Tesla Posted September 30, 2003 Share Posted September 30, 2003 Wow, Tesla, it worked! Now if I could only make the camera move a little lower when it swings around. Heh. Thanks. No Problem, glad to of helped. Have fun Link to comment Share on other sites More sharing options...
BMA77 Posted September 30, 2003 Share Posted September 30, 2003 i got a cool saber for sp, came in that big down load pack. it is mauls hilt with 1 blade. its longer than desanns blade. how can i take screenshots? also other than the blue chiss face and the female jaden faces, is there a good site to get more player models for sp?i also noticed when playing in mp, some hilts will not work. it will let you pick the dl ones but when game starts it defaults back to red reborn.. any help would be great.. thanx yall. Link to comment Share on other sites More sharing options...
peloquin Posted September 30, 2003 Share Posted September 30, 2003 In responce to: ""I need help on changing player models in SP mode so they also change in the cutscenes. I typed in "g_char_model (name of model)" in game and it worked to change the character in the cutscene except it's only the outline of the character. No color, just basically gray all over. Anyone know what I'm missing? Also, through an accident my character ended up with a single saber in left hand and a saber staff in right, made for some cool screenshots but I can't figure out a way to make it happen again, anyone know?""" All you have to do is open the player.npc file which is located in the assets0.pk3 in the base folder under ext_data/npcs. In there it has the line "playermodel player" just change the "player" to the name of the model you want to appear in the cutsceens. Pack it back up and pop it into the base folder and that should work for ya. It will only change the character in the cutsceens so you'll still need to do a playermodel swap once in game. Link to comment Share on other sites More sharing options...
Tesla Posted September 30, 2003 Share Posted September 30, 2003 All you have to do is open the player.npc file which is located in the assets0.pk3 in the base folder under ext_data/npcs. In there it has the line "playermodel player" just change the "player" to the name of the model you want to appear in the cutsceens. Pack it back up and pop it into the base folder and that should work for ya. It will only change the character in the cutsceens so you'll still need to do a playermodel swap once in game. NO ! DO NOT EDIT THE ASSETS0.PK3 !!! If you do, you won't be able to join Pure Servers, and probarly most servers anyway, so don't edit that. !! Anyway, i don't think that method works, though im not going to try it at all, i don't want to ruin my MP experience. Link to comment Share on other sites More sharing options...
peloquin Posted September 30, 2003 Share Posted September 30, 2003 all i said was open the assets0.pk3 and take out the player.npc which you'd then need to put into a seperate .pk3 and put into your base folder. I may not have added that part but I though most people know that by now. So here we go. using win zip extract the player.npc out of the assets0.pk3 it'll extract and look like this 'ext_data/npcs/player.npc' using note pad open the player.npc and change where it has playermodel player to playermodel (name of model you want) so like playermodel yoda. save the file click on the ext_data folder and using winzip zip it up. you now have a zip file, rename that to a .pk3 (player.pk3) drop that back into your base folder. you haven't changed anything in the assets0.pk3 and if you want to get rid of the changes you made just delete the new .pk3 you made. Simple. Link to comment Share on other sites More sharing options...
Kurgan Posted September 30, 2003 Author Share Posted September 30, 2003 Map list posted from another thread (thanks to the original poster!): Originally posted by SamFisher I decided to put this together go convenience(sp?). Yavin: Rescue Rosh on the other side of the river and make your way to the Acadamy. Yavin Training: Go through the training course with Kyle and Rosh. Tatooine: Investigate Merchenary activity on Tatooine. Tatooine Part 2: Droid Recovery: Get the droid off the Jawa Sandcrawler. Bakura: Re-take the power plant for the Bakurans from the Imperials. Benjeel: Pick up any survivours from the merchant ship crash. Corellia: Go to Coronet and investigate any Cult activity. Hoth: Investigate the site of the Luke's vision of Obi-Wan. Nar Kreeta: Release the Elders from the Hutt Lord. Zonju V: Meet the worker 3km outside Zoronhed and find out what he knows. Kril'Dor: Help Wedge capture the gas platforms. Coruscant: Capture Lannic Racto, a small-time crime lord on Coruscant. Dosuun: Investigate Dosuun for signs of Cult activity. Vjun: Go to Vjun with Master Katarn to stop the Cult from siphoning the force power there. Chandrila: Stop the Cult from from siphoning the force power from the Jedi's tomb. Tannb: Investigate informaton from a frighter captian. Yalara: Go and destroy the cloaking device befor it falls into the wrong hands. Byss: Look for signs of Cult activity on Byss with Kyle. Ord Mantell: Blow up the weapon stockpiles. Taspir III: Find Rosh and Kyle in the facility. Korriban: Go to Ragnos' tomb and confront Tavion. Console Map List: academy1 academy2 academy3 academy4 academy5 academy6 hoth2 hoth3 kor1 kor2 t1_danger t1_fatal t1_inter t1_rail t1_sour t1_surprise t2_dpred t2_rancor t2_rogue t2_trip t2_wedge t3_bounty t3_byss t3_hevil t3_rift t3_stamp taspir1 taspir2 vjun1 vjun2 vjun3 yavin1 yavin1b yavin2 Link to comment Share on other sites More sharing options...
