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Modding Guide by Susi

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  • Modding Guide by Susi

    Oki, so i have got PMs and also saw some questions
    about modding in this forum. It absolutly awsome
    to see some new faces in here who want to start modding.
    As we have get use to see only those familiar faces,
    which have made things to CC, DH or MN and now
    to RS, ICV or IE.


    And now im not gonna lie to you, about what modding is
    as i many times see people who find out that modding
    would be cool, but who will left the scene after they
    need to work longer than week.

    Modding, or even getting one object ingame isnt
    something you learn in week or even month.

    If we example speak about getting one well made
    weapon ingame and working, and you havent done
    anything before. You can forget most of your free time
    next half year. (Xen can we get your 3 AM face in here
    from Mare Nostrum times )

    But if you believe that you are devoted enough, and
    you love more doing things than playing things,
    then wellcome to RO-modding family.

    But still i recommand you more likely to join some of
    existing teams, Why?
    -You dont need to do all by yourself, you can
    first learn modelling, or mapping and somebody
    else can do codeing and animating etc.

    -They have time to help you, and teach you on
    allkind of things.

    -You can share your feel of frustration, when
    things doesnt work out.
    So juts take and PM Case from ICV, Nestor Makhno from RS,
    Crazy Thumbs i believe from IE or Tim270 from FF.
    And tell about your self and what you would like to do,
    and what they have to offer.



    Mod is a much more than list of weapons, It have it own concept, gameplay and
    list of weapons. Also anyone will not do it for you. So posting ideas to forum
    is just waste of time. As a founder and leader you need to show people that you
    work hard. First you need to think answeres at least to next questions.

    Name of the mod? -Historical documents got years on name, you need to think
    something more "movie/book like" (Heroes Of Stalingrad, First to Fight, Iron Europe etc.)

    Where does it take place? -And NO, France or Soviet Union isnt answer. On small villages
    in France or in huge ruined space stations in deep space is answer. If you can sketch
    it your answer is detailed enough.

    Does the place change gameplay and will it have other gameplay changes? -If you move
    from endless steppe to deep forest it will change gameplay even without any other
    changes. However new features make players allways more interested.

    Why people will play it? -If you do something that have been done before, you need to
    be better than earlier one. If you do something new you need to know if people are
    even interested about that war/place/setup. If you do mod about Winter War, finnish
    will surely play it, but thats not enough. You need to get others play it too.

    What your first Beta will include? -And that is most important question. You need to
    think what is smallest amount of things which make your mod playable. Example
    2 sides, 2 weapons per side, 3 maps.


    When working on mod you will have deadlines, other modders, publications, brain storms.
    How to manage all that out.

    Well you need own closed forum to inform, discuss and brainstorm with your members.
    Just use google and you will found some tools to setting it up.

    Also here is list of project managment softwares, which make it easier to follow
    who is doing what, when it will be done.

    Get it started

    Contact some friends who can help you and try to gather a core team of 3 to 5 members.
    With them play with your idea, it easier to change plans in this point than later.
    Also be ready for compromise, because it will be allways compromising when doing
    things with other people.

    First announcement is allways for reqruiting. Example Rising Storm came out from
    closet to give announcement, that they can recruit people. After that they havent relased
    any news.

    So with your core team, do some concept art, feature list, 3d-models, wep-pages or
    anything else which is possible with few guy. Then go to forums, moddb etc. and
    give your first announcement at your mod. How many modders more you will
    gather with that, depends on how seriously people will take you based on things you have


    Well that is complicated one. Professional mod teams use to do like companies
    they give out rarely, carfully planned publications about their work which make
    their product look polished. How ever without a positive feedback often enough its
    hard to remember why you are spending your free time to project. With publications,
    your hard working modders get feedback and also that will increase population
    in your public irc-channel/forum. Which allways boost everybodys working morale.

    Otherway is to give publications often and show even unfinished work. Overgrowth
    is good example from that. as sometimes the process itself
    with unfinished models/maps is more interesting than end result, because it let
    you see how things are getting done.


    When modelling weapons, charachters or detailed objects to map
    you allways use separate 3d-modelling software. So which software i
    should use.

    Well first there is Blender, which is free and will allways be
    and thats why great software to use, because you will save a lot of money
    if you will be professional someday. How ever i found Blender heck of complicated
    to use, because its built that way that you need shortcut keys to allmost everything
    (Correct me if i'm wrong). And learning curve of the software isnt easiest.

    How ever, Autodesk offers free unlimited 3 years lisence of 3ds Max and Maya for
    students. So if you are student head to

    Bymyself i use 3ds Max which is maybe best software when modelling
    low poly models (game models). How ever Maya is totally superior what comes
    to NURBS-modelling (detailed models for commercials/animations etc.).
    Also it have bees said that Maya is also much more flexible. But still atleast in
    Finland 3ds Max is most used software which means that you dont need to learn
    new software if you get hired to industry someday.

