 20, 2012, 11:49:04 am
I used 3dsmax 8, thought 2009 wouldnt work?
Anyway, for my opinion animating isnt that hard.
Once I "took" some models from Men of War and got them into COH, like this Panzer I:
http://www.youtube.com/watch?v=6xrxRWB9Is8&context=C4f8af27ADvjVQa1PpcFMXtczPRxMKsYg1TFTeV9vAyv9xAJzs0cE=
Well, its not perfect but playable.
I remember you! Why was that pzkw1 never released? It was pretty damn good.
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aeroblade56
Development
Posts: 3871
Re: Modeling for COH
«
Reply #10 on:
April 20, 2012, 01:02:51 pm »
Quote from: Headshotkiller on April 20, 2012, 11:49:04 am
I used 3dsmax 8, thought 2009 wouldnt work?
Anyway, for my opinion animating isnt that hard.
Once I "took" some models from Men of War and got them into COH, like this Panzer I:
http://www.youtube.com/watch?v=6xrxRWB9Is8&context=C4f8af27ADvjVQa1PpcFMXtczPRxMKsYg1TFTeV9vAyv9xAJzs0cE=
Well, its not perfect but playable.
i personally dont care if its eye candy as long as it works haha.
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Headshotkiller
Coder
Posts: 239
Re: Modeling for COH
«
Reply #11 on:
April 20, 2012, 01:08:23 pm »
Ok, when I started with modeling/animating it wasnt already sure that its not alowed to use MOW models in other games.
Here are some examples what i did also which I was able to recover from my old mod:
The SdKfz 231 and the Panzer 1 are fully animated.
I never got to know how to animate fieldguns right, so it never worked like Its supposed to.
The Opel Blitz was a test if placed combat slots in 3dsmax work. They did, but the skin was fucked up lol.
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Modeling for COH
«
Reply #12 on:
April 20, 2012, 01:33:16 pm »
Dude that PzKpfwI looks awesome!
Why aren't MoW models allowed in CoH? Surely they can't own the IP to it if it was an actual vehicle..?
«
Last Edit: April 20, 2012, 01:35:40 pm by Mister Schmidt
»
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Modeling for COH
«
Reply #13 on:
April 20, 2012, 01:58:24 pm »
Quote from: Mister Schmidt on April 20, 2012, 01:33:16 pm
Dude that PzKpfwI looks awesome!
Why aren't MoW models allowed in CoH? Surely they can't own the IP to it if it was an actual vehicle..?m
Well the story i heard was that mow assets were usable in mods provided that the mod made no money off of their usage. This is why it was acceptable for the N44 mod to use the MoW P3 that they currently have.
Even so, relicnews may have a problem with players reusing models, but we sure dont. shit Mr.scruff's jagdtiger was a Mow rip and no one complained and everybody uses it.
If its the model thats an issue, well we actually have a handful of people capable of modeling, just no one to animate what we make.
Headshot, how long have you been playing eirr? haha
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Headshotkiller
Coder
Posts: 239
Re: Modeling for COH
«
Reply #14 on:
April 20, 2012, 02:13:31 pm »
Hm, started in 2007 when it was under command of fldash and the weblauncher
Some breaks... changing nicknames...
Btw, were they all from MOW? (MrScruffs Models, some never released)
«
Last Edit: April 20, 2012, 03:25:16 pm by Headshotkiller
»
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EscforrealityTLS
EIR Veteran
Posts: 593
Re: Modeling for COH
«
Reply #15 on:
April 20, 2012, 04:15:15 pm »
My understanding is that most where never uploaded and all where lost. Most have been remade now though.
The correct story relating to the MOW models is that MOW or at least their publisher have never and will not give permission for their stuff to be used in other games, mod or otherwise. I believe the misunderstanding arises from from a MOW mod team that gave a COH mod permission to use some of their models.
Autodesk 3DS Max 8 is the program that is needed to model and export to COH anything newer is not supported. I personally can't get the damn thing set up, it always gives errors.
COH has quite a few modellers though, what we really need are people that can animate and put stuff ingame.
Headshotkiller, when I get 3DS Max set up my plan is to add those combat slots to a crap ton of half-tracks, for a mod I'm working on, do you remember how you did it? Mind you this is coming from a guy who can't even set it up properly!
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Pwanawan baby!
Mister Schmidt
Lawmaker
Posts: 5006
Re: Modeling for COH
«
Reply #16 on:
April 20, 2012, 04:29:04 pm »
Yes, but how can a model of a real life vehicle possibly be owned by a game company? That's what I don't get
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aeroblade56
Development
Posts: 3871
Re: Modeling for COH
«
Reply #17 on:
April 20, 2012, 05:02:05 pm »
Quote from: Mister Schmidt on April 20, 2012, 04:29:04 pm
Yes, but how can a model of a real life vehicle possibly be owned by a game company? That's what I don't get
i already made sure no one could model my face. But i left abercrombie have the rights
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Headshotkiller
Coder
Posts: 239
Re: Modeling for COH
«
Reply #18 on:
April 20, 2012, 05:05:56 pm »
@EscforrealityTLS
what Errors do you get?
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Sachaztan
EIR Veteran
Posts: 2667
Re: Modeling for COH
«
Reply #19 on:
April 20, 2012, 06:06:53 pm »
Quote from: Mister Schmidt on April 20, 2012, 04:29:04 pm
Yes, but how can a model of a real life vehicle possibly be owned by a game company? That's what I don't get
I might be wrong, but this is how I understand it:
They own those particular models, not all models of the same vehicles.
This way you could make your own from scratch that just happens to look 99.999999999% like theirs and use that just fine. If they can tell a legit one made from scratch from a ever so slightly modified version of their own I do not know.
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Demon posession is real and it's not funny, it's the creepiest thing you will ever experience.
Quote from: Jodomar on October 18, 2012, 09:45:42 am
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