Company of Heroes Model Exporter

Creating a texture

Even if you already have a texture ready for your model, follow these steps through. Create a 512x512 or 1024x1024 image using a program that can create PSDs (eg. Photoshop or The GIMP). Add 3 additional layers to the image, and name the layers "12345678DIFFUSE", "12345678ALPHA", "12345678GLOSSINESS" and "12345678SPECULAR" (any eight characters should do before the useful name part; or it may be a result of using The GIMP for PSD creation that the eight are needed in the first place). It is probably a good idea to fill the alpha layer with white, the glossiness and specular layers black and to put a few squiggles onto the diffuse layer:

Save the image as a PSD file in the same folder as Reference.max:

Applying texture to model

Press the yellow hexagon button on the CoH tools toolbar labelled 'Creates Shaders for COH Models'. A popup should appear. Press the 'Select Proxy Map' button, and choose the PSD you just saved. Next press the 'Create Proxy Material' button and then the 'Generate Shell Material' button. Pressing the second will trigger a file selector dialog asking for a shader. Navigate to the 'DataSrc\Engine\Shaders' folder and choose dx9_unit_soldier: (Opening an RGM into Mod Studio will list the shader / DX name it uses, so if unsure about which shader to use, load an RGM of a similar object into Mod Studio)

Open the Material Editor by pressing M or going to Rendering -> Material Editor. The newly created shader/texture should be selected. In the 'Shell Material Parameters' group, there should be a button below the 'Baked Material' line which ends in 'DirectX 9 Shader'. Click it. If max isn't set to use DirectX9, this will not work. You should see that the diffuse texture is set to a TGA file. If it isn't, or if the gloss map or specular map are still set to the PSD, create TGA files from the layers of your PSD file and set the material to use them by clicking on the button for that texture (put the TGAs in the same folder as the PSD is) . At this point, you may want to edit the TGAs to be the actual textures you want your model to use:

Be sure to apply the texture to the various parts of your model which want it.


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