eliw00d

SteamID64: 76561197964578176
SteamID32: [U:1:4312448]
SteamID: STEAM_0:0:2156224
CommunityURL: https://steamcommunity.com/id/eliw00d/
ProfileURL: https://steamcommunity.com/profiles/76561197964578176

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Premium: UNK

Creation: 2004-02-20 17:56:10 (GMT)
Last Updated: 2023-09-13 08:10:46

VAC Banned: False
Community Banned: False
Game Banned: False
Trade Banned: False

Persona History

NameTime Changed
eliw00d2023-05-26 22:40:06 [Estimated]

RealName History

RealNameTime Changed
Paavo2023-05-26 22:40:06

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https://steamcommunity.com/id/eliw00d/2023-05-26 22:40:06

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Public2023-05-26 22:40:06 [Estimated]

Comments

Total: [84] | Deleted: [0]

CommenterMessageTimestamp
eliw00dWe can definitely chat about it!2023-03-12 11:43:37
Tiger BaronHello, I just stumbled upon the new article that describes your journey with FE - https://www.moddb.com/mods/fortress-europe/news/the-past-and-future-of-fortress-europe I've been following you and the mod for a long time because it seemed technically the most advanced compared to everything else and wanted to ask if you'd be interested in perhaps helping someone like me bring it over to CoH3 instead.2023-03-11 14:11:07
eliw00dThe links haven't changed, should still be at: http://files.medpackstudios.com2022-12-24 09:25:19
Gobbo SlayerHi Eli! I was wondering if you still have a place where I can download the m3 half-track models for CoH1 that you made? We were wanting to use them for OMGmod :)2022-12-21 23:16:42
eliw00dTypically, it can be:- missing Flex SDK in options- out-of-date Java folder in options- missing game/tools pathsYou could also use the wizard to create a default faceplate and go from there: https://www.youtube.com/watch?v=35HX8KxjHMU2022-01-17 17:31:03
FakecelWelp rip, any ideas what it might be?2022-01-16 22:45:43
eliw00dUnfortunately, the error codes for the Mod Builder are notoriously bad. It could be any number of things.2022-01-16 09:33:39
FakecelHi, I saw you comments on the COH2 forum regarding faceplates, they were very helpful for solving the first few problems I had, as of right now my only problem when building my faceplate is this error code: "java.exe failed with exit code 2.". I have tried updating Java,uninstalling and reinstalling Java both with and without restarting my PC. I've tried searching what exit code 2 means but most results head to coding websites or videos on coding which I'm not interested in.2022-01-14 22:57:50
Tactical & Strategical!and why can't I build more than 1 mortar in heer grenadier germany?2022-01-14 04:48:54
Tactical & Strategical!they can't repair their defenses and no commander specific unit upgrades are working2022-01-14 04:48:33
Tactical & Strategical!Hey Why are the British Bugged in Battleground Europe?2022-01-14 04:07:58
eliw00dI'm listed as a creator but I do not have the source files. You'd have to get in touch with MirageKnight.2021-06-29 17:31:11
ConstantinoHi Paavo, I was wondering if you still have the source files for Battleground: Europe? It is one of my favorite mods, however, it seems as if though the AI got messed up with the more recent patches and I wanted to see if I could tweak it for my personal use. Thank you for your consideration and for the COH modding tutorials!2021-06-23 01:25:04
BattleChiefAh, so its from the old times. All good, was tracking down a possibility2021-05-26 19:20:56
eliw00dIt was only really possible when CoH2 was fully moddable at launch. Relic patched out modding shortly after. If you're looking to do something similar with CoH1 I could try to dig up the files.2021-05-26 19:12:06
BattleChiefWas browsing some of your videos on Youtube and I have some questions regarding "Cross country" with the Sdk.Fz. 251 and the Pak 40If you could, I'd like to talk more about how you got the Pak 40 model to be "towed" behind the 251, since I've seen some attempts at this, but none that looked as good as it did in your video.2021-05-26 06:20:07