Tesla Posted September 30, 2003 Share Posted September 30, 2003 all i said was open the assets0.pk3 and take out the player.npc which you'd then need to put into a seperate .pk3 and put into your base folder. I may not have added that part but I though most people know that by now. So here we go. using win zip extract the player.npc out of the assets0.pk3 it'll extract and look like this 'ext_data/npcs/player.npc' using note pad open the player.npc and change where it has playermodel player to playermodel (name of model you want) so like playermodel yoda. save the file click on the ext_data folder and using winzip zip it up. you now have a zip file, rename that to a .pk3 (player.pk3) drop that back into your base folder. you haven't changed anything in the assets0.pk3 and if you want to get rid of the changes you made just delete the new .pk3 you made. Simple. Sorry, my fault, i read it wrong and thought you meant to edit the actual assets0.pk3. Easy mistake to make Link to comment Share on other sites More sharing options...
peloquin Posted September 30, 2003 Share Posted September 30, 2003 not a prob at all Link to comment Share on other sites More sharing options...
Zem Posted September 30, 2003 Share Posted September 30, 2003 Originally posted by dragon457 I've been trying for the past two days, since reading about swapping player models and such, to get a face-on screenshot of the model i'm now using to play MP with (rebornboss). Since I can't get the "thereisnospoon" effect to work in MP, I decided to try in SP, since the model works there as well. No need to use "thereisnospoon" if all you want to do is position things for a screenshot. Use: cg_thirdpersonangle degrees ...to change the camera angle around your character. 0 degrees is the default, directly behind your character. cg_thirdpersonvertoffset height ...to raise or lower the camera. Default is 16. Note that you can put in negative numbers if you want a really low angle shot looking up. cg_thirdpersonpitchoffset degrees ...to pitch the camera up or down. While you can do this with mouselook, using this pitchOffset variable does it without having your character bend at the waist to look up or down. cg_thirdpersonrange distance ...to move the camera towards or away from your character. Default is 80. There's a horizontal offset too if you want to frame your character to one side or the other for that artistic effect. Forget the exact spelling... type "cg_thirdperson" and hit tab a few times to cycle through all the camera commands. Oh, and if you want to do an action shot, use "timescale 0.1" to slow things down to a crawl. I bound a couple keys to "timescale 0.1" and "timescale 1.0" for convenience. Link to comment Share on other sites More sharing options...
Darth-Ra Posted September 30, 2003 Share Posted September 30, 2003 BTW many mention using winzip to create .pk3 files...there is a much easier way to do it, using pakscape you can easily create and make folders/sub folders easily and reads .zip files too....I think this will speed up the process quite a bit.... You can get from here Link to comment Share on other sites More sharing options...
Esteban Posted September 30, 2003 Share Posted September 30, 2003 Any thoughts where I can find the map names to use commands like <Devmap>? Link to comment Share on other sites More sharing options...
Esteban Posted September 30, 2003 Share Posted September 30, 2003 Any thoughts where I can find the map names to use commands like <Devmap>? Link to comment Share on other sites More sharing options...
