hello guys
look,i not professional in modding so i downloading models,put them when i need to,and they are not show in the game!
what i need to do? help please!
hello guys
look,i not professional in modding so i downloading models,put them when i need to,and they are not show in the game!
what i need to do? help please!
Do you have a mod made?
You have to do MUUUUCCHHH more for it to show up in-game. You have to first make a mod then edit attrib files etc.
so i need to do a mod for this???
but i read that you can out it in other mod or orignal game!!!!
It requires much more knowledge and experience when you integrate things into an existing mod than when you make a mod for custom stuff! Zupadupadude will help i am sure to get the basics. I think it would be a good start to make a mod and add 1 thing at a time until you get the hang of it mate!
ok so what i need to do? and dude:no i am not dutch
and i downloaded mod making (maybe)
it called mod studio?
Last edited by NL123; 22nd Jan 12 at 6:06 AM.
Oh, i thought because of the NL in your name you were Dutch. But anyway, first look at Celéstial's FAQ . Once you've done that, you have to add the unit to the building you want. The tankdepot for example. Now go to EPBS/races/buildings/2nd_motorpool(or something can't remember what it's called). Open the file, go to spawner, add the unit you want to add in there, save the file and you're good to go. The name will probably only be numbers because you haven't edited the UCS. But i think that's aslo in Celéstials FAQ.
i dint understand,i going to motorpool and like i want add M24 chaffe put all files of him to there and how?
Go to SBPS/races/allies/vehicles. There should be a file called m24_chaffe_squad. Then you just add: spbs/races/allies/vehicles/m24_chaffe_squad in the motorpools spawner_ext.
I suggest you read this. He explained it better than i did:
Last edited by Zupadupadude; 22nd Jan 12 at 11:54 AM.
but there isn't file called like that
and what about the other files?
and i dint understand
Last edited by NL123; 22nd Jan 12 at 12:10 PM.
in the folder of download.. they have data and attrib..
#15
This thread is in the wrong section, the Ammo Box is for small mods and for community members to show off and/or release skins, models, and such. Questions and threads requesting assistance should be posted in The Armoury. I'll be moving this one there now. Also renamed the thread to "Need help installing the M24 Chaffee", as the old thread title didn't tell us much about what you needed help with.
The m24 Chaffee's attrib files aren't in the respective folders, their all just in attib. You'll have to move;
m6_75mm_m24_chaffee_gun.rgd to attrib\attrib\weapons\allies\ballistic_weapon\tank_gun\
m24_chaffee_light_tank.rgd to attrib\attrib\ebps\races\allies\vehicles\
m24_chaffee.rgd to attrib\attrib\sbps\races\allies\vehicles\
You'll then have to go to attrib\attrib\ebps\projectile\ and make a copy of m3_75mm_gun_shell.rgd, renaming it to m6_75mm_gun_shell.rgd
In that Projectile, go into the projectile_ext and change the launcher_marker to the one supplied in the Readme document.
Then, open the m6_75mm_m24_chaffee_gun.rgd file, go into the projectile table, and change the path in the projectile field to point to your m6_75mm_gun_shell.rgd, but change the .rgd at the end to .lua, so it looks like this ebps\projectile\m6_75mm_gun_shell.lua
Once you've done that, you'll have to open the ebps of the building you want it to spawn in, open the spawner_ext, and in the Squad table, enter the path to the M24 chaffee's sbps file. The path should look something like this sbps\races\allies\vehicles\m24_chaffee.lua
Last, go into the M24 Chaffee's sbps file, open the squad_ui_ext, and change the ui_group_position to 7.
And that should do it.
look i dont want only for chaffe i want for ALL models
but in the file there is not read me!
help!!!
Last edited by NL123; 23rd Jan 12 at 9:26 AM.
oh ok and what with stug iii vrieants? its have only data
and what with the readme in the file? look,i downloaded the model and lethal sayed i need change the projctilie with the readme and there is NOT readme so what to do?
but when i enter the game (from play in the mod studio right?) the chaffee not show up
Did you do everything this guy told you to do?
Did you make a shortcut to your mod?
Did you get the mod's modules right?
no i did what lethal sayd me and his tlaking about infantry
#26
My instructions in the previous post were for the M24 Chaffee specifically, as that is what you said you needed help with. While new content like new vehicles need to be installed a certain way, most are not released ready for you to just "drop" them into an existing mod. Many are released with the Attrib files just dumped into a folder, and it's up to you to place them in the correct location, or without any attrib files at all. When that happens, it's up to you to setup new attribs for them yourself.