FakecelHi, I saw you comments on the COH2 forum regarding faceplates, they were very helpful for solving the first few problems I had, as of right now my only problem when building my faceplate is this error code: "java.exe failed with exit code 2.". I have tried updating Java,uninstalling and reinstalling Java both with and without restarting my PC. I've tried searching what exit code 2 means but most results head to coding websites or videos on coding which I'm not interested in.2021-02-08 15:17:53
Captain JamesonAwesome! Thanks eliw00d!2020-12-06 21:35:40
eliw00dI restored that file so the download link should work again: http://files.medpackstudios.com/COH/shermanAce.zip2020-12-06 11:48:05
Captain JamesonIts me again Eliw00d! Hope you can help me out with this one. I saw one of your old models from the ancient forum that I wanted to use for a personal mod but the link is broken :( hope you can reply at the forum topic I posted when you can! https://www.coh2.org/topic/107045/coh1-working-custom-coh-model-links2020-12-04 02:01:56
Captain JamesonHi Eliw00d! I posted a question in CoH2's forums here in the link below. I could really use your help since this was also something you did years ago. https://www.coh2.org/topic/105580/coh-1-how-do-i-edit-relic-models-using-object-editor/page/1#post_id8226712020-05-28 05:36:45
TheVolskinatorI didn't even realize that it'd been archived. I'll take a look, many thanks.2020-05-20 13:28:54
TheVolskinatorHey eli. Are there any vCoH modders with the time to walk me though a an OE guide for dummies? I've got mine installed, but it keeps generating the same error "Failed to initialize the Tool and Log alias's". Halftrack tried his damnedest to help me out, but he doesn't recall any extra details regarding the installation beside the ones shown in the readme. Any help would be appreciated.2020-05-16 17:32:21
ReichskaiserWell i have 2 questions: First one ive done the steps from your video for adding custom icons but the icons doesnt show up in the game.Second question: i want to create and action where conscripts spawn automatically and for free each 5 seconds.Thanks2020-05-16 15:48:45
VARGUL.NET | Urkgrimhello could you pls take a look at my modbuilder prob? https://www.coh2.org/topic/96669/java-exe-failed-with-exit-code-12019-08-30 14:05:21
eliw00dSo, your Java Home Path is set correctly and exists? Not sure what else it could be given the cryptic error, sorry.2019-07-05 17:42:27
GraCkoBut I updated Java and checked the path to Mod builder and still the same error2019-07-05 16:56:30
eliw00dDid you update Java recently? Make sure that path still exists. If not, update it in the mod builder options.2019-07-05 16:16:34
GraCkoHallo! I have a problem to building faceplate: C:\Program Files\Java\jre1.8.0_211\bin\java.exe failed with exit code 4.2019-07-05 13:51:19
eliw00dSo, that's the part I mentioned where you need the object editor. You need to assign it the right variables in there to make use of existing animations. The common .abp files are for slot item weapons, otherwise you just link directly to your weapon in a soldier's .abp file.2019-05-04 20:01:59
vandergrafI already have the model and sound file of the weapon, the only problem is that the soldiers dont hold the weapon right. The weapon is just on the ground in fornt of the soldiers and has no animation.I think that this has something to to with the commonmeshes.abp right? but I have no idea what I should add in this file?2019-05-04 16:17:10
eliw00dYou will need 3D Studio Max 7 or 8 and the import/export tools to create the .rgm (Relic Game Model) files. Then, you will need the object editor tool to create the .rgo (Relic Game Object) files. The .abp (Animator Blue Print) files are only used to specify which models are used and in what order by the entity. I am not sure where you would find these tools now that RelicNews is no longer with us.2019-05-04 09:21:54