    So, when choosing software, you can allways check out which software
    universities in your country use, that is usually most used software in

    Poly Modelling

    Im not gonna tell you how to learn that but i will search some good tutorials.


    Modelling simple melee weapon (2 Parts).

    YouTube - 3dSMax A Tutorial for Beginners Part 1

    YouTube - 3DsMax A tutorial for Beginners Part2

    Becoming a game artist tutorials.

    From moddb you can also find some good tutorials

    When you have learned modelling, you maybe start to wonder how detailed
    models you can make ingame.

    Well if you use 3ds Max right click that + on the top corner of perspective view
    then choose configure -> statics, and check triangle count and total and uncheck
    rest. Now by pressing 7 in your keyboard you get your current triangle count of model.

    First person model on UT are from 3 000 to 12 000 i believe.
    So aim to 3000 when doing simple object like knifes or nades
    5000-7000 when doing typical small arms (rifles, smgs etc).
    12000 when doing really complicated objects like mounted MG's.

    All weapons need allways also 3rd person model which you see ingame on hands
    of everybody else. Those are much more simple and got only something like
    1000 to 3000 triangles (correct me if im wrong).

    If you are modelling static meshs to map, go and look allready made models same size
    as you will be doing, and try to do as detailed as they are, but still keep triangle
    count as low as possible.


    Is maybe most unknow part of art process, and basicly means makeing
    2d image from your 3d-model by cutting it to pieces. After that
    you can export it to any painting software and start working on texture
    to your model.

    So almost all softwares got allready tools for that, but there is also
    separate softwares for that.

    Unfold 3D and UVlayout are good alternatives.

    Here is the tutorial once again to those who use 3ds Max,
    not best possible, but good enough to get the glue.

    Texture mapping

    Texture is 2D-image rolled around your model based
    on UV coordinates made in unwrapping process.
    Without texture your model is just plain grey or red
    or what ever. To getting your model look more metalic
    or wooden it needs textures. Nowadays games
    can use many different textures like diffuse, specular
    and normal map. 2048x2048 is good size for charachter
    and 1st person weapon models. How ever you can
    allways do textures first in 4096x4096 resolution if you
    got enough power in your pc and then scale them down.

    With 3rd person weapons and objects in map, use your
    eye. It depends quite much on how huge those objects


    Adobe Photo Shop is no doubt best software for that.
    But it cost heck of lot and even student version is
    overpriced. However there have been no new major
    features you would need while making textures since
    CS1. So if you can buy old version of it from somewhere,
    that is allways best solution. (Sometimes even PC-stores
    got old versions in their deepest corner of shop, so go
    and ask)

    Paint Shop Pro is much cheaper, but i havent used
    it for loooong time so cant say how good it is.
    (Can someone tell is it worth of your money?)

    Paint.NET is free software which looks quite similar as
    photo shop and have got lot of praises.

    - PC World,

    Gimp is free software which have been around for
    long time, mainly used by Linux nerds . How ever
    its now available also for windows i believe.

    Diffuce Texture

    1. 3D-model -> 2. Result of unwrapping -> 3. Painting over in Photo Shop -> 4. Attaching texture to model

    Thats how it basicly works. That you dont need to start
    from scratch is best
    place to download some free metal or wood plates
    which you can start working on.

    Diffuce textures allways need some scratches and dirt
    and that you dont need to draw every scratch by yourself
    best way is to download some great brushes, which
    make it much easier.

    (When cheking brushes on DeviantArt, remeber to
    choose Alltime from drop menu)

    Photo Shop

    Paint Shop

    Here is good tutorial if you are patient enough,
    there is lot of "Ummm, aaa, weelll" (4parts)

    Will continue...
    If there is any Maya/Blender users, would also be cool if they could find
    some good tutorials.
    Last edited by Susi; 01-23-2011, 02:55 PM.

  • #2 is pretty good also has some neat tutorials but i find is more for scene renders not in game stuff so it can sometimes need a fair bit of adapting so as to be runnable

    The main thing I am currently having issues with in blender is importing into UDK (i'm assuming it will be similar to ROHOS's editor) I can do so by exporting an ASE file from blender and then importing but i always seem to lose textures/normal maps, I would appreciate anyone who has gotten this working explaining what they'd done.


    also the new blender 2.5**(in beta or something now) i find has a lower need for shortcuts and looks a bit nicer, though it does tend to lack documentation
    Last edited by cameron.; 01-21-2011, 11:17 PM.