In case it wasn't clear, these new vehicles are released for modders to use in their mods, they are not released as complete mods themselves. And they are released under the assumption that those modders who download them have some experience with Corsix's Mod Studio, and understand a little about CoH and modding it. I really would not recommend a fresh beginner who is just starting to learn how to mod CoH, to begin with something like this.
If you are just starting a new mod now, and have no experience with Corsix's Mod Studio or modding CoH, i suggest you start by reading through The Grand How To and the other relevant tutorials in the How To section. The Grand How To in particular details what you have to do to start a new mod and set it up to run on the current version of CoH, and other basic modding ideas like making a copy of an existing squad (like creating new attribs for a new unit). As far as Attrib coding goes, we make all the new squads, weapons, abilities, etc. by making a copy of an existing on and adjusting it to suit our needs. I suggest you learn how to mod with simple things first, and in particular learn how all the files connect to each other, like how the ebps is linked to the sbps, how weapons and linked to the ebps, and how the squads and linked to the buildings their built from.
On the topic of the StuG III, inside the stug_iii_variants__v1.zip file, there is a readme.txt file, which contains important information like the anim_table and tracking information for the weapons, and the lines for the projectile's launcher_marker. Obviously, since there are no Attribs supplied with the StuG III, you'll have to make copies of the entity, squad, weapon, and projectile files for it (i'd suggest using the almost identical stug_iv's files). All the information specific to the StuG III model like the anim_table and tracking information for the main gun, as well as the animator line that points to the model are supplied in the readme.txt file, you just have to scroll down a bit.
oh wait now i understand (: i dint maked shortcut lol but how do that my mod calls ewm so what wirte?(that about the m24 chaffee)
and for stug iii you mien i need copy all attrib files for stug iv and change stug iv to stug iii?
Last edited by NL123; 24th Jan 12 at 6:32 AM.
oh ok so take evry thing of stug iv,copy,rename the stug iv to stug iii and do what here ok
so back to the question:my mod called ewm so what place in the shortcut?(this abuot the chaffee
#30
Read The Grand How To, it details exactly what you have to do with the shortcut (and modifying your .module file, which is also necessary, if you haven't done it already).
This part in particular covers the shortcut;
If your CoH is installed to the default location (when installed from the disc, not Steam), your shortcut might look something like this;Then never use the 'Run in -dev mod' thing, because then it launches wrong. Add this target line to the shortcut: -mod [Mod_Name] -dev. (without the [ ]).
Code:"C:\Program Files\THQ\Company of Heroes\RelicCOH.exe" -dev -mod ewm
i did what celestial say but its doing me many no keys and this not my mod!
Last edited by NL123; 25th Jan 12 at 2:38 AM.
#32
Did you do the part in the Grand How To that instructs your to copy the RelicCoH.English.ucs file to your mod's Locale folder and put it in the folder of your game's language? Because that should easily fix the No Key issue.
What do you mean it's not your mod?
yes and i mean i entering a game this doing me faster buliding and more thing are not good like the anti tank is in support center
i changed it. i did it in EF mod and this not working!
and more:when i create new mod there is in attrib no folders like ebps and weapons so what to do?
and more:the ewm mod is small mod i downloaded so this idiot mod he nver mind
and more:i cant paste in crosix mod studio
and more no for this question for you lethal:you gonna continue Cross of iron mod?
ANSWER!
Last edited by NL123; 27th Jan 12 at 4:06 AM.
I'm having a problem with m24 chaffee too. 3 things:
1) Lethal Dosage: I actually think that
m24_chaffee_light_tank.rgd goes to attrib\attrib\sbps\races\allies\vehicles\
and
m24_chaffee.rgd goes to attrib\attrib\ebps\races\allies\vehicles\
because when you open the m24_chaffee_light_tank.rgd it shows on the right side all the squad_blablabla stuff, so I believe it belongs on the sbps folder, am I wrong? No problem there, honest mistake...
