[Guide] Adding New Units [WIP]

Discussion in 'Modding' started by Setakat, Oct 4, 2016.

  1. Johny

    Johny Member

    Only possible was how to attach an video is through youtube URL. You can share any type of format. Thanks. :)
     
    Loner likes this.
  2. Loner

    Loner Well-Known Member

    Showing my ignorance, how do I do that.:confused:
     
  3. Johny

    Johny Member

    Sorry I mean when you want to attach a video in steam workshop you need a YT URL. In that case somehow publish these videos.
    Here I suppose the best would be share your video via DropBox. Make a file containing your videos inside and then allow it to be shared, copy a link and it's done.
     
    Loner likes this.
  4. Loner

    Loner Well-Known Member

    Thank you Johny, I'll give it a try.
     
  5. Loner

    Loner Well-Known Member

  6. Awar

    Awar Well-Known Member

    Johny, this is great. How did you do it?
    Do you have plans for the future?
    Can I use your unit for a mod?
     
    Johny and Loner like this.
  7. Loner

    Loner Well-Known Member

    An in game picture,
    Johnys Unit.JPG
    Ignore the screen message, I had to leave the game and forgot to pause it,:oops: these units were produced by the A.I.:)
     
    Johny likes this.
  8. Johny

    Johny Member

    [​IMG]

    3) Of course you can use it!
    DO NOT HESITATE TO USE THIS UNIT WHENEVER YOU WANT. It's the reason why it was created. To share my work with community and with other modders.

    1) This model was done by 3DS Max editor, where it's possible to make own models and animations.
    You need to create .obj file with CS3 model viewer, import it in 3DS Max, modify that model.
    Then comes the most important part - creating a biped skeleton and creating animations. You need to fit all bones inside properly and make it functional (means all movements must be natural, no overlapping of edges, no weird movements of joints, clothes etc.) which is a nightmare to do. But it's possible. Previous knowledge about biomechanics is a big plus.
    After that you will make animation, usualy you must animate from 10 to 20 single animations and make them as smooth as possible.
    Finally you must export as .oss by ossskinexport plugin (this one is mandatory, and thanks to CS3 modding community we have it) and rewrite frames numbers in .aaf animation file.
    That 'all'. Since I'm still but a learner, it took me several month to figure out how all these things work togehter.

    2) Plans for the future.
    Of course my plan is to make that unit better, smoother animations and proper implementation in game.

    Now I'm doing something more relaxing and very small project, since that one was quite stressful work. I just need a rest.
    It's going to be an addition of two or three Bohemian units to Austria nation. Just simple recreation of uniforms (.dds files). Gaining

    [​IMG] [​IMG]

    After that, for sure. I would like to make another two newly animated units. One for Spain and one for Sweden. And one secret project also... :D
    So, stay tuned, and of you have any question, just write me. :)
     
    Last edited: Mar 9, 2020
    ComDiv, Awar and Loner like this.
  9. Loner

    Loner Well-Known Member

    A more informative picture, all A.I produced.
    Johnys Unit 2.JPG
     
  10. Awar

    Awar Well-Known Member

    Thank you for the detailed answer. :)
     
  11. Awar

    Awar Well-Known Member

    Question on the model. The texture of the headdress differs from the image in 3DS Max. It is superimposed on the sleeve and pants. Did you fail to split picture or is it a plugin error?
    Which version of 3DS Max did you use? ossskinexport plugin is for version 9 or is it a modified plugin?
     
  12. Johny

    Johny Member

    Oh, I see...
    Looks like I released version where headdress has fabric-like texture. Other version (on picture) has metal helmet. It's not an error, just different texture.

    I'm using ver. 2017 mainly, I also tried ver. 2020 but there are no main differences for a simple model like this one.
    Ossskineport works on both of them. It's a plugin donwloaded from this forum and I don't know if it's modified or not. :D

    https://www.dropbox.com/sh/cfskfbzazbr9etl/AADb4UACNiRr-AOa3kIlK9B-a?dl=0

    I added 3DS max model in folder, feel free to explore it.
     
    Last edited: Mar 10, 2020
    Awar likes this.
  13. ЗВЕРОБОЙ

    ЗВЕРОБОЙ Active Member

    Johny, how do you load a skeleton in 3DS Max.
     
  14. Johny

    Johny Member

    If you mean bones from actual game files, saldy there are none.
    This was already discused in one topic:
    http://www.cossacks3.com/forum/index.php?threads/cossacks-3-modding-tools.17542/page-2#post-57693

    The Devs din't left us any type of file containing bone hierarchy, therefore it must be redone from scratch.

    If you mean just placing a new biped skeleton in 3DS Max, go and search on the internet "3DS maxbiped rigging" or "3DS max placing skeleton" etc. There are tons and tons of really good tutorials how go throuth all that stuffs.

    Anyway the pathway is: Animation -Bone Tools -Create Bones - (right side, Object Type) Biped
     
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