eliw00d
20th Nov 10, 8:42 AM
Before I begin, I would like to give credit to Hartkeks (http://forums.relicnews.com/member.php?130868-Hartkeks), Darkbladecr (http://forums.relicnews.com/member.php?62850-Darkbladecr) and tankdestroyer (http://forums.relicnews.com/member.php?165838-tankdestroyer) for helping me figure this out so long ago.
Requirements
- 3DS Max
- RGM Importer (http://forums.relicnews.com/showthread.php?248913-TOOL-RGM-Importer-v0.24-Works-for-NEW-versions-of-3D-max!)
- RGM Exporter (http://forums.relicnews.com/showthread.php?230982-CoH-Model-Exporter-files-v1.1-Final-Release)
- Mod Studio
Step 1:
Extract all desired .rgm files with Corsix Mod Studio.
Example:
data\art\models\races\american\vehicles\halftrack\halftrack.rgm
Step 2:
Import .rgm files into 3DS Max for editing. You will only be using the model as a reference point as to where you want your markers places. Therefore, we can delete unnecessary meshes (wrecked, crushed) and all bones.
Usually, what I like to do is leave one or two markers from the imported model to be copied, renamed and used as my combat slots. It saves time and it looks cleaner. However, you can create brand new markers if you choose to. There is no difference between either method.
http://images.medpackstudios.com/FE/reference_model.jpg
Once you have deleted unnecessary meshes and bones, select everything except the markers you intend on using and give them the "Relic_NoExport" CA Selector.
http://images.medpackstudios.com/FE/no_export.jpg
Step 3:
Once you have your markers moved, rotated and renamed how you want them, select them individually and begin assigning them the "Relic_MarkerInfo" CA Selector.
http://images.medpackstudios.com/FE/marker_info.jpg
For the most part, you will want to have a Sub-type of "infantry only", but in the case of towing markers you can change it to "large".
http://images.medpackstudios.com/FE/combat_slot.jpg
Step 4:
Once you are satisfied with your markers, you can export your newly made model and mix it with the vehicle you intended on giving combat slots to. You will have to add the new model to your vehicle's .abp file.
You will also have to edit your vehicle's .muax file and add new marker entries, using your new model's .muax file as a reference. Do not overwrite original marker entries, only add new ones (Add Child).
Finally, you will have to edit your vehicle's entity to ensure that it has a "hold_ext" and "attach_passenger_animator" is set to true. In some cases, you will also have to add a "marker_ext" to vehicles that don't have one.
Additional Notes:
Just remember when placing your markers that a passenger will attach themselves to the combat slot via the pelvic bone.
Also, this tutorial does not cover how to make seated passengers. This is simply to give a vehicle the necessary combat slots for either the "garrisoned" passengers (like the SdKfz 250/1) or the "seated" passengers. The marker will work the same for both, but must be positioned differently depending on which type you want (since one is standing and the other is sitting). If you want to make seated passengers, please check out my research thread on the matter:
http://forums.relicnews.com/showthread.php?245238-Collective-Problem-Solving-Seated-Passengers-and-Towing
Requirements
- 3DS Max
- RGM Importer (http://forums.relicnews.com/showthread.php?248913-TOOL-RGM-Importer-v0.24-Works-for-NEW-versions-of-3D-max!)
- RGM Exporter (http://forums.relicnews.com/showthread.php?230982-CoH-Model-Exporter-files-v1.1-Final-Release)
- Mod Studio
Step 1:
Extract all desired .rgm files with Corsix Mod Studio.
Example:
data\art\models\races\american\vehicles\halftrack\halftrack.rgm
Step 2:
Import .rgm files into 3DS Max for editing. You will only be using the model as a reference point as to where you want your markers places. Therefore, we can delete unnecessary meshes (wrecked, crushed) and all bones.
Usually, what I like to do is leave one or two markers from the imported model to be copied, renamed and used as my combat slots. It saves time and it looks cleaner. However, you can create brand new markers if you choose to. There is no difference between either method.
http://images.medpackstudios.com/FE/reference_model.jpg
Once you have deleted unnecessary meshes and bones, select everything except the markers you intend on using and give them the "Relic_NoExport" CA Selector.
http://images.medpackstudios.com/FE/no_export.jpg
Step 3:
Once you have your markers moved, rotated and renamed how you want them, select them individually and begin assigning them the "Relic_MarkerInfo" CA Selector.
http://images.medpackstudios.com/FE/marker_info.jpg
For the most part, you will want to have a Sub-type of "infantry only", but in the case of towing markers you can change it to "large".
http://images.medpackstudios.com/FE/combat_slot.jpg
Step 4:
Once you are satisfied with your markers, you can export your newly made model and mix it with the vehicle you intended on giving combat slots to. You will have to add the new model to your vehicle's .abp file.
You will also have to edit your vehicle's .muax file and add new marker entries, using your new model's .muax file as a reference. Do not overwrite original marker entries, only add new ones (Add Child).
Finally, you will have to edit your vehicle's entity to ensure that it has a "hold_ext" and "attach_passenger_animator" is set to true. In some cases, you will also have to add a "marker_ext" to vehicles that don't have one.
Additional Notes:
Just remember when placing your markers that a passenger will attach themselves to the combat slot via the pelvic bone.
Also, this tutorial does not cover how to make seated passengers. This is simply to give a vehicle the necessary combat slots for either the "garrisoned" passengers (like the SdKfz 250/1) or the "seated" passengers. The marker will work the same for both, but must be positioned differently depending on which type you want (since one is standing and the other is sitting). If you want to make seated passengers, please check out my research thread on the matter:
http://forums.relicnews.com/showthread.php?245238-Collective-Problem-Solving-Seated-Passengers-and-Towing