modelexport file in \Call of Duty 4 - Modern Warfare\model_export\custom\ (in my example its lantern_exterior_on_lod10. On the left hand side window go and browse the newly created. Finally hit the "export" button and close XModel CreatorĬonvert xmodel_export to usuable textured ModelĪ - Copy the folder \Call of Duty 4 - Modern Warfare\raw\physic\ and all its file into \Call of Duty 4 - Modern Warfare\share\main\ ( create \share\main first)ī - Open up the Asset Manager again but this time select xmodel from list and click "New Entry" select any name you want obj in \Call of Duty 4 - Modern Warfare\model_export\custom\Ĭlick "import" then "More options" and "Materials", you should see the previously created material on the left hand side. Once ready, hit F10 to convert the asset, repeat if there is more than one material to create (some models have several)Ī - Browse to \Call of Duty 2\raw\obj\ where you should find 3 files created earlier, in my case they are:Ĭopy all 3 files over to \Call of Duty 4 - Modern Warfare\model_export\custom\ (create custom folder is not present)ī - Open XModel Creator (Midi file plays quite loud!), in "input" browse and select the. tga you need to import in cod4, changing the Surface Type to appropriate in your case (Metal in my example): Use the settings sen in screenshot below for each. Importing Custom MD3 Models from GMax/3DS Max into Radiant By Volrathxp You can acquire all the original document and all associated files for this tutorial here I have heard a lot from mappers who have been playing around with making their own models inside a program like Gmax or 3ds Max 4 on how to get their models workable in their maps. TGAĬ - Open up IW Cod4 Asset Manager and select material from drop down list and hit "New Entry", for the name it is VERY important to select the same as the original name used in Cod2 for the chosen Model, in my example its mtl_detail_lantern - Use Xmodel Exporter (still open) to double check mtl_ name TGA in \Call of Duty 4 - Modern Warfare\texture_assets (create texture_assets if not already there) NOTE: dont touch any options when saving as. dds:ī - Open the DDS files one at the time using IrFanview (if you converted more than one) and save the file as. OBJ" Buttonĭ - Keep XModel Exporter open on that same model as you will need it again laterĪ - Browse to \Call of Duty 2\raw\images and look for the most recent files modified you should find the newly converted. Once done, you can pick the first model in list, its usually either _high or _lod10 and hit "Preview Surface" to see the textured model:Ĭ - When happy with the Model to export click the "Export. iwi file in the three and using the "convert to DDS" button Of course this also assume you have Call of Duty 4 Modtools installedĪ - Open XModel Exporter and point to \Call of Duty 2\raw\xmodels, a list of model will show up, pick the one you wish to import in Cod4ī - Export Material images as dds by clicking on each. Not sure if they are required but to be on the safe side install the Cod2 mod tools as well, get them here I can see the model in the 3D preview window of Radiant, with the correct texture. I imported this model with the asset manager, the map in material, the model in xmodel. I have my xmodelexport mapped with UV coordinates and my corresponding tga color map file. iwd found in /main/ to \Call of Duty 2\raw (if raw folder isnt there then create it). I have an issue with imported models in Radiant. Get Call of duty 2 installed on your PC and extract all the.A legal copy of Call of Duty 2 by Activision. Note: the programs above are freely available. XModel Creator for CoD2 V0.6, get it here or here.5 Convert xmodel_export to usuable textured Model.Texture Application: Texture Handling Tools. 31Ĭopying, Pasting, Cloning, Deleting and Prefabs. What Doesn’t Work (well) … and How to fix it.
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