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Sgt. D. Pilla

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23rd October 2007

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#1 10 years ago

Hey Hey!

Need a hand with Company of Heroes? Need a hand with Modding it? Need a hand *Insert Help Topic Here*?

Well then ask away in this thread! If Lethal or Myself can't help you, then not many others can. Lethal has the smarts and the know how from self education. I have the skills and the know how from modding since Day 1 of COH, between us we can help you.




Lt_Apollo

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17th November 2007

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#2 10 years ago

OK well i have some questions regarding Coach models and skins 1. can you add on to CoH models without compromising there animations 2. what settings dose CoH use for weapon skins 3. can you edit CoH models without compromising there animations 4. is it possible to change in game flags 5. can you add on to weapon models such as mp44 seeing as they are static objects 6. could you create a weapon model from scratch 7. how can i fix the tires on tanks from becoming boxes (in game) while creating a tank skin i still have other questions but these are the main ones




Sgt. D. Pilla

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#3 10 years ago
can you add on to CoH models without compromising there animations

Yes and no You can moddify the existing models, but nothing to say what you change will be animated. If you add a new arm, it obviously won't be animated. You can edit the existing models and keep the existing animations.

2. what settings dose CoH use for weapon skins

Please clarify

4. is it possible to change in game flags

Very much so, you just have to edit the flags skin. Download Combat Revolution, or SoC and you'll see

5. can you add on to weapon models such as mp44 seeing as they are static objects

Yes, atleast, you could until Relic took the Model Editor offline. If you can find a copy, or happen to have a copy then yes you can.

6. could you create a weapon model from scratch

Certainly, people have created new tanks and planes from scratch, even gotten them ingame.

7. how can i fix the tires on tanks from becoming boxes (in game) while creating a tank skin

Thats an issue with your skin... Did you create the skin from scratch or moddify an existing one? Easiest way to re skin a new model, or existing model, is duplicate the entity, duplicate the squad, assign the entity to the squad, duplicate the entitys blueprints, follow the path to the blueprints to edit the skin. Change the entity to use the new skin. remember, skins are all handled in .dds files, you'll need photoshop or Paint.NET to edit these.




Lethal Dosage

SS Sturmregiment Wotan

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26th August 2007

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#4 10 years ago

Since i finally got let in on this little surprise, but i see Pilla's got most of it handled, basically what he said, especially since my speciality it coding.

Basically to edit flags you have to use Corsix's Mod Studio, open up the flag's .rgt file and then convert it to .dds format with mipmaps enabled. Then you need to open it up with a program like Photoshop, Paint.NET or GIMP 2.4 (you'll need a .dds plugin for it), and edit it how you see fit. When your done click Save As and tell it to save it in DXT/5 format with mipmaps enabled. Once all thats done, open Corsix's Mod Studio back up and convert the .dds file back to .rgt, making sure you convert it back with DXT/5 format and mipmaps enabled.




Lt_Apollo

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17th November 2007

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#5 10 years ago

ok well i am an skinniest so that info on the flags has helped alot. i didn't know it had to be dx5 i was setting it to dx1 by the gun skins i mean what dx setting/mip level setting must they be (i have created 3 but the textures just are placed randomly on gun and mip is on) and the tank skins i am adding camouflage to the perishing. and i already have created the skin. but i still have the box wheel bug. more questions. 1.can i add a static face mask,back pack, body armour, visor, ect.. and keep the orignal animation. ( Ie attach the static objects to the model as additions to like the torso or helmet) 2. my modeler is kinda unreliable (real life problems) where can i find a free program that is compatible with corsix's modeling scrips (so i can edit models) 3.is there away to add a armour to infantry squads that blocks bullets like tank armour dose, and then create a weapon that has say 10% penetration rate to this armour type. (this would add a lot of realism to my marine squads who are going to use titanium battle plate armour and the solder just wouldn't fell right without watching enemy bullets ping of his armour) 4. so how would i create a "high explosive round" for an assault rifle but keep it from being to overpowered. thats it for now.




Sgt. D. Pilla

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#6 10 years ago
1.can i add a static face mask,back pack, body armour, visor, ect.. and keep the orignal animation. ( Ie attach the static objects to the model as additions to like the torso or helmet)

You can, but thats usually done with skins and normal maps

2. my modeler is kinda unreliable (real life problems) where can i find a free program that is compatible with corsix's modeling scrips (so i can edit models)

Basically you can't. To get new models in game you need a modeling program, and I believe only 3DS Max and Maya work.