Boba Fett11 Posted September 30, 2003 Share Posted September 30, 2003 You guys rock!! Thank you for all your help!!! Link to comment Share on other sites More sharing options...
Zem Posted September 30, 2003 Share Posted September 30, 2003 Another easy way to deal with PK3 files if you have WinXP is: 1. Open any windows explorer window and select "tools->folder options..." 2. Click the "file types" tab 3. Click the "New" button 4. Type in "PK3" and hit "Advanced>>" 5. Select "Compressed (zipped) folder" from the list and hit OK. Now you can just double-click to open PK3 files like any other folder. Cut/Copy/Paste files in or out of the PK3. Link to comment Share on other sites More sharing options...
Esteban Posted September 30, 2003 Share Posted September 30, 2003 Probably not a revelation to anyone but me...the map name is the first file to load on screen when starting MP maps. Link to comment Share on other sites More sharing options...
Kurgan Posted September 30, 2003 Author Share Posted September 30, 2003 that or type: \rcon mapname Open a pk3 with winzip and look for bsp files. The file name (without the bsp extension) is what you'd use to jump to that map. Link to comment Share on other sites More sharing options...
Trikshot Posted September 30, 2003 Share Posted September 30, 2003 Originally posted by Zem No need to use "thereisnospoon" if all you want to do is position things for a screenshot. Use: cg_thirdpersonangle degrees ...to change the camera angle around your character. 0 degrees is the default, directly behind your character. cg_thirdpersonvertoffset height ...to raise or lower the camera. Default is 16. Note that you can put in negative numbers if you want a really low angle shot looking up. cg_thirdpersonpitchoffset degrees ...to pitch the camera up or down. While you can do this with mouselook, using this pitchOffset variable does it without having your character bend at the waist to look up or down. cg_thirdpersonrange distance ...to move the camera towards or away from your character. Default is 80. There's a horizontal offset too if you want to frame your character to one side or the other for that artistic effect. Forget the exact spelling... type "cg_thirdperson" and hit tab a few times to cycle through all the camera commands. Oh, and if you want to do an action shot, use "timescale 0.1" to slow things down to a crawl. I bound a couple keys to "timescale 0.1" and "timescale 1.0" for convenience. I'm not sure where this came from, but I had a .cfg script laying around in my JK2 directory called modelview.cfg. It lets you swich to a 3rd person view and rotate the camera around with the keypad keys. I hope this helps with what Dragon457 was looking for. Code follows... /////////////////////////////////////////////////////////////////////// // Skin and Model View Script // By: Octavius /////////////////////////////////////////////////////////////////////// //Intructions: // This script was originally for use with Quake3. // Since most of the same commands between Q3 // and JK2 are the same, this script will work the same // as it was intended in the original Q3 engine. To install // it simply copy the file to your GameData\Base directory // and when in game, enable cheats using the // devmap <mapname> command. Once you are in developer // mode, simply type "exec modelview.cfg" in the console. // This binds your keypad to camera angle adjustments that will // allow you to circle around your character, as well as pan // in an out. This script uses the arrow keys of your numpad // and the 5 (middle key) to switch between thrid and first person. // No support is provided, use at your own risk. ////////////////////////////////////////////////////////////////////////// bind kp_5 "toggle cg_thirdperson;vstr a0;vstr r40" bind kp_uparrow "vstr closer" bind kp_downarrow "vstr farther" bind kp_leftarrow "vstr left" bind kp_rightarrow "vstr right" set a0 "cg_thirdpersonangle 0;set left vstr a10;set right vstr a350" set a10 "cg_thirdpersonangle 10;set left vstr a20;set right vstr a0" set a20 "cg_thirdpersonangle 20;set left vstr a30;set right vstr a10" set a30 "cg_thirdpersonangle 30;set left vstr a40;set right vstr a20" set a40 "cg_thirdpersonangle 40;set left vstr a50;set right vstr a30" set a50 "cg_thirdpersonangle 50;set left vstr a60;set