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 Vehicle Model Porting Tutorial (Basic)

After character model porting tutorial, now its time to move towards vehicle porting, as this tutorial will provide basic insight to have main functions of vehicle model porting to MOW with all necessary requirements for an entity to be functional in game.

Posted by on - Intermediate Props Modelling

Requirements:


Character Animation Model - Updated 9-7-2019 - Mega

Character Animation Model - Updated 9-7-2019 - Media

Character Animation Model - Updated 9-7-2019 - Drop

Character Animation Model - Updated 9-7-2019 - Google


Official Multi Script Link

Official XNALara XPS Link

From 3d Max to MOW Export Plug in - Official


Gerrys Mod to 3D Max - Google Drive

Gerrys Mod to 3D Max - Dropbox

Garry's Mod to 3D Max - Mega

Garry's Mod to 3D Max - Media Fire


Combine Pack Updated on 23-8-2019 Media Fire

Combine Pack Updated on 23-8-2019 Mega

Combine Pack Updated on 23-8-2019 Google Drive

Combine Pack Updated on 23-8-2019 Drop Box


-First and foremost you have to install Plug-in in 3d Max for exporting entity to MOW, then run 3d Max as Administrator and have to install Multi Script which is basic requirement for vehicle porting.


Step One:


- Well most of models are available at XPS formate or Mesh formate which is not supported by 3d Max yet and only .OBJ and .MAX formates are supported by 3d Max, so to convert such models to .OBJ you have to convert them through XNALara XPS then import them to 3d Max


1st - Step

Step Two:

- Most of Objects are combined as one single mesh and to part them according to our requirements you have to following following procedure of detachment of mesh from object.

- For that purpose I highly following two methods of selection and detachment

1st - "Element" = for selecting easy visible object most likely wheels, engines etc

2nd - "Polygon" = for selecting objects whom hardly visible, like wires, door locks etc


2nd - Step

Step Three:

- Run Multi Script and provide ID (some object may not get ID by Multi Script, like left wheels system is broken, so to provide ID to them and objects like them, go their properties and mention CommonMesh first then give them ID=LeftWheel or ID=Body etc etc) and Names to Objects, like wheell1 or wheelr1 etc etc.


3rd - Step

Step Four:

- Place Pointers by following method, where as far as pointer properties concern, so consider them as trigger point or place of action

- Like Emit = Boarding Animation trigger

- Foresight = place or point in gun from where bullet or shell will fire

- Driver = placement of driver

- They also further use in entity properties in game to configure entity


4th - Step

Step Five:

- Primitive Objects are used as volume or Hit Point on entity.

- Like by following example you have to place those primitive object over different part which consider to hit point in game of those objects


5th - Step

Step Six:

- For animation hide all Primitive Objects and Pointers

- Use Time Configuration (small Icon at right side of Key Filter)

- To increase or decrease maximum frame range

- Most of animations can be between 40 frames so select maximum frames according to your requirement

- Apply default placement of object as default animation by clicking on KEY ICON while all object are selected in selection

- does above step at 0 then at 40 then at 80 and so on to create intervals

- now give first animation by going at frame 20 or any middle frame between intervals and select only those object whom you want to apply animation

- Click on AUTO KEY and ROTATE or MOVE selected object to give them animation

- Play animation to check object response


6th - Step

Step Seven:

- Now create Basis which contain animation data and which is collective combination of all objects

- Follow following step

- Review animation structure as follows:

Example: Animation: Start, Body, 0-40

- in that " Start " is game function for entity to move and " Body " is just name of Animation set, it is NOT a Body as Object. As you can see in pictures, you can change body name to Michal101, JameBond, Zoo etc but you also have to rename animation set

- Animation Set = Set of object on which animation will play on, for example at time of animation you applied animation on engine and fuel, but you only added engine in animation set, so in game, animation will only play to engine not to fuel

- Now by above step and below pictures create animation set


7th - Step

Step Eight:

- Making schematic is simple, you have to consider real life values, like Steer > Pivot > Wheel , if you placed Wheel over Pivot then Pivot will start rolling with wheel

- Rest must be placed like that, where I will explain placing of guns in next tutorial


8th - Step

Step Nine:

- Now Export it to game directory (Ignore VOLUME related error at time of export, if there is some other error then you have to review steps), while you noticed that Entity file only contain Volumes information (as you can see in pictures), so you have to set it up entirely at your own by follow following entity setup explanation after final step.


