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Mar 14, 2015 Article 4 comments

From now in GEM 2 Editor Fan club following rules apply:

3D's Max - Exporting Objects With Multiple Volumes To MOW
Game

3D's Max - Exporting Objects With Multiple Volumes To MOW

Jul 20, 2014 Tutorial 5 comments

3D's Max - Exporting Objects with multiple Volumes. In This Tutorial, I will provide you with a ready to export model. Just look at all the properties...

3D's Max - Exporting Plants To MOW  *7/20/14*
Men of War: Assault Squad 2

3D's Max - Exporting Plants To MOW *7/20/14*

Jul 18, 2014 U.N.I.T. MOD Tutorial 5 comments

3D's Max - Exporting Plants. In This Tutorial, I will provide you with a ready to export model. That you can look at. Just look at all the properties...

3D's Max - Exporting Weapons To MOW
Men of War: Assault Squad 2

3D's Max - Exporting Weapons To MOW

Nov 26, 2013 U.N.I.T. MOD Tutorial 15 comments

3D's Max - Exporting A Weapon BE sure to follow every step, and copy everything exactly how it is. -enjoy!

3D's Max - Exporting Entourages To MOW *7/18/14*
Game

3D's Max - Exporting Entourages To MOW *7/18/14*

Nov 24, 2013 Tutorial 8 comments

3D's Max - Exporting A Simple Crate. In This Tutorial, i will provide you with a ready to export model. That you can look at. Just look at all the properties...

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Post comment Comments  (0 - 10 of 873)
hanzknife
hanzknife Mar 31 2015, 10:04am says:

Hi, is there a working tool for exporting from 3dsMax 2015 to .mdl? I tried tool from mods directory in MOW:AS2 but it keeps telling me error 127. Thanky you.

+1 vote     reply to comment
reflecthofgeismar
reflecthofgeismar Mar 26 2015, 11:06am says:

Thanks for that info.
Why isnt it as tutorial here in this group? :D

+1 vote     reply to comment
Sonne2
Sonne2 Mar 25 2015, 10:47pm says:

Finally fixed the Revival Script Quotes its been a long time in the making! Its useable for all versions of MOW/AS/AS2

Moddb.com

+2 votes     reply to comment
reflecthofgeismar
reflecthofgeismar Mar 24 2015, 7:27am says:

Hey guys.
I have few questions, all for vanilla MoW NOT AS1/AS2. :P
1.) How can I change munition capacity (magazinsize) from weapons and the range they can shoot?
2.) How can I use another nat (nationality) in breed from a mod to my own mod?

I wanna create a fictional FarCry scenario with mercenaries (already finished with breed), mutants AND the natives from 3000 Miles Road to Tokio Mod.
I can use the humanskins and weapons etc. from this mod for the natives but I dont know what I have to do for using their native nat in breed.

Please help me guys! :D

+1 vote     reply to comment
DUBONTIME™ Creator
DUBONTIME™ Mar 26 2015, 1:19am replied: +2 votes   reply to comment
xX(Warrior250)Xx
xX(Warrior250)Xx Mar 25 2015, 5:20am replied:

Adding a nationality is pretty simple, first find the localization folder, there contains a file called "#Dlg_ingame" that has factions of the mod, simply copy the faction you want to use for your mod, (e.g Prntscr.com , Prntscr.com , ingame: Prntscr.com )

+1 vote     reply to comment
reflecthofgeismar
reflecthofgeismar Mar 25 2015, 9:48am replied:

Ok, when I did it my other breeds didnt work again...

+1 vote     reply to comment
reflecthofgeismar
reflecthofgeismar Mar 25 2015, 9:33am replied:

THAT is THAT what I need to know!
Thanks man! :)
How can I use their talks/speeches/language?

+1 vote     reply to comment
xX(Warrior250)Xx
xX(Warrior250)Xx Mar 25 2015, 10:16am replied:

that's what i dont know at the moment, you can ask Kill_time for the language however. and make sure that there's only one #DLG_Ingame file, because it can cause conflict if there's 2 or more existing.

+1 vote     reply to comment
reflecthofgeismar
reflecthofgeismar Mar 25 2015, 10:34am replied:

#DLG_Ingame file can have another name like "desc" or something else? When yes, THEN I will try it again to mix FarCry Mod with the natives from 3000 Miles to Tokio. :D

AH, the "desc" is in the localisation folder from 3000 MtT too. There must be a other problem...

+1 vote     reply to comment
xX(Warrior250)Xx
xX(Warrior250)Xx Mar 25 2015, 11:11am replied:

Find out if the same file exists within the mod's folder, open it with notepad, then copy it to your own #DLG_ingame file, it's a worth-to-note that it conflicts when there's more than 1 #DLG_Ingame, so delete it if you see any same files.

+1 vote     reply to comment
reflecthofgeismar
reflecthofgeismar Mar 25 2015, 12:01pm replied:

Thanks dude. :) (Y)
No I copied the whole folder and i can choose the natives as nat in breed.
I only need to know now, what I have to do for their speech/talk/languages files. Maybe they are already in because I copied whole folder. :D

+1 vote     reply to comment
xX(Warrior250)Xx
xX(Warrior250)Xx Mar 25 2015, 1:26pm replied:

Good to hear that, i heard the file "talk" is related to adding voices ingame, other people can help you with that.. good luck

+2 votes     reply to comment
reflecthofgeismar
reflecthofgeismar Mar 25 2015, 2:49pm replied:

Really, big thanks for your help. :)

+1 vote     reply to comment
SabreF86
SabreF86 Mar 25 2015, 3:40am replied:

Answer to Question No 1!
All of this is Done in the Set folder: here For example MoW/mods/MOD_NAME/Resource/Set/stuff/Rifle(For Example)/(find Mosin.File) and open it with notepad.
once opened a pattern like this will be inside.
{from "pattern sniper_rifle"
{tag "sniper reliability_medium"}
{desc "M-21"}
{filling "ammo svd_ammo" 20}
{preloaded}
{inventory
{size 5 2}
}
{entity "m21"}
{special
{mode aim}
{PrepareTime 1.7}
{PrepareCursor "aimed_shot"}
{damage 2} ; damage *= x
{accuracy 2} ; aim_range *= x
{throw_off}
}
{range 100 115}
{fireSound "rifle/svd_shoot"}
{reloadSound "chn/Barrett_reload"}
{healthDamage 99}
{HealthDamageClip 99}
{ProjectileDamageClip 0.5}
{reloadSound "enfield"}
{recoveryTime 0.7}
("accuracy_optic_sight" moa(1.75))
}

Now you can see here Range Which is i think 100-115,Sound,Damage etc and Filling(means the size of Clip). you can change Range and Filling size.
hope it helps!
I am going to college so i am in a hurry I would reply the other one later.

+1 vote     reply to comment
reflecthofgeismar
reflecthofgeismar Mar 25 2015, 9:29am replied:

Yes... thanks for that help :) but I solved it by myself (weapon, range and magazin capacity) afer few minutes i asked here. :D :P

But here, I need help. ->"I wanna create a fictional FarCry scenario with mercenaries (already finished with breed), mutants AND the natives from 3000 Miles Road to Tokio Mod.
I can use the humanskins and weapons etc. from this mod for the natives but I dont know what I have to do for using their native nat in breed."

+1 vote     reply to comment
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