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Creating new player classes in SP...?


eidospsogos

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this is an entirely new area for me.....i've messed around with a few skins before, but the way the SP is setup in this game, you need a bit more expertise to create new player classes with selectable heads torsos and legs.....but someone has already done a pretty decent job of doing it.....here's the link to a pk3 file that will add the reborn as a playable class of characters.....with all options selectable from the SP menu.....there are some issues with the icons, but all in all i was impressed.....

 

http://www.pcgamemods.com/2549/

 

so, coming from someone who was just not completely happy with the selection of costumes, (mainly because there were so many great ones you got to see in the game, but could not wear) i was wondering if anyone had the expertise to a.) put something like this together with say, the reborn twin, or rosh, who in my opinion looked pretty damn cool.....or b.) could put together or is already in possession of a very basic tutorial on how to put something like the above added class together.....any thoughts or help would be appreciated

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yeah.....i realized that they all had their own little folder. but what i didn't know was how similar each individual model was. this really would have been a better idea had the game not taken such a saber related theme, but i STILL like the idea itself. i just think it'll look alittle silly to see a stormtrooper running around with a lightsaber and hacking up other stormtroopers....

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and do we notice how off topic this thread has gotten.....no one has answered either question i have posted here.....i'm glad i figured out how to add the new classes on my own.....but the question of how they turn a transparent PNG image of some trim into a full acurrate representation of your torso/head/legs.....has yet to be addressed......so i'm guessing the people hanging around in the modeling section here, are all just a bunch of fan boys, or people asking for stupid $#!@ like batman or dragonball z models for their STAR WARS game. as if batman and goku don't have enough games of their own.....

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if anyone is interested in the answer to this question it is obvious one will not be posted, but i have figured it out and posted the basics in another thread.....one which asks how to get accurate icons to show up in SP.....if you are interested read that thread.....and if you know the answer to the other questiuon proposed please reply......

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Would it be possible for you to post a step by step tutorial on how to set up the new class, the .skin files, and so on? I've been able to gather a few bits and pieces, but I think it would be very handy to have a tutorial that had all the information that is currently known in one place. It might take a bit of work, but I'm sure it would be greatly appreciated by the community at large. Then people could post all their questions and answers in one place, and so others could find out what they need.

 

It is up to you, but I would really like to see something like that :)

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i will start putting one together this weekend.....but until someone with some info on how to get correct icons to show up in the selection menu it will be incomplete.....but other than that i have figured everything else out.....if i do a tutorial, the easiest way to put it together, would be from the perspective of taking apart an existing model.sking file and going from there.....those with more experience can then apply that to making their own.....

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Dude this might open up a whole lotta doors in Jk3.

I used to use the Kit fisto model in jk2.

 

"or some other races from the Movies to be selectable...not just 1 model i meen every body part choosable ..like it is right now..."

 

I'd kill for the ability to use his species in jk3, or even a male twi'lek or zabrak for that matter. It's a shame they only added humans with both male and female gender.

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Originally posted by DrakkenVII

Dude this might open up a whole lotta doors in Jk3.

I used to use the Kit fisto model in jk2.

 

 

 

I'd kill for the ability to use his species in jk3, or even a male twi'lek or zabrak for that matter. It's a shame they only added humans with both male and female gender.

 

LoL yea seems like "Lucas" is kinda getting lazy ;)

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did you mean in the modeling tools released specifically for JA......because personally i found their tutorial of very little help.....i just got tired of looking for one and went into the pk3 files and stareted studying the files myself.....what parts made up what......then found the references to those parts in other models not made for SP, and took them apart (the .skin files that is) and reassembled them into the separate components.....i will be more detailed in the tutorial.....but i will look through the modding tools tutorial again and see if i missed it......and i know how to get icons that can be clicked on to bring up different torsos to show up.....for instance i have amodel right now that has 3 heads, three torsos, and three lowers to choose from.....and they can be chosen from with the icons i rigged......the head icons the game uses are obviously screenshots.....but i don't know how to get them that high res as the screenshots i took in modview when zoomed in on, show up very low res.....and i do not know how to turn off the viewing of other modfel parts to isolate, say the torso, if that is even possible.....but what is giving the most trouble is the transparent .png icons and their corresponding.png skins......because the only thins that shows up in the .png is the trim(as the rest is transparent), and the .png skin itself, is missing the trim(the trim shows transparent).....so i do not know these files are interacting to form thge accurate visula representation of the torso and legs one sees in the menu.....i know how to name icons appropriately to be associated with the correct parts.....so that you have an icon that is choosable in the menu.....i am wanting to figure out how to make game accurate icons......for color change purposes.....and for similarity purposes.....so it will flow aesthetically with the rest of the game.....so it will look professional, as i feel my skins do, and not like something thrown together.....