vandergrafHello!Could you please help me with a modding problem? I am trying to get custom infantry weapons (with new models and sounds) to work in coh 1 but I cannot get it to work. I have basic modding skills and tried a few things out but they didnt work so please help.Which files must be edited in order to get custom made weapons to work? I know that you have to edit the soldiers abp file but that is obviously not enough.I heard that it has something to do with the commonmeshes.abp and the completemotiontree.abp but I have no idea what i must edit/add in this files and how they are linked together.Please I think without help I cannot figure it out.Thanks in advance.greetings2019-05-03 08:56:11
eliw00dUnfortunately, they are not. You can modify the abilities they have, but that's as far as it goes.2018-09-28 17:23:11
TheWiseOne more question - are the commanders moddable now? And if yes (I mean normally, via regular Mod Tools) - then how it shall be done? The background to ask is, that some commanders are broken in my mod by recent patches (like Jaeger Infantry, which currently has 4 abilities in my mod, for he didn't have the Jaeger squad call-in, when my mod was released) and I'd like to fix it somehow. As I saw - the commanders can be copied to my mod now. But - I tried to replace the IL-2 strafe by IL-2 loitering for some Soviet commanders, and merely nothing happens.2018-09-27 10:08:33
eliw00d1. I'm not sure, maybe something broke in a recent patch? I honestly haven't modded in a while.2. I'm not sure how BG:E did it, you'd have to ask MirageKnight.2018-09-14 23:54:07
TheWiseGood time of a day, Paavo (at last I know your name, not only nickname). We communicated a tad back in 2014, while I was making my "Summer 44" mod. Now I've got some questions:1. Panzerfaust on non-german soldiers. It used to be usable on Soviets with proper animations even without a need to edit *.abp files. It's not the case now, however - my Broneboyshckiki (AT squad), ShISBr (assault engineers) and on kind of AT Partisans still use it (as "Panzerfaust volley" ability), but the animation is gone. And *.abp editing doesn't help now (or I do something wrong). How can I restore the proper animation of Panzerfaust usage on my Soviet troops (saw it properly done in "Battleground: Europe" mod)?2. Infantry ("Tankodesantniki") riding tanks in the same mod - how this is in general possible. Is it very complicated matter? Thanks in advance.2018-09-14 10:32:53
eliw00dYou can ask me here or at coh2.org . If it's regarding CMP stuff, all that's left are these: https://github.com/eliw00d/coh-cmp-gen , https://github.com/eliw00d/coh-cmp-src2018-09-02 13:14:44
TheVolskinatorHowdy eliw00d. We talked, ages and ages ago, on the relicnews forums. At that time I was messing around with Operation Avalanche mod; at this point that's been canned and I've taken over development of Europe in Ruins mod. Was wondering if you'd be available to chat about various art assets; I've sent a friend request your was with that in mind. Nebulous stuff; nothing too terribly specific or complicated. Regards.2018-09-01 08:14:42
Olhausen KrausHi Heliw00d, Is it possible to add you as a friend to have some words with you ? I will not bored you about modding stuff, just want to have a small chat with you if possible. Also if you prefer another communication system, we could use discord app. I will drop the same messaga in Coh2.org . Thank you for your time Regards, Olhausen2018-02-24 08:15:28
Mikel17HeyIm wondering if you still had the files from the COHSpeechmanager tool?2017-09-22 15:55:47
SinnerCan help make the mod?2017-07-21 08:53:54
カルト_くんHello, elow00d, I have a small question. I'm working on a small mod, which allows bodies to stay. Right now I made everything and it works. But I have one small question. Is there is anyway I can make custom death_intensity number, via stale_veriable. Pretty much I found the way how to prevent model from going into ragdoll. When I add "set_stale" to "death_triggered" and "stale_veriable" soldier simply not dying and remain in squad. So is there is anyway I can force use this stale_veriable which is set in animator_stale_veriable to affect death animation.2017-02-23 10:02:14
InvisibleKillI posted a discussion topic on your mod "Battleground: Europe" for Company of Heroes 2. I am also going to send you a friend request. :)2017-02-05 13:41:52
