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Forum: All Forums : Call of Duty 4
Category: CoD 4 Level Design
CoD 4 mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Rasta, StrYdeR, The_Caretaker, batistablr, playername, Welshy
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Author Topic: Trying to make Dutch weapons used in worldwar 2
DaveR
General Member
Since: Dec 5, 2006
Posts: 308
Last: Nov 23, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Friday, Jul. 18, 2008 07:30 pm
Hello,

Well here I am again. My map 'mp_onslaught' is released and the patch 1.1 is also done, which I've made topics about. Currently I still want to release my map 'mp_plaza' for Call of Duty 4, but I also have a CoD5 project to work on right now.

I saw the rifle mod for Call of Duty 4 using the rifles of Call of Duty 2 and I must say that I'm very impressed. Now I want to make the Dutch weapons for Call of Duty 5 when it's out, since I'm from the Netherlands myself.

I did a little research on this and found the standard infantry weapon Steyr-Mannlicher M1895 and the handgun FN Browning 1922. I also found some heavy machineguns and a grenade type but these are less important for now.

This are the wikipedia pages for both the guns:

Steyr-Mannlicher M1895: http://en.wikipedia.org/wiki/Steyr-Mannlicher_M1895 (for some reason it doesn't say 'used by Dutch army' on the English page, but on the Dutch page it does)

FN Browning 1922: http://nl.wikipedia.org/wiki/Browning_FN_1922 (no English page on this one)

Now I'm wondering what is the best way to make these guns for Call of Duty 5? It's possible just to make them in 3dsmax. But I also thought the FN Browning 1922 looks a bit like the American colt .45 and the Steyr-Mannlicher M1895 looks a bit like the German Mauser Karabiner 98k. Is it possible to decompile it and then edit it? Or is there an easier way?

Thanks, DaveR. :)

edited on Jul. 18, 2008 07:32 pm by DaveR
The_Caretaker
Preferred Member
Since: Jun 8, 2004
Posts: 11559
Last: Oct 4, 2008
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Level 10
Forum Moderator
Category: CoD 4 Level Design
Posted: Saturday, Jul. 19, 2008 04:53 am
well.. with CoD5 not being released yet, let alone the tools, your guess is as good as mine on what program the makers use. Mine would be some version of Maya..

You can't decompile the weaponmodels, so that is out of the question
DaveR
General Member
Since: Dec 5, 2006
Posts: 308
Last: Nov 23, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Saturday, Jul. 19, 2008 06:20 am
Yeah but for example the Karabiner 98k looks exactly the same on the CoD4 rifle mod as on CoD2. Did they really make this themselves?

And I know CoD5 isn't being released yet, but maybe I could make the guns right now and then make them useable when the tools are out right?
KD
General Member
Since: Jul 12, 2008
Posts: 29
Last: Jul 24, 2008
[view latest posts]
Level 2
Category: CoD 4 Level Design
Posted: Saturday, Jul. 19, 2008 06:49 am
You can decompile xmodels using this

http://www.diegologic.net/CoD/XmodelExporter.htm
DaveR
General Member
Since: Dec 5, 2006
Posts: 308
Last: Nov 23, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Saturday, Jul. 19, 2008 04:03 pm
Well I've got them previewed with that program. But do u know if it's possible to get them in 3dsmax with it? If yes can u please tell me how?

thx.
NSGod
General Member
Since: Feb 16, 2008
Posts: 13
Last: Sep 1, 2008
[view latest posts]
Level 1
Category: CoD 4 Level Design
Posted: Sunday, Jul. 20, 2008 12:55 am
DaveR writes...
Quote:
Well I've got them previewed with that program. But do u know if it's possible to get them in 3dsmax with it? If yes can u please tell me how?

thx.


You need to select the bold items in the left side of the window, and click on Export .OBJ. For example, in the "Main window" image on this page: http://www.diegologic.net/CoD/XmodelExporter.htm, you'd need to select "eyepatch_lod00" in the outline view. Doing so will enable the "Export .OBJ" button; now click it to export the xmodel to an .obj file. The .obj files (and corresponding material (.mtl) files) will be saved to the following folder: < COD 4 main folder >/raw/obj/.

You'd then need to select the rest of the bold items like "eyepatch_lod10", "eyepatch_lod20", and so on (if you'd like the lower level-of-detail models as well), and click the Export .OBJ button for each one.

You can then import the .OBJ files into 3DS Max, or preferably, Maya 7.x or 8.x (since these are the only applications and versions for which the official Infinity Ward XModelExport.mll & XAnimExport.mll plugins are supported). You may be able to do your work in 3DS Max and then export the final object to .OBJ or .FBX to import into Maya, to then export to xmodels.

Note that I found after importing the .obj files that XModel Exporter (the program linked to above) produces, I needed to scale the object by a factor of 2.54 (in X, Y and Z) before it was the proper size (in other words, the same size as it is in the game). This is regardless of the units you're using in Maya.

Hope this helps....
DaveR
General Member
Since: Dec 5, 2006
Posts: 308
Last: Nov 23, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Sunday, Jul. 20, 2008 01:12 pm
That looks awesome! Thanks man. But when I select it I don't see any boxes etc. It's just one thing. I don't have very much experience with 3dsmax (I watched some videos for the basics), but does this mean I can't edit it? If no does someone know a good tutorial that teaches how to edit it?
elyas
General Member
Since: Jul 3, 2008
Posts: 52
Last: Nov 12, 2008
[view latest posts]
Level 3
Category: CoD 4 Level Design
Posted: Monday, Jul. 21, 2008 06:43 am
NSGod writes...
Quote:
DaveR writes...
Quote:
Well I've got them previewed with that program. But do u know if it's possible to get them in 3dsmax with it? If yes can u please tell me how?

thx.


You need to select the bold items in the left side of the window, and click on Export .OBJ. For example, in the "Main window" image on this page: http://www.diegologic.net/CoD/XmodelExporter.htm, you'd need to select "eyepatch_lod00" in the outline view. Doing so will enable the "Export .OBJ" button; now click it to export the xmodel to an .obj file. The .obj files (and corresponding material (.mtl) files) will be saved to the following folder: < COD 4 main folder >/raw/obj/.

You'd then need to select the rest of the bold items like "eyepatch_lod10", "eyepatch_lod20", and so on (if you'd like the lower level-of-detail models as well), and click the Export .OBJ button for each one.

You can then import the .OBJ files into 3DS Max, or preferably, Maya 7.x or 8.x (since these are the only applications and versions for which the official Infinity Ward XModelExport.mll & XAnimExport.mll plugins are supported). You may be able to do your work in 3DS Max and then export the final object to .OBJ or .FBX to import into Maya, to then export to xmodels.

Note that I found after importing the .obj files that XModel Exporter (the program linked to above) produces, I needed to scale the object by a factor of 2.54 (in X, Y and Z) before it was the proper size (in other words, the same size as it is in the game). This is regardless of the units you're using in Maya.

Hope this helps....


Export .OBJ doesnt work no result.

DaveR
General Member
Since: Dec 5, 2006
Posts: 308
Last: Nov 23, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Monday, Jul. 21, 2008 12:45 pm
Can someone answer my question?
elyas
General Member
Since: Jul 3, 2008
Posts: 52
Last: Nov 12, 2008
[view latest posts]
Level 3
Category: CoD 4 Level Design
Posted: Monday, Jul. 21, 2008 08:37 pm
DaveR writes...
Quote:
Can someone answer my question?


did you convert the object to a mesh/poly an break it?
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