[COD1] Export any playermodel [COD2/4/5/6/BO/BO2/GHOSTS]
Maybe you've tried, or it seemed interesting but you didn't know how, because Infinity Ward at the time had such little info on it.
Well here's a explained tutorial I made for CoD1 with detailed images. I would suggest knowing some basic things of Maya.
For this tutorial I will be using Maya 2012 with the new export tools which you can find here; http://cod1.eu/thread-13.html
And you need the Call of Duty 1 Modtools, which can be downloaded from here; http://cod1.eu/dl/cod/codtools.exe
Other methods apply aswell, like modelling in Maya then exporting to Blender or Milkshape3D and then to CoD1.
You'll have to be smart and find some way arounds for MS3D or Blender since I've tried with FBX and MS3D and when exporting from maya to milkshape3d the bones/joints will deform, so what I did was export the skeleton as smd sequence then import it then export back as FBX to maya and finally rebind the mesh to the new skeleton then export back the milkshape and then you have a nice perfect model to export.
Exporting from
First you want to choose a model you want to export. For this tutorial I will export a model from Black Ops 2 with Lime.
http://tom-crowley.co.uk/lime/
Addionally you can use XmodelUtils if you have the modtools. (For CoD4/5/BO1)
http://tom-crowley.co.uk/downloads/?id=10
On how to export models from BO2 with Lime;
https://www.youtube.com/watch?v=JH8-3Zj32lk
1) Open up BO2 (Applies for any game Lime supports)
2) Go into a local game, singleplayer or zombies
3) Open up Lime
4) List and load models
5) Export the models you want to export
Model
http://cod1.eu/img/tutorial_1/12;05;53 29-05-2014.png
Go into your Lime folder and find the folder 'exported'. In there you will now see folder(s) select the folder of the model you want to use.
http://cod1.eu/img/tutorial_1/12;05;59 29-05-2014.png
We will use 'c_zom_player_farmgirl_fb' for this tutorial. Now in the folder you will see 'xmodel_export', 'mel' and 'ma' files. The xmodel_export ones are for an other CoD version. So let's open up the .ma file in Maya and see.
(There may be multiple similar named files of each, this is due to LOD. Which means level of detail the higher the LOD number the less detail)
CoD1 can handle a great amount of detail still, but I wouldn't suggest using the highest level of detail since you could run into a MAX of vertices for example. I wouldn't go higher than approx ~10.000 vertices for playermodels and keep the vertices per group/mesh lower than 4096. For static models I think they are lower than ~10.000.
http://cod1.eu/img/tutorial_1/12;05;34 29-05-2014.png
I used the LOD0 (most detailed) in this case. This model has 9697 verts. You will now see a wireframe of the model.
Press 6 on your keyboard and it'll go to textured mode and you should now see this.
http://cod1.eu/img/tutorial_1/12;05;33 29-05-2014.png
If it's white or it doesn't load the textures, no worries. Just continue reading.
Now delete all the bones/joints (these are COD2/4+ like and will require some editing of source_data before you can use it for now we'll use the CoD1 skeleton [Bip01])
http://cod1.eu/img/tutorial_1/12;05;25 29-05-2014.png
http://cod1.eu/img/tutorial_1/12;05;31 29-05-2014.png
Now if you don't have a CoD1 skeleton and don't know where to find. (Use the airborne model provided in the codtools and remove the meshes.) You can download it here in FBX format;
http://cod1.eu/dl/cod/cod1_skeleton.fbx
Just drag the cod1 skeleton onto your current model and you should now see this.
http://cod1.eu/img/tutorial_1/12;05;19 29-05-2014.png
If you look closely, you'll see that the model is way too big for the skeleton.
