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[Tutorial] Black Ops Model Conversion Tutorial - Printable Version +- ItsMods (https://www.itsmods.com) +-- Forum: Archive (https://www.itsmods.com/Forum-Archive.html) +--- Forum: Archive (https://www.itsmods.com/Forum-Archive--64.html) +--- Thread: [Tutorial] Black Ops Model Conversion Tutorial (/Thread-Tutorial-Black-Ops-Model-Conversion-Tutorial.html) |
Black Ops Model Conversion Tutorial - JariZ - 07-29-2011 ![]() NOW WITH EVEN MORE IMAGES ![]() WARNING: before I start, I need to warn you that I haven't managed to get stuff ingame yet, However your stuff will show up in the asset viewer! I'll create a new tutorial on how to get it in your game as soon as I have more information on this issue I decided to write a easy tutorial on how to export a model and it's materials because the treyarch one isnt exactly 'noob-friendly' This isnt exactly easy, but i tried to make it as easy as possible You will be working with Maya, AssetManager and the CoD Export tools This will take you at max 1 hour (if everything goes well) Requirements:
1. Buy Maya (warning: downloading the software will make you a pirate) 2. Install The CoD Export tools (07-28-2011, 11:26)master131 Wrote: This is a tutorial on how to install the CODTools plugin for all versions of Maya (starting from 2009 and onwards). If you are running Maya 2009, you can go straight to step 4 (make sure to skip step 7).Source: master131 3. Open your model in maya with File > Open Scene, if you dont have one, Google is your friend 4. It should open the chosen model, if not search for another model, or another fileformat of the model (you can also use File > Import) 5. Click this button: ![]() 6. Okay! Now for the real thing! Click on the following label: ![]() 7. An awesome window should show up right about now, but you're not gonna have to use it right now ![]() 8. Go back to maya (DONT CLOSE THE MODEL EXPORT WINDOW THOUGH) and go to Edit > Select All 9. Now that the whole model is white go back to the Model Exported window and click the most left button down below which says "Add new entry" 10. Congratulations! You just created a new entry in the exporter! 11. Remove everything thats in the textbox left to the "Set Exports" button 12. Type the name of your model, something like "mymodel" , just the model name and nothing else! no file extensions! and hit enter 13. Click Set Exports 14. Click Edit Exports and make sure the "Export Nodes" isnt empty, If it does something is wrong, and you need to check if you really did follow all steps 15. Browse to "C:\Program Files (x86)\Steam\steamapps\common\call of duty black ops\bin\maya\tools" (on 64bit or on 32 bit: ) "C:\Program Files\Steam\steamapps\common\call of duty black ops\bin\maya\tools" in your favorite file explorer 16. Make sure the "model_export" directory shows up, if it doesn't: Right mouse > New > Folder > type "model_export" 17. Awesomeness! Your ready to start the export! (dont forget to save before you start) 18. Click "Export Selected" 19. When it asks something about missing vertex colors, Just click yes, If not, Move along... 20. Wait for it to finish, could take 10 secs 21. If it didnt crash, Holy Cheesecrackers! You exported a model! If it did crash, please post a reply and i will help you as soon as possible 22. Browse to C:\Program Files (x86)\Steam\steamapps\common\call of duty black ops\bin\maya\tools\model_export or program files if on 32bit 23. Yay, if you did everything right "mymodel.XMODEL_EXPORT" should be there (or something else if you entered another name) 24. Copy the file to call of duty black ops\model_export 25. Okay when you want to convert the materials on your model as well, continue this tutorial, else go to step 39 26. Go to Window > Rendering Editors > Hypershade ![]() The Maya Hypershade 27. Go to the Tab "Textures", If nothing shows up in this tab, go to step 29 Click on the first texture and Now go to Edit > Test Texture. Save the texture in the black ops directory/texture_assets (create a new folder for your model there if you like) 28. Repeat step 27 on all Textures 29. Now go back to the Materials tab, If there are any materials that don't have a texture (so you didnt export the texture from the model) Continue, Else go to step 30. Go to Paint.NET/Photoshop and create a new image with a resolution of 1024x1024 31. Choose the color the material uses (you can get more information about the material like color if you doubleclick it) and fill the image with it 32. Save it in the same folder you saved the other textures as a TGA and use the material name as filename ![]() 33. Keep the hypershade running, You'll need the material names later! Start your mod tools (steam > library > black ops mod tools) and click on asset manager (one of the three buttons on the left) 34. Wait for it to start up, when it does, select "material" 35. Now click "New Entry" and enter the exact name of the material used in the hypershade 36. Change surfaceType to <none>, Look for the Color Map Group Box and browse for the texture file you saved as a TGA in black ops/texture_assets 37. Repeat step 35 and 36 until you've done all materials in the maya hypershade 38. Now that you've created every material used by the model, Search in the same box you selected material for "xmodel" 39. Click New Entry and type your modelname (doesn't exactly matter what right now) 40. at fileName, browse for the exported result you made a while ago, (in black ops/model_exports) 41. Go to materials (scroll down, i'm not talking about the materials category, but a setting in your xmodel) and write down each material you created in the "materials" category 43. Go to the materials category and the first material and press F10 44. A dos window will show up, It well tell you when it's done, Close it when it's done. When it gives errors, Check if you did something wrong or report the error to me. 45. Now press F10 on every material 46. Now go to xmodels and F10 your model, If it gives a error about missing materials, You didn't create every material needed, Check your Maya Hypershade and materials in your GDT again. 47. O Mein Gott, You're done! And it only took you 47 steps to get there ![]() 48. Now look at your awesome model in the asset viewer (press asset viewer in the modtools launcher) Look for the name in the list with models, Doesn't that feel great? ![]() ![]() Source: JariZ 49. Thank/rep because creating this tutorial took me 1 night and half a afternoon Credits: [3arc]SparkyMcSparks - Explaining me some stuff about materials RE: Black Ops Model Conversion Tutorial - Lemon - 07-29-2011 I you. You are .I you. You are .I you. You are .I you. You are .I you. You are .
RE: Black Ops Model Conversion Tutorial - johamort - 07-29-2011 error: unable to dynamically load XModelExport Plguin is nto found RE: Black Ops Model Conversion Tutorial - JariZ - 07-29-2011 probaly the biggest fucking tutorial ever written on itsmods also: if you have finished the tutorial, i would love to some pics of the end result @Lemon thanks bro ![]() @johamort tell me: Which maya you got & are you sure you did the right thing? did you follow the tutorial? RE: Black Ops Model Conversion Tutorial - johamort - 07-29-2011 i get that when I open the exporter window. I got maya 2012 RE: Black Ops Model Conversion Tutorial - FRAN710 - 07-29-2011 (07-29-2011, 16:54)johamort Wrote: i get that when I open the exporter window.I had that problem and i had to re-install my old Maya 2009. Awesome tutorial ![]() RE: Black Ops Model Conversion Tutorial - crAyon - 07-29-2011 RE: Black Ops Model Conversion Tutorial - FRAN710 - 07-29-2011 Hope you can help me with this issue while converting my kar98k . Followed ur tutorial mainly ![]() Thanks. http://www.itsmods.com/forum/Thread-Kar98k-error-while-building-mod.html?pid=28807#pid28807 RE: Black Ops Model Conversion Tutorial - OrangePL - 07-29-2011 I lol'd at piracy warning
RE: Black Ops Model Conversion Tutorial - Scripts18 - 07-29-2011 (07-29-2011, 21:40)OrangePL Wrote: I lol'd at piracy warning My awesome friend Jariz is gone for 2 weeks
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