here im talking about how modding , made maps for coj2 .. stay with me .

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hi guys , im try to re build coj2 riged skeletons at 3ds max 9 , here is starter :

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hi guys , im try to re build coj2 riged skeletons at 3ds max 9 , here is starter :

Screenshot 1 1

here is my models i want to rig it , its must use coj2 npc animations so we dont need reanim it , we can just add some extra anims like "taunt" or "special dying" ...

Screenshot 2 2

10 years ago :) , When I was a genius! .. i made this :

Screenshot 3 1

new nps with rig ,attacks with axe , player is a TPS view , both get riged at 3ds max 9 .. i lost them all now i want it ,
pray for me guys i want this cool back to me , back to us .. this way we can made a lot new npcs at every map for coj2 .

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LithTechGuru Online
LithTechGuru - - 411 comments

Hope this works with CoJ1

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HecToR68 Author
HecToR68 - - 18 comments

i hope so , i my best try to made it for coj2 by now.

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Alfredo_Anonym
Alfredo_Anonym - - 51 comments

Shiki once converted COJ 1 models to BiB, but he said that when he played the game they were doing T-poses.

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HecToR68 Author
HecToR68 - - 18 comments

yea i test it before , if you fix the materials you can see the models ,
for static models with new materials havnt collision thats problem ! and for player models , Ray or Billy from coj1 , game get a fatal error , you can ignore it ... even they can use coj2 anims but they arms stand at wrong postion , i checked they bones , only two bones on them are diffrent ... so that make coj1 models un useable compeletly for coj2 ..
with ninja reaper we can get the model then if we had the Riged skeleton ( the goal of this research ).. we can see Billy or old Ray at coj2 .

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Alfredo_Anonym
Alfredo_Anonym - - 51 comments

Would be cool if you could import Silas Greaves from Gunslinger :fire:

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HecToR68 Author
HecToR68 - - 18 comments

yes , we just need Riged skeleton i had it before , i rebuild it again at a right time , i hope so.

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