Naruto models in LOFC2?

Yep, my own crazy idea to do in order to have the GTA San Andreas feeling in LOFC2. I spent 5 days to almost a week designing the model by using ZModeler2 and Kam Lai's 3ds Max Script installed on the 3ds Max 7 with LOMUtils plugin. I have also designed the COL (collision) model to be fully working on Arleigh Burke-class destroyer, but recently turret dummy seems to be faulting, which means it SHOOTS inside the collision zone, resulting in a suicide shooting. Same does with the models I designed, especially the US Army guy with the SMAW rocket launcher.

During testing I found out that most of the new models work flawlessly, except for that SMAW guy - it has same shit that the projectile hits inside the collision zone.

It's the hardest modeling I've ever done, because this involves bending the arms and legs by repositioning the vertices to a basic human movement/style during gunfight. Vertices are connected from one to another and has thousands per model that is complex; the best to do is to separate vertices/polygons with the risk of the empty gap that becomes a "model bug" during rendering and final export to LOM format.

My first test shows that all infantries shoot enemies on sight. During the second when they are placed close and at Sochi airfield, somehow they won't attack while the standard infantry does. Perhaps it's because of the turn axis. I'll do recalibration soon.

Stinger MANPADS. I had to recalibrate the turn axis of the men holding Stinger missile launcher after the third and fourth testing in FC2. The turn axis of original model, when being viewed in ModelViewer, is correct, while the export model is incorrect, and when the turn axis is inverted, though its turn axis are same in ModelViewer, LockOn engine treats another way, which is resulting an inverted turn axis.

Maybe I was thinking about other anime guys in DCS-based games now that you only need LOMUtils or EDM Plugin for 3ds Max. GTA San Andreas isn't only the game that can be modded to an anime style like Naruto, One Piece, Bleach, etc., but also GTA IV and Skyrim (The Elder Scrolls V: Skyrim), as well as LOMAC, if you have appropriate modeling toolkits.

I was thinking of the SH-60B, B-1B, or B-52H to be converted based from the old San Andreas models (converted to 3DS first, Kam Lai's Script does not support car modeling), or maybe the unused SH-14D Sea Lynx (new model but, unlocked?), but I'll be doing more tests and mission conversion when I got some time.








Weapons are converted from Hitman: Blood Money. Only two types are implemented: the SMG Tactical (H&K MP5A2/MP5K) and the M4 (Colt M4A1). The SMG Tactical has 30-round standard 9mm magazine with retractable butt stock, with the exception of Sai who uses the full stock and the Red dot Sight scope on his SMG Tactical. Sai is a unique guy (so does with Rock Lee and Might Guy); his clean straight hair accommodates the ability to use the army helmet like the standard infantry does.

While the M4 is another story. I made it differ from the standard infantry by distinguishing from its feeding system. Standard infantry uses the common 30-round NATO magazine that is fit for NATO-based weapons like HK416. This one uses the 100-round C-Mag that matches the ability as the infantry with M249 does. Though it's common in the military, they don't use it in everyday battles to conserve ammo, but it's pretty good for people that is "lazy" to reload a gun.

I'll be planning to put Rock Lee into the battlefield, after several tests have been done. Right now I have the base model of SH-60B and SH-14D that is converted from DFF to 3DS, and I need to learn the draw arguments of an original SH-60B first before being implemented into a "new, HD" model.

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