2) When you are talking about m24 chaffee, you are referring to the model in this thread http://forums.relicnews.com/showthre...ART-2012.01.21
and these download links: http://www.mediafire.com/?v2guh64jfcpvr7y and for updated texture http://www.mediafire.com/?ojks3jc8vaiickh
right? because I didnt manage to find the readme that you talked about in #15, or any readme at all, so am I in right place downloading the m24 chaffee? what that readme said? if anyone can make it available, I would appreciate...
3)This is the problem, I put everythig in the right place or I think I did (take into account 1)), but when I build the unit ingame it shows a blue box (instead of the tank itself ???????????!!!!!!!!), saying that rgm is missing...but I looked up through corsix's mod studio and the rgm file is there, BUT I did notice that the rpb file is not when I compare it to the m8_greyhound for example...does that matter? because is "kind" of "inside" the rgm, right? and it was not in the rar files (take into account 2)).
Any help is appreciated, thanks in advance.
#35
1. It looks like i was wrong on that accound then, as you said, it was an honest mistake, i was typing the post up from memory of when i'd first tested the Chaffee some time before, it's not hard to get the file names mixed up.
2. That is the M24 Chaffee download, perhaps that is an updated release or i added a Credits list myself for my own book-keeping, as mine does have a .txt document called "M24 Chaffee Tank Destoyer credits". I've Quoted the contents of it below.
Going over my posts above, i don't seem to have mentioned checking it's Readme, as you can see above, it's fairly uninformative except for credits and the barrel_marker. That would also explain why i went to the trouble of typing up what to do with the M24 Chaffee's attrib files. I did mention (post #26) referring to a Readme file in relation to installing the StuG III, but i may have also simply mentioned that people should refer to any included Readme file when installing models and such in general. I just skimmed over my above posts, so it could be either way. Doesn't really matter much now, anyway.M24 Chaffee Tank Destoyer credits
Credits:
Model - Aidas2, Tankdestroyer
UV/Texture - Chopin
Animations/OE - Tankdestroyer
Projectile barrel marker = cnt_main_gun
3. If you get the missing .rgm box, it means that either the animator path in the ebps that points to the .abp file is wrong, or there's a bad path in the .abp file itself, usually a line that points to a model that doesn't exist, either due to a typo in the path or filename, or because it wasn't included in the package, but is in the .abp.
It often happens with community released models, that a model is released accidently without all the required files (like some of the CMP releases that were released without the necessary MG34 and/or Gunner files), or that were released without them on purpose due to them being unfinished features due to be released at a latter date.
Got it, everything functioning properly now. God dammit! it was just a character in the name of the folder, it was named "m24_chaffe" instead of "m24_chaffee"... but I love the little thing, great model indeed. My congrats to Aidas2. And thanks again Lethal, great help.
Man everything was already said up there, everyone already pointed you in the right direction, one thing that this forum isnt missing is tutorials...
If you download the files in #34 you should have 2 folders one the actual model and attributes and the other with some updated textures.
1st) Copy the the contents in M24_Model folder to m24 chaffee folder, to be more precise in m24 chaffee\data\m24_chaffee\m24_chaffee\model
2nd) Do what Lethal told you in #15 taking into account the sort of readme/credits that its #35 and the little correction in #34
3rd) Copy whats in m24 chaffee/data folder to [WhateverModYou'reUsing]/data/art/models/races/allies/vehicles
Now if you have your mod functioning properly, that should do it. I think I said it all...I hope so...correct me if I forgot something...
#39
NL123, we've helped as much as we can through-out this thread, short of doing all the work for you, there's not much more we can do to help. The fact that you seem to be trying to edit other people's mods rather than start you own from scratch also makes this a little difficult, as myself and (probably) other people here are unfamiliar with those mods and how their setup.
There are a couple of different ways a mod can be packaged when it's released to the public, some of those ways can make the mod rather difficult to edit further by other modders, in particular beginners who aren't familiar with CoH modding.
O/T
Sorry, i didn't see that earlier. Yes, we're still working on CoI, slowly but surely. I can't say when the next release will be, but there will be one, and it will be this year somtime. Aside from that, i can't really say much that is absolutely certain. Development is slowly moving along, mostly due to a lack of free time on our part to put in the hours that need to be done.you gonna continue Cross of iron mod?
NICE!!!Yes, we're still working on CoI, slowly but surely.
Btw, you think you can help here?
forums.relicnews.com/showthread.php?265327-Making-an-Ability-to-the-Command-Tree
Am I missing something? do I need to do anything else besides that?
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