3.is there away to add a armour to infantry squads that blocks bullets like tank armour dose, and then create a weapon that has say 10% penetration rate to this armour type. (this would add a lot of realism to my marine squads who are going to use titanium battle plate armour and the solder just wouldn't fell right without watching enemy bullets ping of his armour)

You can, but it won't 'ping' of the armor like tanks do. Basically create a new target type for your squads, assign it to each weapon used in your mod, and adjust the penetration values that way. You would give the "Penetration_multiplier" a 10% chance in the target type.

1) Create the target type 2) Assign the type to your squad(s) 3) Use a macro to add the target type to the weapons 4) Adjust each weapon's target_table for the new target type, as you see fit. 10% = 0.10 1 = 100%

4. so how would i create a "high explosive round" for an assault rifle but keep it from being to overpowered.

Easiest way is to duplicate another high explosive round (AT Projectiles) edit the projectile as you see fit, edit the weapon to use your projectile, and edit the weapons values. That way on impact, it would give a high explosive effects, and affects




Lethal Dosage

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26th August 2007

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#7 10 years ago

Nope, you can't "add" to any models, not infantry models, not vehicles models, none. The closest you can get is model mixing, but for adding body armour, even that probably isn't possible. I say probably as the BotB team have had some success mixing unanimated models with vehicle models, so it might be possible with infantry except i have no idea how you would get the model to align with the torso of the ingame model, i don't even have a clue how the BotB team did it, and their not sharing for the moment. As for moddleing tools, they can all be had over at Company of Heroes – RelicNews Forums, but you can't get animated models ingame since Relic withdrew the Object Editor because it didn't work and there was no documentation. Plus you couldn't edit any of Relics models, nor use any of their animations or effects, etc. For the moment it's best to wait as far as model editing goes, only Mannerheim has been able to get a fully working vehicle ingame, and even he says infantry aren't possible at this time. As for armour, while not visually, it can be coded in. It's in the ebps files of the unit in the type_ext. The third line is something like armor_target_type, but it's the third line which controls the armour as well as the target tables. So if you change that to whatever a tank or vehicle has, it'll get it's armour properties, as well as everyone else will target it like it's a vehicle, maning vehicles, etc. will shoot at it over infantry etc. That in itself can be fixed though by editing the target_tables of each weapon for that armour type, which defines priority, damage, penetration, accuracy, etc. You can also create new armour types in the type_armour folder, just make a copy of one of them, call it whatever you like, then add that armour type to each weapons target tables with the necessary info.




Lt_Apollo

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17th November 2007

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#8 10 years ago

sorry for so many questions lol but your info has helped allot. but i am back with more. 1. how do you do the skin add on thing (you know using different helmets for different units using skins) i really don't understand it... 2. i am trying to create a tactical missile launcher using the v1 explosion but i can not get the explosion itself to show up, i however have the missile working... 3. what mip/DX settings dose coh use for weapon skins. i have built the skin but the textures appear mismatched in game. and yes i have created unit skins before so i am familiar with the skinning process. that's it for now.




tdo_stalker2

The Internet ends at GF

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12th October 2007

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#9 10 years ago

for the missile i suggest just copying the v1 and just mod the damage and the race etc. so that it works for the other teams unless you already did that then i don't know... other then that i don't know how to skin so sorry.

ok, random eventful-(what ever that means) idea! what if you could make it so that the grenades you use for the abilities could actually be their weapons!!! make it so like a set time between attacks, but have their wepons of a squad be gernades at short ranges or something of the sort! like the c&c3 gernaders, that would be amazing and if any1 could do this... i would email them 1billion dollors a week!!! that is all.




Lethal Dosage

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#10 10 years ago

@Tdo; You got a billion dollars? I'll do it for you if you got a billion dollars to give away! @ Lt; 1. What do you mean do the skin addon thing? Since i don't know what exactly what you mena i can only really guess here. For most units there's a RoleVariation which allows you to use a defined variation, like the Axis Driver (motorbike) is the Volksgrenadier with a helmet and no gear, or the Axis Sniper is the Stormtrooper with less gear and a slightly different uniform. 2. For the V1, i suggest you just copy it and use it, or otherwise the explosion efects are in the projectile. To find that you need to find the weapon file for the V1, in there it'll point to a projectile file, in there'll list the FX, etc. specific to that projectile, this is how the StuH42 has the same explosion to a 105mm howiziter. Just make a copy of the projectile file and link your weapon to it, making whatever changes you need to. 3. I don't know about weapon skins, are you trying to adjust a skin, create a new weapon, or skin a copy of a weapon? If it's the latter than it sounds like you don't have all the model files, there's usually not just the .rgm but an .rgo, .sua, etc. etc. (it varies). If the other thing you mean is actually adding parts to an infantry model, that's do-able too by mixing models together, although some models don't mix well with others, like the Volksgrenadier doesn't mix well with most units, and the Fallshirmjager doesn't work well with too many either.