Londo Mollari Posted September 26, 2003 Share Posted September 26, 2003 I've done alot of reading on these forums and have yet to see a simple "how to do it" thread. I realize you can change one of the default models to what ever you want, but is there a way to add new models so they show up in the character screen...without using a default model or just having the ability to change into them by playermodel command. I have managed to get a tavion (old) skin to work in the game by using the playermodel tavion (after loading my tavion mod) and this replaces the tavion in the assets1. However I have been unable to import models like yoda darth vader, darth maul etc. No matter what I do. It would be nice if there was a way to add these custom models and select them by playermodel and have the ability to spawn them also. Thank You Link to comment Share on other sites More sharing options...
Prime Posted September 26, 2003 Share Posted September 26, 2003 I have figured out how to do it. I will post the steps tomorrow or this weekend... Link to comment Share on other sites More sharing options...
Londo Mollari Posted September 26, 2003 Author Share Posted September 26, 2003 Great! Look forward to it! Link to comment Share on other sites More sharing options...
jackhammer34 Posted September 27, 2003 Share Posted September 27, 2003 If you're using the /playermodel command, I assume you're talking about SP mode. As far as I can see, the playermodel command usually loads up an NPC entry, meaning you can only turn yourself into JK3 npcs and those JK2 npcs that were brought over but don;t appear in teh SP campaign. So in order to use an imported model you need to add in a new NPC entry that uses the model. Note that however JK3 does not read .npc files that are not in a .pk3 archive, so you'll need to place the npc files in a .pk3 archive under the path /ext_data/npcs and place the archive in the /Gamedata/Base directory The best way to create a new NPC entry is to base it on an existing NPC file. For example: Tavion's NPC file looks like this: Tavion { playerModel tavion rank commander saber tavion saberColor red weapon WP_SABER saberStyle 5 FP_HEAL 0 FP_LEVITATION 3 FP_SPEED 3 FP_PUSH 3 FP_PULL 2 FP_TELEPATHY 0 FP_GRIP 2 FP_LIGHTNING 2 FP_RAGE 2 FP_PROTECT 0 FP_ABSORB 0 FP_DRAIN 1 FP_SEE 1 FP_SABERTHROW 3 FP_SABER_DEFENSE 3 FP_SABER_OFFENSE 3 reactions 3 aim 3 move 5 aggression 3 evasion 4 intelligence 5 hfov 160 vfov 160 playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER // race human class CLASS_TAVION sex female snd tavion sndcombat tavion sndjedi tavion yawSpeed 120 walkSpeed 55 runSpeed 200 health 300 dismemberProbHead 0 dismemberProbArms 0 dismemberProbLegs 0 dismemberProbHands 0 dismemberProbWaist 0 } Note to people unfamiliar with scripting: The "{" and "}" brackets are very important and should not be left out. Now we make a new NPC called "Yoda" (assuming we are using the excellent Yoda Kinja Skin) we modify the file to look like this: Yoda { playerModel yoda rank commander saber single_1 saberColor green weapon WP_SABER saberStyle 5 FP_HEAL 0 FP_LEVITATION 3 FP_SPEED 3 FP_PUSH 3 FP_PULL 2 FP_TELEPATHY 0 FP_GRIP 2 FP_LIGHTNING 2 FP_RAGE 2 FP_PROTECT 0 FP_ABSORB 0 FP_DRAIN 1 FP_SEE 1 FP_SABERTHROW 3 FP_SABER_DEFENSE 3 FP_SABER_OFFENSE 3 reactions 3 aim 3 move 5 aggression 3 evasion 4 intelligence 5 hfov 160 vfov 160 playerTeam TEAM_PLAYER enemyTeam TEAM_ENEMY // race human class CLASS_TAVION sex male snd yoda sndcombat yoda sndjedi yoda yawSpeed 120 walkSpeed 55 runSpeed 200 health 300 dismemberProbHead 0 dismemberProbArms 0 dismemberProbLegs 0 dismemberProbHands 0 dismemberProbWaist 0 scale 60 } You can save the yoda file with whatever name you like as long as it has (a) the .npc extension, (b) is under the /ext_data/npcs path in a .pk3 archive, and © the archive is in your /Gamedata/Base directory Changes made: 1) The NPC name (right above the "{") is what you type in after your playermodel command to change your appearance. You can only have one NPC of this name in the game, so if you make more than one NPC entry with the same name, the game will only read the first one. Avoid using names that are already used by NPCs in the SP mode. Also, you can spawn them in the SP game using the command "NPC spawn <NPCname>" and they'll assist or attack you depending on their playerteam and enemyteam entries. 2) playermodel tavion changed to playermodel yoda This is the directory in /players/models under which your model is installed. Check the paths in the .pk3 if you downloaded one for your model. 3) saber tavion changed to saber base_1 This changes the saber model which the model wields (under the sabers.sab file or the .sab file for the saber in question). Note that tavion's saber only lets you fight in tavion's special blue stance. You can change this in game with the "saber" command. 4) saberColor Red changed to saberColor Green This changes the default color for your saber. Also can be changed in game, using the "sabercolor" command 5) playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER changed to: playerTeam TEAM_PLAYER enemyTeam TEAM_ENEMY Note that your playermodel in JK3 inherits the playerteam and enemyteam entries for the NPC you turn into. If you turn yourself into tavion, you'll be attacked by jedi and ignored by reborn. This can make the SP campaign rather difficult, especially if Kyle keeps trying to kill you. 6) snd tavion sndcombat tavion sndjedi tavion changed to: snd yoda sndcombat yoda sndjedi yoda You only change these if your model has sound files accompanying it. In this case, you indicate the directory under /sounds/chars to change it to. Check your model's .pk3 file for them. If your model lacks sound, it's usually best to delete these lines entirely, or assign sound from another NPC. 7) scale 60 This is just for Yoda and other models that are meant to be of a size divergent from the norm. I like yoda at 60 (60% of normal height) because even though he's actually shorter in the film, it's hard to see him with the default camera views if you make him any shorter. Desann's Height is 135, for example, making him tower over most PCs. If your PC is of normal height, don't enter this. NOTES: Your model entry is not saved. At the beginning of every map you'll revert to your orginal model. Also, your character will still retain the original model for cutscenes and the original voice during voiceovers. Also, you will inherit the force powers of the model you become, so you could try setting them all to 3. ^_^ This method does not change your saber's length (for example if you want to play Yoda). To do that you have to make a new saber entry (in the sabers.sab file or in a new .sab file in the /ext_data/sabers directory) and equip it using the /saber command. There are plenty of texts already showing how to do this though. EDIT: corrected silly error about files names. 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Prime Posted September 27, 2003 Share Posted September 27, 2003 Fo those looking for more information, I have posted a tutorial in the JA Discussion thread about this. Good information here jackhammer34! Link to comment Share on other sites More sharing options...
Londo Mollari Posted September 27, 2003 Author Share Posted September 27, 2003 Duh ..Of all the stupid things.........I did all of the things in the tutorial, but I made the path incorrect for the .npc file........shesh. Here's a thought in the cutscenes. If you want to play the same model the whole game maybe if you enter the player.npc file and change the playermodel "name" to the model you want to use, then load your Pk3 as a mod in the begininng. I just tried this with yoda and it worked sort off. Yoda was big in the cutscenes. I'm going to try the scale command in the player.npc Link to comment Share on other sites More sharing options...
Londo Mollari Posted September 27, 2003 Author Share Posted September 27, 2003 Well partial success yoda is the correct size in the cutscenes but when the next level loads its back to the player model Link to comment Share on other sites More sharing options...
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