Final Step


Entity Setup:

- Open following file from tutorial files to have understanding of entity setup

- Tutorial with Sample and 3d Max Script for MOW.rar > Vehicle Porting Tutorial > resource > entity > -vehicle > fallout_bike > fallout_bike.def

{game_entity
(include "/properties/moto.ext")
(include "/properties/selection/vehicle.inc" scale(0.7))
{props "explosion_throw_crew" "turn_over" "vision_vehicle_high"}
{patherId "moto"}

Explanation: Moto.ext = properties for motorcycle entity specifically, thats why we placed moto as extension, for cars we have to give it extension of car.ext, Selection is simply the selector over entity

Props are basic argument like explosion can throw crew from bike etc, can also apply similar props other than what are here (but they must be compatible with entity)

{patherId "moto"} = path ID from where or where not this entity can go, there are different pather Id which change vehicle path patten

{sensor

{Visor "main"

{vision "vehicle_main"}

{bone "visor"} }

{visor "view-around"

{vision "moto_around"}

{bone "basis"}

}

}


Explanation: Now if you remind back we placed VISOR at driver seat, that POINTER will now going to placed by that argument, so does other pointers got connected in game by that way, thats why I highly recommend to take screen shot of SCHEMATIC at the time of entity setup.


Special Notes:


-After completion of your ENTITY, You must have to manually REPLACE "Poly" command line with "CommonMesh" in each object PROPERTIES > USER DEFINED or else 3d Max MODIFIERS will not effect on ANIMATIONS or VERTEX based animations will not play upon entity.


-You also have to make sure that all objects whom you want to play vertex based animation with CommonMesh argument, must have ID or else animation wont play upon them, for example if you want to have vertex based animation on Machine Gun, then you have to give it id in PROPERTIES > USER DEFINED as ID=mgun along with CommonMesh argument.


-Follow quick fix for wrong placement of OBJECTS, as pivots are actually the pointers which decide the center and DIRECTION of entity (e.g. if your placed GUN shots from backside instead of front and your placed WHEELS move in wrong direction then its due to PIVOT ROTATION and DIRECTION), for example if you place that pivot outside of wheel, then your wheel will be move in that wrong direction. So to fix TURRET, WHEEL, HATCH and similar entities radius and animation, adjust PIVOT ROTATION and PLACEMENT:


Quick fix 3d Max


Please comment and share this tutorial while all credit goes to Bethesda Softworks and KONAMI for sample models.


Continue: Vehicle Model Porting Tutorial (Advance)


Also Try following tutorial in regards of vehicle STRUCTURE creation:


Comments
Man232
Man232

When working with MultiScripts have you found any errors?

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GameJoJo Author
GameJoJo

Most of errors which appear is because of my own fault (like broken link etc.), as far as script error concern, it wont perform commanded action sometime but can be fixed by reseting scene.

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Man232
Man232

Please if you find bugs write me a PM or Docs.google.com

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Guest
Guest

I can't get multiscript to install in 3dsmax 2009. Must I get a newer version? I just need to get past this step and I can then bless the community with all sorts of vehicles

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GameJoJo Author
GameJoJo

Run 3d max as administrator or else go for 2016 version.

Reply Good karma+1 vote
GameJoJo Author
GameJoJo

For sure, as the better it gets, the faster we could able to port assets to MOW.

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Guest
Guest

Can you please explain how to port vehicle structure to game?

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GameJoJo Author
GameJoJo

Here check that K9 Attack Dog mod files (https://www.moddb.com/games/men-of-war-assault-squad-2/addons/k9-attack-dog-unit), you just have to create structure file according to video tutorial and then simple place in designated folder (resource\interface\scene\structure\Entity Name), it will pick from there according to the unique name of that entity.

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UsernamesMeh
UsernamesMeh

Thanks for this JoJo, have had a fair amount ask how to do this and don't have enough time to type the whole nine yards and the oldest thing is Cromtech[unsure if I'm saying his name right]

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GameJoJo Author
GameJoJo

Not just that, that old tutorial is kind obsolete now, as with help of new tools and script you can make better entities, I also found some new ways to give dynamic animation to objects in easy way, like skin over vehicles which was not define before and I never seen in old mods at all, soon will release more models from my upcoming mod to have better example of new techniques.

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Man232
Man232

Author of the post, I will write Your tutorial in the script! in 3.1 it will be!

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GameJoJo Author
GameJoJo

Best of luck bro 😎.

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Guest
Guest

Does Multiscript work with 3dsmax 2009? I drag it onto the open space and it gives a "rollout error". I cant get multiscript to install and I have tried in different ways. Any suggestions?

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GameJoJo Author
GameJoJo

Don't know, always used 2016 version, may be anyone else can confirm.

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ymzxdh
ymzxdh

Great tutorial! Wondering if you could make a tutorial for the aircraft too?

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GameJoJo Author
GameJoJo

Sure.

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ymzxdh
ymzxdh

Thank you so much! I'm trying to learn how to port aircraft into the AS2 but I haven't found any comprehensive tutorial on the subject.

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Oreoz/xkanobiwanobi
Oreoz/xkanobiwanobi

I installed the multiscript but it doesnt appear in the scripting tab?

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Men of War: Assault Squad 2
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