jedi_pilot Posted July 31, 2009 Share Posted July 31, 2009 Would it be legal to import the M1 carbine or other weapons from TOW2 into TOW??? I don't own TOW2, that's why I'm asking... Thank's:)... Link to comment Share on other sites More sharing options...
jedi_pilot Posted August 2, 2009 Author Share Posted August 2, 2009 Well pending any replies, I decided to start on a new M1 carbine just in case the TOW2 version cant be imported into TOW1:cool:. Yeah, I know it needs to be reduced in detail, but that will not take much work:). Any guidelines on max amount of tri's??? Link to comment Share on other sites More sharing options...
Nikki Mond Posted August 4, 2009 Share Posted August 4, 2009 Looks great. If you do create this, the squad data can be easily revamped to historically sprinkle these in correct ratio for all US squads, and vehicle crewman. I hope you do it. If it makes it easier to model, the bayonet lug is not required. Link to comment Share on other sites More sharing options...
Tartari Posted August 4, 2009 Share Posted August 4, 2009 good work! I may ask you for another weapon missing in the game: the Browning .30 Caliber M1919A4 HMG ?? Link to comment Share on other sites More sharing options...
jedi_pilot Posted August 4, 2009 Author Share Posted August 4, 2009 Thank's for the positive comments:D. Looks great. If you do create this, the squad data can be easily revamped to historically sprinkle these in correct ratio for all US squads, and vehicle crewman. Yeah, It could also be implimented in the staff squad for units like the medic:cool:. good work! I may ask you for another weapon missing in the game: the Browning .30 Caliber M1919A4 HMG ?? Yep, I was definently looking to make that after the carbine, seeing the game only comes with the .50 cal HMG for the US:rolleyes:. But I'm going to need help in some areas to get these ingame. Seing I have zero expirience in modding TOW. First off, could someone please give me a simplified way of getting SFS extractor to work:o . Thank's Link to comment Share on other sites More sharing options...
jedi_pilot Posted August 17, 2009 Author Share Posted August 17, 2009 Well, I got the SFS extractor to work:D. I also attempted to make the M1919 Here you go Tartari;) . It needs some polishing, but the model is done for the most part. I'm currently trying to get the IMF viewer to work so I can use stock TOW textures for my weapons.... Link to comment Share on other sites More sharing options...
Tartari Posted August 17, 2009 Share Posted August 17, 2009 wow! Very nice work! Link to comment Share on other sites More sharing options...
jedi_pilot Posted September 3, 2009 Author Share Posted September 3, 2009 Thank's:). Sorry I have not updated this in awhile. I've been extremely busy the last couple of weeks. I do have a question. Do I need 3DS max to export my model??? I ask because I use Softimage XSI, and I'll probably have to have someone else export for me.... I'll give you guys a picture of my skinned carbine probably this weekend(If i'm not busy:()... Link to comment Share on other sites More sharing options...
Knokke Posted September 3, 2009 Share Posted September 3, 2009 You do need 3DSmax to export the model with the meshtools. You might be able to export your model from Blender3D if you use MshConverter instead (as Blender can save in *.3DS format, and MshConverter118 can convert *.3DS files to *.msh files) I never tried though, so I'm not sure it is working But direct export from XSI is not possible. -Knokke Link to comment Share on other sites More sharing options...
jedi_pilot Posted October 8, 2009 Author Share Posted October 8, 2009 Ok, I'll se about the MshConverter:). @Knokke: you're an expirienced modeler for the game. What would be the maximum amount of tri's for a weapon in ToW, and what would be a recomended amount??? Link to comment Share on other sites More sharing options...
Knokke Posted October 11, 2009 Share Posted October 11, 2009 Sorry for the late reply, I've no idea how many polygons should be used to make a weapon in ToW (i've never tried yet). But you could find a definitive answer to this by installing MshConverter118, and opening the *.msh files for a weapon similar to the one you're designing. You'll even see of the different LODs were made and what's the view distance for each LOD. Link to comment Share on other sites More sharing options...
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