    • #3
      I am a Maya User

      Relative Noob to Maya TBH

      Found a site a while back on level design and Mapping in the UDK
      He also covers Source and Autodesk Maya.
      Last edited by HeadClot; 01-22-2011, 11:45 PM.
      [URL=""] Red Orchestra 2 Modification Resource Thread[/URL] for all of your modding needs.


      • #4
        This guy had some good tutorials (or i thought so!) helped me get a custom weapon and char into udk or ut3 can't remember which. There are udk tutorials on there too.


        • #5
          oh almost forgot, does anyone know how the cover system will work (or DOES WORK to anyone who already has the SDK access).

          Do you have to use volumes or select walls/bsp's/sm's you can use cover mode on or...

          Is there a set UU height or slight range for the crouch cover?



          • #6
            Do poly's count as triangles or what?
            Check out my poor modeling in 3ds max:


            • #7
              Polygons can be broken down in to triangles. Best to think of things in triangles in that respect I would say.

              Current Project: RAD ORCHESTRA 2: HOBOS OF STALINGRAD


              • #8
                Poly's are not triangles. You're program of choice should have a setting somewhere that enables you to list triangles in the counting 'area', and I suggest you always have that on. Poly's are going to be anything above 3 sided faces (for our purposes), and the triangle count is what we are most concerned with. Well...that and vertex count, but that's an entirely different story.

                Game engines render everything in triangles, which is why they are so important. Before you export to a game engine, you can either triangulate the mesh yourself, or have the engine do it upon import. Doing it yourself provides some benefits, though UDK seems to get it right most of the time for me. Doing it yourself before importing it into an engine helps when you have smoothing groups that are a bit tricky. Having the ability to control the flow of the triangles allows you to fine tune things and get rid of any errors in the smoothing groups on the mesh.
                [CENTER]-- [URL=""][/URL] -- [URL=""]Twitter[/URL] --[/CENTER]


                • #9
                  Thanks susi. I realize you have alot to do but will there be a part 2 anytime soon?
                  Check out my poor modeling in 3ds max:


                  • #10
                    Bump for sticky? Not familiar with IS2 meme but if it helps, I'll gladly use it:

                    EDIT [after sticky]:

                    I bow in front of IS2's awesomeness!
                    Last edited by [] Tuomainen; 07-29-2011, 02:02 AM.
                    Karelian Front: Steam|ModDB|Facebook|#karelianfront


                    • #11
                      Specular Map

                      And thats kind of easiest part on makeing textures. Specular map
                      affect how much the surface of your model will shine.

                      So basicly you make copy of your diffuce texture turn it to grey color
                      White means shiney and black means matte. So if you want some
                      part of your texture shine more, make it more white. You can also highlight
                      scratches little bit more to make them more visible.

                      Normal Map

                      And thats most complicated part. Normal map is a texture which creates
                      3 dimensional details in your model surface by useing shadows and highlights.
                      How ever normal map is usually generated from other more detailed model.

                      So you have made your first person model and unwrapped it. Now you need
                      to make even more detailed model (200'000 to 1'000'000 tris). Then you place it to same
                      scene with your first person model and generate normal map.

                      If you didnt understood at all check this article:

                      And once again some tutorials:
                      &#x202a;Normal Map Workflow in 3dsMax&#x202c;&rlm; - YouTube
                      Other good one.

                      &#x202a;Normal Mapping inside of Maya&#x202c;&rlm; - YouTube
                      not sure if its good as i dont use Maya.

                      Also you can later make some details in Photo Shop
                      by useing Nvidia plugin

                      &#x202a;Creating Normal Maps In Photoshop&#x202c;&rlm; - YouTube

                      Oki thats about textures, i havent done any animations or level creation to UT3 engine yet,
                      so cant help on those.

                      How ever if somebody wants to continue this tutorial, feel free.

                      Could forum admin lift this post under first one?
                      Last edited by Susi; 07-30-2011, 03:56 PM.


                      • #12
                        Originally posted by Susi View Post
                        Could forum admin lift this post under first one?
                        Can't you just edit the OP?
                        Karelian Front: Steam|ModDB|Facebook|#karelianfront


                        • #13
                          Originally posted by Matkailija View Post
                          Can't you just edit the OP?
                          There is limitation how many video links can be in one post, if i
                          remeber right.


                          • #14
                            Originally posted by Susi View Post
                            There is limitation how many video links can be in one post, if i
                            remeber right.
                            Aah, roger.
                            Karelian Front: Steam|ModDB|Facebook|#karelianfront


                            • #15
                              @Susi Thank You so much for taking the time and putting this together. Being new to the modding scene I can tell you that a post like this is exactly what I was looking for.