right vstr a40" set a60 "cg_thirdpersonangle 60;set left vstr a70;set right vstr a50" set a70 "cg_thirdpersonangle 70;set left vstr a80;set right vstr a60" set a80 "cg_thirdpersonangle 80;set left vstr a90;set right vstr a70" set a90 "cg_thirdpersonangle 90;set left vstr a100;set right vstr a80" set a100 "cg_thirdpersonangle 100;set left vstr a110;set right vstr a90" set a110 "cg_thirdpersonangle 110;set left vstr a120;set right vstr a100" set a120 "cg_thirdpersonangle 120;set left vstr a130;set right vstr a110" set a130 "cg_thirdpersonangle 130;set left vstr a140;set right vstr a120" set a140 "cg_thirdpersonangle 140;set left vstr a150;set right vstr a130" set a150 "cg_thirdpersonangle 150;set left vstr a160;set right vstr a140" set a160 "cg_thirdpersonangle 160;set left vstr a170;set right vstr a150" set a170 "cg_thirdpersonangle 170;set left vstr a180;set right vstr a160" set a180 "cg_thirdpersonangle 180;set left vstr a190;set right vstr a170" set a190 "cg_thirdpersonangle 190;set left vstr a200;set right vstr a180" set a200 "cg_thirdpersonangle 200;set left vstr a210;set right vstr a190" set a210 "cg_thirdpersonangle 210;set left vstr a220;set right vstr a200" set a220 "cg_thirdpersonangle 220;set left vstr a230;set right vstr a210" set a230 "cg_thirdpersonangle 230;set left vstr a240;set right vstr a220" set a240 "cg_thirdpersonangle 240;set left vstr a250;set right vstr a230" set a250 "cg_thirdpersonangle 250;set left vstr a260;set right vstr a240" set a260 "cg_thirdpersonangle 260;set left vstr a270;set right vstr a250" set a270 "cg_thirdpersonangle 270;set left vstr a280;set right vstr a260" set a280 "cg_thirdpersonangle 280;set left vstr a290;set right vstr a270" set a290 "cg_thirdpersonangle 290;set left vstr a300;set right vstr a280" set a300 "cg_thirdpersonangle 300;set left vstr a310;set right vstr a290" set a310 "cg_thirdpersonangle 310;set left vstr a320;set right vstr a300" set a320 "cg_thirdpersonangle 320;set left vstr a330;set right vstr a310" set a330 "cg_thirdpersonangle 330;set left vstr a340;set right vstr a320" set a340 "cg_thirdpersonangle 340;set left vstr a350;set right vstr a330" set a350 "cg_thirdpersonangle 350;set left vstr a0;set right vstr a340" set r5 "cg_thirdpersonrange 5;set farther vstr r10;set closer vstr r500" set r10 "cg_thirdpersonrange 10;set farther vstr r20;set closer vstr r5" set r20 "cg_thirdpersonrange 20;set farther vstr r30;set closer vstr r10" set r30 "cg_thirdpersonrange 30;set farther vstr r40;set closer vstr r20" set r40 "cg_thirdpersonrange 40;set farther vstr r50;set closer vstr r30" set r50 "cg_thirdpersonrange 50;set farther vstr r60;set closer vstr r40" set r60 "cg_thirdpersonrange 60;set farther vstr r70;set closer vstr r50" set r70 "cg_thirdpersonrange 70;set farther vstr r80;set closer vstr r60" set r80 "cg_thirdpersonrange 80;set farther vstr r90;set closer vstr r70" set r90 "cg_thirdpersonrange 90;set farther vstr r100;set closer vstr r80" set r100 "cg_thirdpersonrange 100;set farther vstr r120;set closer vstr r90" set r120 "cg_thirdpersonrange 120;set farther vstr r140;set closer vstr r100" set r140 "cg_thirdpersonrange 140;set farther vstr r160;set closer vstr r120" set r160 "cg_thirdpersonrange 160;set farther vstr r180;set closer vstr r140" set r180 "cg_thirdpersonrange 180;set farther vstr r200;set closer vstr r160" set r200 "cg_thirdpersonrange 200;set farther vstr r220;set closer vstr r180" set r220 "cg_thirdpersonrange 220;set farther vstr r240;set closer vstr r200" set r240 "cg_thirdpersonrange 240;set farther vstr r260;set closer vstr r220" set r260 "cg_thirdpersonrange 260;set farther vstr r280;set closer vstr r240" set r280 "cg_thirdpersonrange 280;set farther vstr r300;set closer vstr r260" set r300 "cg_thirdpersonrange 300;set farther vstr r350;set closer vstr r280" set r350 "cg_thirdpersonrange 350;set farther vstr r400;set closer vstr r300" set r400 "cg_thirdpersonrange 400;set farther vstr r500;set closer vstr r350" set r500 "cg_thirdpersonrange 500;set farther vstr r5;set closer vstr r400" // EOF After seeing some of the settings you showed, I was thinking the script could be modified to move the camera up and down as well as the camera angle up and down. I'll have to work on it to see what I can come up with. Link to comment Share on other sites More sharing options...