TrapperMMHello eliw00d i asked you before on your youtube chanel about some things of my mod at least you helped me a lot thx for that i just got one question more, how do i add sounds to weapons, for example my tiger I ace has no firing sound, how can i add a sound?2017-02-04 11:44:58
Nocturnal SupremacyOkay, no prob, thanks anyway!2016-12-03 03:46:09
eliw00dThat was a long time ago and even then it was a small change. I have no idea, sorry.2016-12-02 18:45:27
Nocturnal SupremacyHey, could I please ask you a few questions regarding opening/editing .PLY files witth a Hex Editor to change the .MTL path for textures, I'm having the same problem you were discussing here about Men of War modding: https://steamcommunity.com/app/244450/discussions/0/540740501383021621/ I've modded a mortar onto a vehicle but they both share the identical .MTL filename so cannot use seperate textures I'd really appreciate your help, thanks!2016-12-02 16:09:17
eliw00dYou can use Notepad++ to open all .xml files located in "Company of Heroes 2 Tools\assets\data\attributes\instances" and find them that way. That is what I did for fx_munition_names: https://docs.google.com/spreadsheets/d/14S4oRcKv8ppygU50VR62O8j1Ja4Ar9NzB58idJJ68A4/edit?usp=sharing2016-11-30 18:58:57
カルト_くんHi again Eliw00d. Can I ask you quick question. I want to play around with weapons fx_tracers, fx_action and fx_munition name. I would like to know if there is any kind of list of all effects or where I can find their original names to use in this funtions? I scouted over all coh2 archives but it feels like its not that simple. Also I would like to know if its possible to add blood splat like after sniper shot when model is killed. Much thx.2016-11-30 18:11:40
Olhausen KrausSorry to be a bit impatience XD I will not use steam again very sorry for that ;)2016-11-05 11:23:46
eliw00dI do not mind helping, but please do not use Steam to let me know you posted a question somewhere else. I frequent coh2.org on a near daily basis, so I will see your questions there. :)2016-11-05 10:30:41
Olhausen KrausHi Eliwood: First, thank you for answer my post on coh2.org . Sadly I am here bothering you again. Now, I need to find a way to get the player who is "clicking" a button or the "localPlayer", i was using Game_GetLocalPlayer() function but as u said on another forum when you use this one on MP it gerenate a SYNC Error.My idea is to make a Doctrine tree like COH 1 , but for that i need to know which race is using the player and building the specific UI for each race.My friend and I post in the same threat on coh2.org : https://www.coh2.org/topic/57371/how-to-open-console-commands-on-company-of-heroes Thank you again in advanceOlhausen2016-11-04 17:13:37
Olhausen KrausThank you eliwood ;)I am going to take a peek.2016-11-03 07:53:32
eliw00dOlhausen, I replied. :)2016-11-02 23:11:04
eliw00dAaron552, is it about BG:E? If so, it would be better to ask in the discussions for that mod.2016-11-02 23:10:53
Olhausen KrausHi Eliwood: Maybe you know me, you help me a lot in the past when I started my modding work. I post in coh2.org mostly. I find you here as a member of this mod then I decided to give here my question for your. A friend of me and I started working on scars. We are trying to open the game console and we are having problems with it. I leave you here my most in coh2.org if you have time for it any help it will be apreciated. https://www.coh2.org/topic/57371/how-to-open-console-commands-on-company-of-heroes Thank you in advance for your timeOlhausen2016-11-02 17:35:56
InvisibleKillCan you add me? I have a question about one of the mods you seem to be a contributor for. Appreciate it!2016-11-02 15:30:35
eliw00dIt can mean a lot of different things, so out of context there's not much I can say. You should post about it here: https://www.coh2.org/forum/43/modding-and-tools2016-10-21 17:49:36
ScarfaceWhat does it meanError building opaco_v1.mod: C:\Program Files (x86)\Java\jre1.8.0_111\bin\java.exe failed with exit code 1.2016-10-21 16:02:41
eliw00dYou're trying to add sound files, right? Custom .sga files are not allowed to have sound files. Whether you use Archive.exe manually or Mod Builder, you cannot get custom sounds into the game.2016-08-27 12:50:07
