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

Totaler Krieg Update #15 June 2018 - v0.99 Release
Battle of Empires : 1914-1918

Totaler Krieg Update #15 June 2018 - v0.99 Release

Totaler Krieg: 1939-45 12 comments

After many years of deliberation, Totaler Krieg is finally released in its v0.99 guise. Not fully complete but playable and in a stable form. I hope to...

Animated Weapons, Armors and Helmets Tutorial
Men of War: Assault Squad 2

Animated Weapons, Armors and Helmets Tutorial

Men of War: Assault Squad 2 Weapons Modelling

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

Vehicle Model Porting Tutorial (Basic)
Men of War: Assault Squad 2

Vehicle Model Porting Tutorial (Basic)

Men of War: Assault Squad 2 Players Modelling 6 comments

After character model porting tutorial, now its time to move towards vehicle porting, as this tutorial will provide basic insight to have main functions...

Updated Character Model Porting Tutorial
Men of War: Assault Squad 2

Updated Character Model Porting Tutorial

Men of War: Assault Squad 2 Players Modelling 1 comment

After going through on previous tutorials and by trials and errors, I upgraded sample file and modding pattern to have more accurate and easy porting...

Comments  (0 - 10 of 1,414)
BottleBoyedge
BottleBoyedge

Hey my dudes. I can't seem to find a .mdl plugin for 3ds max 2011. Anyone here that knows where I can find it? If it even exists ofcourse.

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ElFrancis
ElFrancis

someone know how to port and men of war mod to assault squad conversion , with all humanskin work good , vehicles , weapons , grenades , maps , anything else.

The mod is
spanish civil war
from maestro who created in the original men of war but i don't have that game and much likely others mowas 2 or mowas players

If you can help me , contact me INBOX

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xX[Warrior250]Xx
xX[Warrior250]Xx

How does one generate an Alpha and Light in Textures? I follow what's written in the text files but it doesn't seem to generate, should I do the latter with mods or I need the files to be within the directory resource?

Warrior250

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DUBONTIME™ Creator
DUBONTIME™

{material bump
{diffuse "$/construction2/lights_glow"}
{bump "$/construction2/traffic_light_lights_bp"}
{specular "$/construction2/traffic_light_lights_sp"}
{color "230 230 230 25"}
{glow 10.0}<-----------this here
{blend test}
{emitsheat}<---also this is for thermal sights i believe
}

NOTE: You must have "glow" checked in graphics settings in menu.

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xX[Warrior250]Xx
xX[Warrior250]Xx

Thanks! I could probably use this in the future, though it otherwise didn't answer my rather confusing question, haha. Or atleast I couldn't find a way to relate it to my issue. Pardon me about that.

What I meant is that there are Alpha.inc and Light.inc text files in the Textures that when examined contains texture names (SFX textures) with it, to my understanding the guide written there says that after modifying the file, one must delete the .ctm and the .dds files found near it and launch the game, creating a new respective .tga file.

I did that, however it doesn't seem to generate a new Alpha.tga nor a light.tga

Warrior250

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DUBONTIME™ Creator
DUBONTIME™

Anyone else get crashes in 3ds max 2016 when trying to use bump maps on export?

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pichiman77
pichiman77

Greetings, I have a problem that when I make a transparent part of a skin in gimp or photoshop, when I put it in mowas2, that part looks black or white, some explanation of it, I need a part of the skin to look transparent.

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xX[Warrior250]Xx
xX[Warrior250]Xx

AS2 has this transparency issue that even exists in its vanilla models that DMS never seemed to fix, try adding a {blend none} in its mtl file.

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pichiman77
pichiman77

Excuse me, in what line should I add that ¨¨blend none¨¨ and what function does this do?

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DUBONTIME™ Creator
DUBONTIME™

{material simple
{diffuse "streetlight01_g"}
{blend none}
}

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xX[Warrior250]Xx
xX[Warrior250]Xx

Hold on a minute, is the entity you're editing new or are you modifying an existing entity's texture?

If the case is the latter then try examining its mtl file and see if it has the code in it. Should be something like this.
Prntscr.com

{̶b̶l̶e̶n̶d̶ ̶n̶o̶n̶e̶} {blend test} is responsible for rendering the transparent textures in-game, the particular code allows the in-game entities such as trees, fences, etc. to render its transparent alpha.

Edit: I experimented and confirmed that {blend test} is the proper code, try adding that in the mtl and see if it makes the skin transparent.

Warrior250

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pichiman77
pichiman77

Thank you very much, you are right, it is a blend test which allows transparency, I could do it thanks to your advice

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xX[Warrior250]Xx
xX[Warrior250]Xx

No problem! Have a nice editing.

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pichiman77
pichiman77

Thanks, I'm doing it now, I would like to do the following: I have a soldier's skin that has transparent arms, could be mixed with another soldier's arms that are not transparent to have a mixture of skins in a single entity? (body of a soldier with arms of another soldier)

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xX[Warrior250]Xx
xX[Warrior250]Xx

Sadly I can't be able to assist you with that matter, it's beyond what I'm capable of now. Perhaps somebody else can help ya.

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