So go to the top menu and select all the meshes (geometry)
http://cod1.eu/img/tutorial_1/12;05;03 29-05-2014.png
Then go into the channel box/layer editor
http://cod1.eu/img/tutorial_1/12;05;32 29-05-2014.png
And change the scale of the X, Y and Z to around 0.4 (0.395) so it'll fit nicely.
http://cod1.eu/img/tutorial_1/12;05;46 29-05-2014.png
If you noticed the hands are not in the same place as the joints/bones are, so select the 'Bip01 R Hand' and move it into place, repeat this for the left hand too.
[COD1] Import any playermodel [COD2/4/5/6/BO/BO2/GHOSTS]
http://cod1.eu/img/tutorial_1/12;05;04 29-05-2014.png
Make sure you check all the sides, e.g top, right.
Rigging
As for the advanced maya user they would probaby know how to rig it.
Select All from the top menu
http://cod1.eu/img/tutorial_1/12;05;05 29-05-2014.png
Then go into Skin > Bind Skin > Smooth Bind (You can tweak around the bind settings if you'd like)
(If you can't find the Skin dropdown menu go into Animation mode)
Now check your bind for any weird occurences or errors and fix it up with example the Paint Skin Weight Tool (Google for tutorials)
For some of the most common issues are;
'tag_origin' is bound along with the legs which deforms them.
To fix this, select 'tag_origin' then select the mesh of the legs and go into Skin > Edit Smooth Skin > Remove Influence
If you encounter any of joints/bones that you do not want to have influence on rotations/translations repeat the process.
You should now have a rigged model.
Then go into the top CoD1 Tools (If you have installed the python script provided at the top of the post)
And select Export Xmodel
Select for Save to the location of Call of Duty\Tools\model_export\<modelname>\<modelname>.xm odel_export
(Create the folder if it doesn't exist, the modelname folder)
Example: E:\Programs\Call of Duty\Tools\model_export\c_zom_player_farmgirl_fb\c _zom_player_farmgirl_fb.xmodel_export
Now go into Window > Outliner
http://cod1.eu/img/tutorial_1/13;05;40%2029-05-2014.png
and select 'tag_origin' and the mesh. After that go to Edit > Select hierarchy so it will select everything to export.
Lastly click on Export selected in the popup menu.
Now you will have a xmodel_export file.
Converting
http://cod1.eu/img/tutorial_1/13;05;22%2029-05-2014.png
Now go into your 'model_export' folder and go into your '<modelname>' folder
Open up the XMODEL_EXPORT file with a text editor preferably Notepad++
If you see 'Bip01FBXASC032LFBXASC032Thigh' these kind of bone/joint names, replace all 'FBXASC032' to ' ' (a space).
Now go to the bottom of the file and look for 'NUMMATERIALS'
and change every
'MATERIAL 0 "bo2_mtl_c_zom_player_farmgirl_body"' to the image used. (Copy all the images to this folder)
Asset Manager
Open the asset manager and make a new xmodel and name it anything you'd like and copy my settings over.
http://cod1.eu/img/tutorial_1/13;05;45%2029-05-2014.png
Save the gdt file
Converter
Launch the converter.exe in Tools\bin and wait for it to convert it.
http://cod1.eu/img/tutorial_1/13;05;05%2029-05-2014.png
If it was converted successfully your xmodel, xmodelparts and xmodelsurfs along with the skins folder of the model will be in Tools\game\main (You can change this folder with a shortcut and -gamedir "game/game_name" parameter)
Make a new pk3, copy the folders into it and now all that's left to do is edit your gsc script to precache and change your model ingame.
If everything went well the final result will be this.
http://cod1.eu/screenshots/zombie/ss... 12.20.42).jpg
http://cod1.eu/screenshots/zombie/ss... 06.50.40).jpg
I've spent some time writing this tutorial, so I hope you enjoy it and it'll be usefull. Please do not copy this tutorial, thanks.
riicchhaarrd/php/phpcod
I want to thank,
Tom Crowley for all of his wonderful tools. (http://tom-bmx.com) (http://tom-crowley.co.uk)