Unused Infantry Models
Posts: 84
Hey community,
We all know there are some unused assets from the campaign and the previous game in the coh2 files for us to discover. Including infantry. In this post, I will list all hidden, broken and unused infantry models that I managed to turn into functional units, with instructions. You will need a basic understanding of the AE and .abp files.
1| Soviet Captain and Conscript Sergeant
2| COH 1 Legacy Panzergrenadiers
3| Olive Drab Winter Grenadier
4| Panzer Crew Headgear Variants
5| Winter Panzergrenadier w/ Panzerfaust
6| Soviet Recon
7| Soviet Officers (Isakovich)
That's all for now! Hope this is interesting to the folks still modding out there. If you find any more of these hidden and broken models, let me know!
Posts: 84
Posts: 84
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Posts: 84
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Posts: 42
Thanks for the detailed instructions as well. Very helpful!
Specifically, I'd love to be able to use the vehicle crew with officer cap as a spotter/gunner. However it seems that the crew_ext of a vehicle doesn't allow for that animation_set_state addition. Anyone know if it's possible to add an animation_set_state to a custom .abp?
Posts: 84
Im case some1 need it
Thank you! These are excellent!
Posts: 5
But it just won’t work, I don’t know why
https://imgur.com/8SU1mQ0
https://imgur.com/YHJmycR
Posts: 5
I try to set wehrmacht to mortar01
But it just won’t work, I don’t know why
https://imgur.com/8SU1mQ0
https://imgur.com/YHJmycR
EDIT:find the reason
is "RoleVariation"
not "RoleVariantion"
Posts: 817 | Subs: 5
state_machine_name: headtype
do_action_state_name: sp
This only works when RoleVariation is set to wehrmacht01, which is default.
Posts: 100 | Subs: 1
soviet\soldiers\specialist
The summer skin is unfinished but the winter skin works just fine. To override the skin to show winter on any map go to ebps>ui.
skin_pack_override: True
skin_summer: winter
skin_winter: winter
soviet\soldiers\isakovich
You will need to create an abp file to add the completemotiontree.abp which will allow animations for this blueprint.
I could not get any of the Pozarsky blueprints to work. Anyone have any luck with it?
Posts: 817 | Subs: 5
I could not get any of the Pozarsky blueprints to work. Anyone have any luck with it?
uhm sort of.. I use the commissar model with Pozharsky's unique face:
Create a new .abp: armies\soviet\soldiers\pozharsky\pozharsky_new.abp
model =
{
"..\\..\\..\\Common\\CompleteMotionTree.abp",
"..\\..\\..\\common\\weapons\\pistol\\pistol",
"..\\..\\weapons\\pistol_nagant\\pistol_nagant",
-- Common Soviet Gear
"..\\..\\sovietcommongear.abp",
-- Main Mesh
"..\\cossack_officer\\cossack_officer",
"..\\..\\..\\common\\base\\cinematichead\\cinematichead",
}
And add two animator_set_state actions in ebps/action_apply:
state_machine_name: cinematic_skins
do_action_state_name: on
state_machine_name: character
do_action_state_name: pozharsky
Result:
Default Commissar, Pozharsky, Isakovich
Posts: 1220 | Subs: 1
In addition to the states Dar already mentioned: No helmet and no accessory.
state_machine_name: headtype
do_action_state_name: sp
This only works when RoleVariation is set to wehrmacht01, which is default.
can this be use to remove helmet on other models ?
Posts: 817 | Subs: 5
can this be use to remove helmet on other models ?
This state seems to be exclusive for this model so far. I looked into the 17pdr case, but the helmet is still visible there, just misaligned. Therefor it cannot be removed in other cases.
There is a way to remove backpacks though, I remember this was asked a while back somewhere.
state_machine_name: flamethrower_state
do_action_state_name: unarmed
Royal Engineer:
Sturmpioneer & Pioneer:
Posts: 1220 | Subs: 1
This state seems to be exclusive for this model so far. I looked into the 17pdr case, but the helmet is still visible there, just misaligned. Therefor it cannot be removed in other cases.
There is a way to remove backpacks though, I remember this was asked a while back somewhere.
state_machine_name: flamethrower_state
do_action_state_name: unarmed
Royal Engineer:
Sturmpioneer & Pioneer:
this is event more than i wished for, a sapper without backpack can be a nice heavy infantry model for a couple of squad im having. Thank alot, snake :v
Posts: 1220 | Subs: 1
This state seems to be exclusive for this model so far. I looked into the 17pdr case, but the helmet is still visible there, just misaligned. Therefor it cannot be removed in other cases.
There is a way to remove backpacks though, I remember this was asked a while back somewhere.
state_machine_name: flamethrower_state
do_action_state_name: unarmed
Royal Engineer:
Sturmpioneer & Pioneer:
i have it worked with sapper but not ranger model, is there any side note on this state machine ?
i did noticed retrigged should be true on sapper.
Posts: 817 | Subs: 5
i have it worked with sapper but not ranger model, is there any side note on this state machine ?
i did noticed retrigged should be true on sapper.
It only works on the three engineer models so far, I couldn't get it to work for the Ranger model either.
Posts: 1220 | Subs: 1
It only works on the three engineer models so far, I couldn't get it to work for the Ranger model either.
well. It cant be helped then.
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