1. Get models from said mods. Open mod .big file with finalbig and extract the models and texture files
OR look for the relevant files in the Art\W3D and Art\Textures if the mod isn't packed in a .big(the models are in .w3d format and the textures are in .dds)
NOTE: If your using mods from other mods. Be sure to ask for their permission AND give proper credits if you want to make your mod public. Giving credits and getting permission are 2 different things.
2. Go to the INI files of the unit you want to edit and simply change the model name. For best results it's better to copy the draw modules from the INIs of the mod your borrowing from.
A draw module looks like this:
CODE
Draw = W3DOverlordTankDraw ModuleTag_01
ConditionState = NONE
Model = NVOvrlrd
Animation = NVOvrlrd.NVOvrlrd
AnimationMode = LOOP
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = NVOvrlrd_d
Animation = NVOvrlrd_d.NVOvrlrd_d
AnimationMode = LOOP
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = RUBBLE
Model = NVOvrlrd_d
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
TrackMarks = EXTnkTrack.tga
OkToChangeModelColor = Yes
TreadAnimationRate = 2.0; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6; fraction of locomotor speed below which we allow pivoting.
End
That's basically it