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View Full Version : [Tutorial] Adding Combat Slots to Vehicles



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

Celution
20th Nov 10, 2:07 PM
Awesome tutorial Eli! Great work.

Kapp'n
20th Nov 10, 2:57 PM
Cool, moving to How-To's

scapula
20th Nov 10, 3:23 PM
has anyone done this thing??? the halftrack,
?? can you upload it here because the one of the required programs don't work on my computer i can't do this thing... can anyone upload the file for this pls. thanks

eliw00d
20th Nov 10, 4:23 PM
If you can't get the required programs to work, I suggest posting your problems in The Armoury to have them resolved - or use the search function to see if others are having the same problem.

serg_codmod
1st Dec 12, 3:02 PM
Hi eliw00d. Thanks for Tutorial. There is one problem.
I made a tankrider. There is a problem with feet, I can not fix. I changed a lot of times the direction marker.
At one and the same position, the legs change their position relative to the surface.
In the first position above the surface, in the second position under the ground.
This fix this or not?

http://img829.imageshack.us/img829/818/11223979.jpg

http://img11.imageshack.us/img11/2985/80207455.jpg

eliw00d
2nd Dec 12, 10:01 AM
I'm not sure I understand the problem. Can you be more specific? The combat slot marker is simply a place for the soldier skeleton to attach to, usually the pelvic bone.

nachocheese
2nd Dec 12, 10:59 AM
have you attached the marker to the vehicles main bone? otherwhise it wont move with the shake when it gets hit for example.

Darkbladecr
3rd Dec 12, 3:47 PM
have you attached the marker to the vehicles main bone? otherwhise it wont move with the shake when it gets hit for example.
There should be no issues with attaching markers to bones. However you can try the bone fix, which is to align your problamatic bone/marker to world in 3D max.

SFlash
27th Feb 13, 9:05 PM
Hi, Thanks for the tutorial.

I've tried the tutorial.
but there was no muax file during export.

How to make or get a muax file ?