As Marine Private Tommy Conlin, you must survive the hell of Pacific Theater of Operations - starting from Pearl Harbor attack, finishing on Allied victories over Pacific (about 35 levels). The game uses a greatly improved Medal of Honor engine, with Havok system physics, dynamic lighting, mirroring effects, detailed textures, real-world visuals and many more. The Artifical Intelligence system was coded from the beginning, and has squad tactics improved to create real, emergent environments. Also, many gameplay enhancements are added, such as calling a medics (seen in Wolfenstein: Enemy Territory before) when you're badly wounded. This all creates a great game, which gives awesome, movie-like experiences. Do you remember the famous Omaha Beach mission from first Medal of Honor, and the feeling of being a small part in a great machine, a feeling that your life is dependant actually only on your enemies and brothers in arms? You can feel it on every step in Medal of Honor: Pacific Assault.
I do expect you to know:
>> How to open up Milkshape
>> How to save a model in Milkshape
>> How to hide and unhide objects in Milkshape
>> How to select verts or faces in Milkshape
And i expect you to have Milkshape 3D on your hard disk (it comes with the MDK)
I used the MoH: Vietnam TT33 to show you how to import a gun..
[page=Tutorial Page 1]
First save your model as ms3d..
Make a clean new file
Import the model you want to replace
Example: If you want to replace the nambu pistol, import models/nambu_pistol/nambu_pistol.gr2
Now merge your saved model with it
[page=Tutorial Page 2]
Rotate, move, scale your model so it fits the handles
Delete the LOD groups numers 0, 1 and 2
NOTE: Don't remove LOD3
Now select the LOD3 group and hide it
Select all the remaining verts (not the faces) and hide them
You should now have something like this (just a plain model whitout verts):
[page=Tutorial Page 3]
Unhide the LOD3 group and modify the verts to fit you model:
Now unhide everything
Click the tab joints and select the bone "ROOT"
Click SelUnAssigned then click Assign (make sure the bone ROOT is selected)
Now regroup all of your model groups
Rename the group to LOD0_yourweaponname
[page=Tutorial Page 4]
Delete the material from the game model
Rename your material to LOD0_yourweaponname
Select the LOD3 group and open up the MDK Model Manager
Remove the LOD's 1, 2 and 3 (NOT LOD0)
Now, with the LOD3 selected, add it to the Collision
[page=Tutorial Page 5]
If you done it correctly, you would have something like this:
Now close the MDK Model Manager by clicking OK in the bottom.
Select the LOD0_yourweaponname group and open it again..
Add it to LOD0
Now you should have something like this in the MDK Model Manager:
Open up the Material Editor
[page=Tutorial Page 6]
Remove the original game model material.. You will get this message:
Hit convert material to convert your own created LOD0_yourweaponname material to the material editor
Now make a folder called models. Then in models a folder weapons then in weapons a folder nambu_pistol or whatever weapon you wanted to replace
Then put your texture in it so the path will be:
Click the None button next to diffuse texture
Then select your texture in the folders you just made.
Close the Material Editor by clicking OK in the bottom right
Export your model
[page=Tutorial Page 7]
You'll probably get this message:
Open the script editor and click the [...] button
Click Hag file. Now scroll down till you see your replacing weapon hag file..
Click open. Then change the skelmodel file: Like if your gun name tt33.moh you should have in the hag:
Save the file to your hard disk...
Open up Pakscape
Make the folders models/weapons/nambu_pistol/textures/
[page=Tutorial Page 8]
Import your texture in models/weapons/nambu_pistol/textures/
Import your model in models/weapons/nambu_pistol/
Import your hag file in models/weapons/
Save your pk3 and put it in your MoHPA/main Directory
Open up a SP map and type in console spawn weapons/nambu_pistol.hag
For any questions, email me (email@example.com)
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