カルト_くんSo its not possible to re-create Relic structure using Acrhive.exe in CMD?2016-08-27 12:42:37
eliw00dThe only way to get custom .sga files to work in-game is through the Mod Builder. The game will not load custom .sga files that stray from the file structures set by Relic.2016-08-27 12:23:15
カルト_くんI know that attrib should be changed to data or sound. Dont sure yet, but still I wonder why archive.exe cant even pack SGA in a first place.2016-08-27 12:18:25
カルト_くんHello, eliw00d. I would like to ask - is it possible to build SGA archive by direct using archive.exe in CMD? When I'm trying to build SGA archive.exe asks for "filestobuild.txt". I tryed building mod using mod tools, to get ArchiveDefinition.txt, where all included files located. Here is how it look like http://pastebin.com/3RP4MpfG . But for some reason archive.exe cant build it, saying that its cant pack it from this file. I'm correctly trying to manually build sound file. What might be wrong?2016-08-27 12:15:15
4014 dudethanks man up for a game anytime soon?2016-07-01 00:49:39
eliw00dhttp://forums.relicnews.com/showthread.php?273746-Hello&p=1045485701&viewfull=1#post10454857012016-07-01 00:39:24
4014 dudewhy did they change it?2016-06-30 23:05:29
eliw00dThe Jagdpanther and everything else you commented on was during a time where we were using CoH1 tools and were able to mod CoH2 using .module and .sga files. This is no longer possible.2016-06-30 08:48:55
4014 dudei looked at your other stuff you made in coh2 your screenshots DO NOT disapoint how did you not go public with the coh2 stuff you made id subscribe in a heartbeat!!2016-06-30 04:51:00
4014 dudehey sorry for posting on your youtube and steam how did you make the jagpanther and is it useable ingame? and mods? i have a friend who made the all units mod 136. i think hed love to use your unit in his mod. and how hard was it to make?2016-06-30 04:36:59
eliw00dhttps://www.coh2.org/topic/38056/airdropped-units2016-04-08 13:11:56
birrebarreThanks for your reply, i found out a way to do it. I made a bat file and extracted the files from the SGA files into my data folders and voila all the files to open them in world builder poped up :)2016-03-28 09:00:40
eliw00dThe Mod Builder has a built-in Archive Viewer. You can use that to extract things from .sga files. However, I do not know much about the World Builder, so you would be better off asking a mapper.2016-03-27 21:28:13
birrebarreHi, do you know how you can extract maps from the steam workshop into your world builder? I have tons of stuff that i no longer can acsess again because of lost harddrives and their all published on steam workshop. And i know this is possible because i have seen tons of stuff on workshop that people has taken from other peoples maps or maps that was published and then deleted, example the Lyon Var 3, somehow people managed to get that version of Lyon that 1 guy made and deleted and copy it over to their world builder, so do you know how? Would love to be able to get my hands on my stuff again2016-03-27 16:34:14
eliw00dHonestly, I have no idea. Try contacting Relic about the issue: [email protected]2016-03-15 18:53:48
AchronosSo regarding the problem, I was wondering if you can help with an issue. Randomly I booted up my mod tools, then AE just refuses to work. It loads up through the splash screen, and the window flashes open for a split second before closing itself. Any ideas?2016-03-15 18:09:12
☠Charles Vane☠hey, My mate Achronos and I have a problem and I think you are the only person who can help us now.2016-03-14 11:06:00
Reichskaiserjust wondering :)2016-01-31 09:20:52
Reichskaiserthats true yes2016-01-31 09:20:37
eliw00dYou don't need to play the game to know how to mod it.2016-01-31 08:57:48
Reichskaiserdoenst matter but do you got all that know how?2016-01-31 08:53:35
eliw00dWhy would it matter?2016-01-31 08:09:53
ReichskaiserWhy havent you played coh2 so much?2016-01-30 21:30:50

Friends

Total: [37] | TF2BD: [0] (0.00%) | SB: [0] (0.00%)

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