Kurgan Posted September 30, 2003 Author Share Posted September 30, 2003 Thanks to some help from ChangKhan, I've gotten ragdoll physics to work in MP. Here it is (for those who haven't already discovered it): \broadsword 1 That's it (client side), and it's done! Now make a kill and before they respawn, you can push or pull their body around, plus they will fall more loosely and lean against walls and such. Adds a little bit more realism to the game. ; ) Turn it off and they will clip through walls and act like a mannequin again. Link to comment Share on other sites More sharing options...
Duncan Feldane Posted October 1, 2003 Share Posted October 1, 2003 Might be a dumb question, but I'm trying to bind a few keys with non-obvious names (like the left "shift" key, the numpad "+" key, etc.) Excluding the obvious ones (the "a" key, for example), does anyone have a list of all the keys' names? Thanks, Link to comment Share on other sites More sharing options...
mikamu Posted October 1, 2003 Share Posted October 1, 2003 helpusobi 1 doen't work with the dismemberment either I did it like this: devmapall helpusobi 1 sabermorerealistic 3 got nothing:confused: Link to comment Share on other sites More sharing options...
mikamu Posted October 1, 2003 Share Posted October 1, 2003 p.s kurgan your games are always full:( Link to comment Share on other sites More sharing options...
Fractal-Coffee Posted October 1, 2003 Share Posted October 1, 2003 Not exactly, but if you go into the Controls part of the menu and bind whatever that key was to some random action, you can then go into the console and type "bindlist", and the actual name of the key will show up there. Then you can bind to your heart's content. That's how I figured out stuff like KP_PGDN for the '3' button on the number pad and so on. EDIT: Bloody people posting between me andwhat I was replying to. This post is commenting on the one by DuncanFeldane. Link to comment Share on other sites More sharing options...
Zem Posted October 1, 2003 Share Posted October 1, 2003 Duncan, try this bind list from Quake3. Should be the same: http://www.planetquake.com/thebind/bindlist.shtml Link to comment Share on other sites More sharing options...
dragon457 Posted October 1, 2003 Share Posted October 1, 2003 Originally posted by Zem No need to use "thereisnospoon" if all you want to do is position things for a screenshot. Use: cg_thirdpersonangle degrees ...to change the camera angle around your character. 0 degrees is the default, directly behind your character. cg_thirdpersonvertoffset height ...to raise or lower the camera. Default is 16. Note that you can put in negative numbers if you want a really low angle shot looking up. cg_thirdpersonpitchoffset degrees ...to pitch the camera up or down. While you can do this with mouselook, using this pitchOffset variable does it without having your character bend at the waist to look up or down. cg_thirdpersonrange distance ...to move the camera towards or away from your character. Default is 80. There's a horizontal offset too if you want to frame your character to one side or the other for that artistic effect. Forget the exact spelling... type "cg_thirdperson" and hit tab a few times to cycle through all the camera commands. Oh, and if you want to do an action shot, use "timescale 0.1" to slow things down to a crawl. I bound a couple keys to "timescale 0.1" and "timescale 1.0" for convenience. Dude, this all worked like a charm! Check it out! Rebornboss Thanks a lot guys. Now to make some more interesting shots. ***Edit*** Oh, and I know there's a thread for screenshots and such, but I wanted Zem to see the fruites of his help. Cheers. Link to comment Share on other sites More sharing options...
Crow_Nest Posted October 1, 2003 Share Posted October 1, 2003 How did you get the rebornboss to use the staff? playermodel rebornboss? Link to comment Share on other sites More sharing options...
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