Men of War: Assault Squad 2 features new single player style skirmish modes that take players from extreme tank combat to deadly sniper stealth missions. Commanders can now faceoff against opponents on various new multiplayer 1v1 – 4v4 maps. To truly bring the battles to life though there is the new 8v8 game mode designed for huge battles on spectacular maps. This new Assault Squad game brings significant game engine and visual improvements as well, with special attention paid to ones that were highly requested by the players.

Post tutorial Report RSS Animated Weapons, Armors and Helmets Tutorial

Its an ordinary weapon and armor porting tutorial, but with a surprising twist of animation option.

Posted by on - Intermediate Weapons Modelling

Requirements:

Tutorial - Animated Weapons, Armors and Helmets - Dropbox

Tutorial - Animated Weapons, Armors and Helmets - Google Drive

Official Multi Script Link

Official XNALara XPS Link

From 3d Max to MOW Export Plug in - Official

Tutorial PDF - Google Drive

Tutorial PDF - Dropbox


Important Note: For animation and other detail, please review Basic tutorial.


Special Note: Auto Animation will not required any FUNCTIONAL name, you can give its function any name like JOJO, KOKO etc., instead of predefine functions like fire, idle, recoil etc., as it will apply over any object despite of that object nature.


Weapon Porting:

- Open provided sample file and import/merge your weapon model, place it in center of BODY VOLUME, name its main object as BODY and rest of parts as DETAIL by multi script, set FORESIGHT and FXSHELL according to weapon structure.

- If weapon have objects on whom animation can apply then proceed by applying animation over them or else select and DETACH objects to apply animation over them.

- for placing weapon you have to place weapon handle right in middle of BASES (BOX) as its the center point of weapon placing where character will hold weapon from.

- to setup weapon in game you have to create description about it in set\stuff\mgun (or set\stuff\pistol depend on what you are porting) and also have to link your entity which would be in entity\inventory\-weapon, by getting values from IDENTICAL entities from game resources.


merge from ofoct 1 2

Armor Porting:

- Armor porting have same procedure as does have weapon porting, you have to open provided sample file and import/merge your armor model, place it in center of BODY VOLUME, but you can also create MULTIPLE body volume like body1_vol or body2_vol or body3_vol, name its main object as BODY and rest of parts as DETAIL by multi script.

- If body have objects on whom animation can apply then proceed by applying animation over them or else select and DETACH objects to apply animation over them.

-for placing armor you have to place it by provided same model, at right in middle of BASES (BOX) as its the center point of armor placing where character will have it upon them.

- to setup armor in game you have to create description about it in set\stuff\body (or set\stuff\head depend on what you are porting, helmet or armor) and also have to link your entity which would be in entity\inventory\-equipment\body (or head), by getting values from IDENTICAL entities from game resources.

Special Note:

- for head gear there are 3 patterns (patterns will effect there placing)

- fieldcap_rus (for non armored entity)

- helmet pattern (for armored entity)

- pattern headgear for non armored entity)


merge from ofoct 2 1

Visit for more Armors, Vehicles, Characters and Weapons Samples

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Men of War: Assault Squad 2
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Windows
Developer
Digitalmindsoft
Engine
GEM 2
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