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Originally posted by eidospsogos

did you mean in the modeling tools released specifically for JA......because personally i found their tutorial of very little help.....

IIRC, all they really mentioned in the documentation that came with the tools to put a playerchoice.txt file into the directory, and about creating icons. Apart from that, they didn't say much of anything. Certainly not enough information to know what to do from the get-go.
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yeah that's what i figured.....and as far as the playerchoice.txt file, all that allows for is the choosing of colors for the trim that shows up in the .png icon file.....that is why the rest of the icon is transparent......because when i finally deleted the playerchoice.txt file i had created and replaced it with the playerchoice.txt file from the jedi_hm folder i was able to get the color selector to show up with more than just a white block.....when you choose the different color blocks, it changes the color tint of whatever is not transparent......so i know why the icon is made the way it is, and why the skin has it's corresponding transparent pieces, as that is where the part not transparent in the icon, so that it changes colors, fits into the skin.....what i need someone to explain is how an icon with just trim allows for the viewing of the entire torso.....and how to get the d@mn things to work together....i understand the principle.....just not the implementation.....all in all the only thing necessary to make the icon show up in the menu, is that it be the same dimension as the icons used by the game.....so the easiest way to do it is take the MP icons copy it over and over again and rename it to link to the corresponding parts.....but that just looks stupid.....and as i have gotten everything else to look pretty good, i would prefer to not cheapen my work......if i ever want to upload this stuff anywhere when i'm through with it, i would prefer for it to look professional.....and we all know the chances of the SP source code ever being released is slim to none.....so it is up to us to figure out how to get these things to work.....

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well i have still yet to get the icon theory to work in practice.....any help would be great here people.... :)

 

secondly......what animation is used in the character menu....would help being able to get screenshots in the correct animation sequence.....

 

otherwise i'm stuck until someone who knows how these things work mangaes to post a reply with helpful info.....

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okay.....here is a big question to anyone who has extensive knowledge as to the modeling system in JA.....and this is also a brief update into this idea of a tutorial.....i just realized, that even though i had pulled out the necessary files to create skins that could be used to point the program in the right direction for a torso in a new SP class, and so and so forth for the legs and head, that i was definitely not including alot of the information in the torso skins included with the game.....now i have tested this new SP class, and it has worked, even without good icons, and the game play fine with it......so i will put up atutorial as how to do what i have done so far.....but if anyone out there is ahead of me i need some explanations as to certain instructions in the skins for the SP classes.....let me give a brief example.....here is what my current torso skin file looks like, that is being recognized by the game.....

 

torso,models/players/jedi_rpm/torso.tga

r_arm,models/players/jedi_rpm/arms.tga

r_hand,models/players/jedi_rpm/hands.tga

r_hand_cap_r_arm_off,models/players/stormtrooper/caps.tga

r_arm_cap_r_hand_off,models/players/stormtrooper/caps.tga

r_arm_cap_torso_off,models/players/stormtrooper/caps.tga

l_arm,models/players/jedi_rpm/arms.tga

l_hand,models/players/jedi_rpm/hands.tga

l_hand_cap_l_arm_off,models/players/stormtrooper/caps.tga

l_arm_cap_l_hand_off,models/players/stormtrooper/caps.tga

l_arm_cap_torso_off,models/players/stormtrooper/caps.tga

torso_llower,models/players/jedi_rpm/flaps.tga

torso_rlower,models/players/jedi_rpm/flaps.tga

 

here however is what the hm torso.skin file looks like:

 

torso_cap_hips_off,models/players/stormtrooper/caps.tga

torso_cap_head_off,models/players/stormtrooper/caps.tga

torsoa,*off

l_arma,*off

l_arma_cap_l_hand_off,*off

l_arma_cap_torso_off,*off

r_arma,*off

r_arma_cap_r_hand_off,*off

r_arma_cap_torso_off,*off

torsoa_cap_l_arm_off,*off

torsoa_cap_r_arm_off,*off

torsob,*off

r_armb,*off

r_armb_skin,*off

r_armb_cap_r_hand_off,*off

r_armb_cap_torso_off,*off

l_armb,*off

l_armb_skin,*off

l_armb_cap_l_hand_off,*off

l_armb_cap_torso_off,*off

torsob_cap_l_arm_off,*off

torsob_cap_r_arm_off,*off

torsoc,*off

r_armc,*off

r_armc_skin,*off

r_armc_cap_r_hand_off,*off

r_armc_cap_torso_off,*off

l_armc,*off

l_armc_skin,*off

l_armc_cap_l_hand_off,*off

l_armc_cap_torso_off,*off

torsoc_cap_l_arm_off,*off

torsoc_cap_r_arm_off,*off

torsod,models/players/jedi_hm/robes01.tga

 

r_armd,models/players/jedi_hm/robes01_arms.tga

r_armd_cap_r_hand_off,models/players/stormtrooper/caps.tga

r_armd_cap_torso_off,models/players/stormtrooper/caps.tga

torsod_lower,models/players/jedi_hm/robes01_lower.tga

 

 

l_armd,models/players/jedi_hm/robes01_arms.tga

l_armd_cap_l_hand_off,models/players/stormtrooper/caps.tga

l_armd_cap_torso_off,models/players/stormtrooper/caps.tga

torsod_cap_l_arm_off,models/players/stormtrooper/caps.tga

torsod_cap_r_arm_off,models/players/stormtrooper/caps.tga

torsoe,*off

r_arme,*off

r_arme_cap_r_hand_off,*off

r_arme_cap_torso_off,*off

l_arme,*off

l_arme_cap_l_hand_off,*off

l_arme_cap_torso_off,*off

torsoe_cap_l_arm_off,*off

torsoe_cap_r_arm_off,*off

torsoe_lower,*off

torsof,*off

r_armf,*off

r_armf_cap_r_hand_off,*off

r_armf_cap_torso_off,*off

l_armf,*off

l_armf_cap_l_hand_off,*off

l_armf_cap_torso_off,*off

torsof_cap_l_arm_off,*off

torsof_cap_r_arm_off,*off

torsog,*off

torsog_collar,*off

torsog_cap_r_arm_off,*off

torsog_cap_l_arm_off,*off

l_armg,*off

l_armg_cap_l_hand_off,*off

l_armg_cap_torso_off,*off

l_armg_cuff,*off

r_armg,*off

r_armg_cap_r_hand_off,*off

r_armg_cap_torso_off,*off

r_armg_cuff,*off

r_handg,*off

r_handg_cap_r_arm_off,*off

l_handg,*off

l_handg_cap_l_arm_off,*off

 

so it is quite obvious i am giving the game the bare minimum instructions.....just enough to load a visible skin.....what i would like to know is what all the off instructions are for, how are they useful.....what is their function.....and how can i incorporate these instructions knowingly into skins for currently existing models....skinning has always been the area i primarily worked in, but to do skinning in SP for this game requires alot more knowledge than SP in previous games.....so anyone who knows the significance of these instructions please let me know.....as i am not creating new models as of right now, and am merely taking apart the default skins for existing JA models and assembling them into torso/head/lower skins, i imagine i would need to be able to know the components of the model i am using to be able to give such instructions......any help is greatly appreciated......(this probably also has a great deal to do with why my icons are showing up incorrectly)

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okay, i think i have figured out some of the significance of these instructions on my own.....the model had to be made taking into account every possible outfit(skin).....so some skins had say a collar for a jacket.....so when you are loading the robes skin, you need an instruction to turn the collar off, as the robes do not have a collar.....

 

but anything else anyone can add to this topic would be great.....because i am coming to a SLOW understanding by myself.....and i would like to know if these instructions do anything more than what i just discussed.....

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