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Raven Shield mod -- modern warfare 2 character in Rvs

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Uploaded by on Jun 20, 2010

A port of the MW2 character "Ghost", running in UnrealEd and using Rainbow Six animations. Not working in game yet; I'll have to write some code soon to make it go :)

Forgive the weird colors around the border; FRAPS doesn't like recording UnrealEd footage very much.

I didn't weight the mesh skeleton as well as I should have, so some things look a little messy; still, it's cool to see :)

Credits for the Ghost character, model, and textures go to Infinity Ward game studios.

Make sure you check out www.unfinished-games.com, the home of great Raven Shield modding. Also check out www.rvsgaming.com, the largest Raven Shield community still around.

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Gaming

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Uploader Comments (longardguitar)

  • can someone tell me where to get this awesome model??? (:

  • @powermovies69 Hi Powermovies, I never released this because it had some bugs when used in single player. I may release it in the future as a multiplayer mod though.

  • haha Bring everything for there :) GJ

  • @eunny4u hahah, I wish! I didn't like the game MW2 but it had great resources like characters, guns, etc.

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All Comments (14)

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  • @rvstwi Ghillie tangos in Raven Shield? Damn, that's terrifying, Unless you play in Observer mode. xD

    Righto, then, I'll get on it right away. Much thanks!

  • @thefirewarriors Youtube keeps forcing me to shorten my comments, but if you post in that thread I linked to at rvsgaming (dot) com, I can definitely help out in more detail. I recently did this whole process for a terrorist skin for a new map I'm making. It's got the COD4 ghillie suit for tango snipers :)

  • @thefirewarriors Now export as PSK and import into UnrealEd. In there, you can link the animations from a standard package (in this video I used the R6Rainbow) to your mesh, and save as a new file.

    And that's the hardest part out of the way ;) Now you have to use the SDK to code up the proper code for a new uniform. I wrote a tutorial on coding new uniforms here: rvsgaming (dot) com/modules.php?name=Forums&fi­le=viewtopic&t=3232

    Start at step 7, and some things need to be modified ;)

  • @thefirewarriors OK I use 3ds max with ActorX importer and plugin, as well as UModel.

    I used UModel and the importer to get an R6 mesh into 3ds max, then deleted everything on the mesh except the skeleton. Then I imported the Call Of Duty mesh (minus bones), posed it to fit the R6 bones (and moved the bones a bit too), linked it all up using the "Skin" modifier (you get weird results when you attempt to use "Physique" modifier). Then weight the bones.

  • @rvstwi Primarily I use maya with the actorx plugin but I also have 3dsmax for importing .psks.

    I rigged a character model up to the R6 skeleton and exported it to psk, following some tutorials I found on the net. but when I import the psk into the animation browser of RvS' UnrealEd, the mesh is screwed up.

    Is there anything that needs to be done differently for RVS? Maybe you can write a tutorial on porting a char specifically for it?

    Thanks for the reply. :)

  • @thefirewarriors What do you need help with? What programs are you using for the conversion?

  • Amazing work. I have tried to port a char (from COD4, specifically) to RVS, but I ran into a roadblock. Maybe you can share some tips to modding for RVS?

  • this is wierd

  • @longardguitar oh okay (:

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