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russian armor

Unused Infantry Models

18 Oct 2021, 06:22 AM
#21
avatar of Sie_Sayoka
Modmaker Badge

Posts: 100 | Subs: 1


uhm sort of.. I use the commissar model with Pozharsky's unique face:

Create a new .abp: armies\soviet\soldiers\pozharsky\pozharsky_new.abp
Code
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


That's a smart way of doing it.



Female gibs are an unused asset, probably because its off proportioned to all the other infantry.

You'll need to take any motion tree abp file and delete the "soldiers\\giblets\\giblets\\giblets", line. In this example I named the new abp file as "test.abp". Then create an abp file for the unit.

Code
model =
{
"..\\..\\..\\common\\test.abp",
"..\\..\\..\\Common\\soldiers\\giblets\\giblets_female\\giblets_female",
}


animator_set_state
do_action_state_name: on
state_machine_name: gibs



Gibs in general have some interesting properties. It hides the base model of the infantry and replaces it with the gibs model. All infantry have the gibs blueprint as it's in every motion tree. This means we can do things such as paratrooper gibs.



Gibs do not, however, replace femalemotion.abp so we can add hats on to them.



Sniper_female_recon

Code
model =
{
"..\\..\\..\\common\\test.abp",
"..\\..\\..\\soviet\\soldiers\\sniper_female_recon\\sniper_female_recon",
}


Because the model includes the head and hands we will have to use the custom motion tree again. This model has a lower draw distance so be aware of that if your mod includes a zoom out.
26 Jan 2022, 02:49 AM
#22
avatar of Support Sapper

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.


My be you already knew but I just discover that this method of un-backpacking also work with commandos model.

26 Jan 2022, 07:13 AM
#23
avatar of SneakEye
Senior Modmaker Badge

Posts: 817 | Subs: 5

My be you already knew but I just discover that this method of un-backpacking also work with commandos model.

USF Assault Engineer works too :)
26 Jan 2022, 11:30 AM
#24
avatar of Support Sapper

Posts: 1220 | Subs: 1


USF Assault Engineer works too :)


Yes, but usf have more base model to play around with so i dont have to go that far compare to uk.
4 Oct 2022, 11:56 AM
#25
avatar of Sie_Sayoka
Modmaker Badge

Posts: 100 | Subs: 1

All will require removing the basematerial line in the motiontree ABP as detailed in the first post.


model =
{
"..\\..\\..\\Common\\customMotionTree.abp",
"..\\..\\..\\soviet\\soldiers\\rifleman\\rifleman",
}


Rifleman Summer/Winter

These are almost the same as the elite_rifleman models. There's a subtle difference in the color of the hat and boots.


model =
{
"..\\..\\..\\Common\\customMotionTree.abp",
"..\\..\\..\\german\\soldiers\\lmg\\lmg",
}


LMG Summer/Winter

These can be previewed in world builder although a blue box will appear. If you zoom in to clip past the box you can see them.


model =
{
"..\\..\\..\\Common\\customMotionTree.abp",
"..\\..\\..\\soviet\\soldiers\\specialist\\specialist",
}


Specialist Summer/Winter


model =
{
"..\\..\\..\\Common\\customMotionTree.abp",
"..\\..\\..\\german\\soldiers\\cin_ostruppen\\cin_ostruppen",
}


Cin_Ostruppen Winter

These use the normal Ostruppen winter skin without the helmet or scarf. This is why their shoulders are darker.


model =
{
"..\\..\\..\\Common\\customMotionTree.abp",
"..\\..\\..\\german\\soldiers\\ostruppen_winter\\ostruppen_winter",
}


Ostruppen_winter

This model includes the head but is missing the textures for it which is why the face is pink. There are no seasonal skins.




There are other unused models and textures but they are either inaccessible with the current mod tools or broken. Here's a short list:
  • soviet\soldiers\hospital_patient Missing RGM
  • soviet\soldiers\civilian_female Red model
  • soviet\soldiers\civilian_male Red model
  • german\soldiers\driver Missing textures
  • german\soldiers\fallschirmjager Missing textures
  • german\soldiers\panzerfusilier Missing textures
  • german\soldiers\tank_hunter Red model


There are also many skin variants that cannot be accessed. These are often winter variants without the snow.


model =
{
"..\\..\\..\\Common\\completeMotionTree.abp",
"..\\..\\..\\common\\base\\femalemotion\\femalemotion.abp",
"..\\..\\..\\soviet\\soldiers\\engineer\\engineer",
}



Female hats can give more variation to units in your mod. However, because hats are normally part of the model and cannot be removed these would be most useful for models without normally large hats i.e. helmets. Because _using_female must be on for the hats to be visible, the movement and head will be female. Ensure that female_hair retrigger is true.


common\base\female_hair_hat
state: female_hair
state: female_hat

Female hats. Summer on left, winter on right. You may preview these in world builder and change the hair and hats through states.



	"..\\..\\..\\common\\engineer.abp",

Welding Helmet

The welding helmet can be permanently added to entities. Unfortunately the visor will always be up since lowering it is part of the repair animation. There's also a side effect of the blow torch sticking out.

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