BJP3E Posted November 5, 2003 Share Posted November 5, 2003 I recall in JO someone had manged to make npcs and such super huge or super small is there anyway of doing this in JA ? Link to comment Share on other sites More sharing options...
Sam Fisher Posted November 5, 2003 Share Posted November 5, 2003 I think that was called 'scaling' or something, but I don't think its availible for JA yet. Link to comment Share on other sites More sharing options...
peloquin Posted November 5, 2003 Share Posted November 5, 2003 it can be done in single player but not in multiplayer as yet. For SP you have to edit the characters npc file and add the line scale # (# for what ever number value you want it at) Link to comment Share on other sites More sharing options...
BJP3E Posted November 5, 2003 Author Share Posted November 5, 2003 how do I go about that thanks Link to comment Share on other sites More sharing options...
Samuel Dravis Posted November 5, 2003 Share Posted November 5, 2003 Open assets1.pk3 with a zip editor, find the folder ext_data, in there are a bunch of .npc files, extract the ones you want to change to a folder named ext_data. If you want to see exactly how scaling is done, look at the jawa npc file. Then pak it up with relative path info, and put it in /base folder. Link to comment Share on other sites More sharing options...
BJP3E Posted November 5, 2003 Author Share Posted November 5, 2003 zip editor?? your not talking about winzip by chance ? Link to comment Share on other sites More sharing options...
Samuel Dravis Posted November 5, 2003 Share Posted November 5, 2003 Yep, exactly. Link to comment Share on other sites More sharing options...
BJP3E Posted November 5, 2003 Author Share Posted November 5, 2003 I made the folder ext_data in the base dir and had to change the npc file name so I could save it with my alterations whats an example of pak it up with path info ??? forgive the fact I sound dumb but I am not one for tinkering with files like this on a anormal basis :)relative path info Link to comment Share on other sites More sharing options...
Samuel Dravis Posted November 5, 2003 Share Posted November 5, 2003 In the settings somewhere in winzip it has something to that effect. I don't know exactly because I use PKZIP. That setting needs to be turned on. To pak it up, just zip the folder ext_data, (check the assets1.pk3 for the exact folder path. I think it's ext_data, but look at the files in assets1, and see what it says the path is. If its ext_data/npcs/npcfile.npc, then make a new folder under ext_data and name it npcs. then put your modified files in that one. Basically you're trying to recreate the folder structure in assets1), and then rename the zip to a .pk3. Link to comment Share on other sites More sharing options...
BJP3E Posted November 5, 2003 Author Share Posted November 5, 2003 I see path is ext_data\npcs\ ok this is what I have done how close am I LOL made a ext_data folder in the base dir Made a npcs folder in the ext_data folder made a pk3 file in a npcs folder ...... Link to comment Share on other sites More sharing options...
Astrotoy7 Posted November 5, 2003 Share Posted November 5, 2003 Many moons ago I put up a post about making the playable character bigger or smaller. this involved finding out your jadens attributes, and sticking that skin onto a bigger or smaller character, like desann or a jawa ! follow the yellow brick road.... http://www.lucasforums.com/showthread.php?s=&threadid=114212&highlight=MINI For npcs this can be done w scaling, on that thread, the outstanding PRIME chipped in about that..... scaling is abit more tricky, the way I pointed out was for the playermodel only, but was really quick/easy to understand for someone who doesnt know too much about editing, or someone who cant be bothered ! CHECK IT OUT ! MTFBWYA Link to comment Share on other sites More sharing options...
LeopoldBloom Posted November 5, 2003 Share Posted November 5, 2003 Originally posted by BJP3E I see path is ext_data\npcs\ ok this is what I have done how close am I LOL made a ext_data folder in the base dir Made a npcs folder in the ext_data folder made a pk3 file in a npcs folder ...... Well, as far as I can tell, you're about finished with that... As a side note, you don't need to make a .pk3, a .npc file in the folder \ext_data\npcs will do... it just has to include the line scale #, where #=100 is player size... You can then spawn the npc in your game (the name by which you have to spawn it is in the first line of the .npc file...) Hope that helps! (It at least worked for me that way) Link to comment Share on other sites More sharing options...
Prime Posted November 5, 2003 Share Posted November 5, 2003 Note that there is also scaleX, scaleY, and ScaleZ. Link to comment Share on other sites More sharing options...
BJP3E Posted November 5, 2003 Author Share Posted November 5, 2003 for the aid you guys but I juat don't have a clue as to what I am doing at any rate LOL I tried making a new file altering the original ect but get nothing somesome should make a tutorial for idiots like me Link to comment Share on other sites More sharing options...
LeopoldBloom Posted November 5, 2003 Share Posted November 5, 2003 Well, a short one for a start, just to get a feeling for it... If you just want to resize an existing npc, do as follows: 1)Extract the .npc file (eg kyle.npc) into the directory ext_data\npcs 2)Rename it (don't know if that's really nescesarry, but if you leave it to it's original name, you might confuse either the game or yourself), eg karl.npc. 3)Edit it and change the npc-name in the very first line (kyle, in this case) to the name you want your resized model to have (you will late spawn him by this name), eg karl. 4)Between the {}-brackets, just enter the line 'scale #', where # can be any integer between 0 and god knows where (be careful about too big or too small npc's though, sometimes the game messes up), eg scale 50. 5)Save the file, leave it where it is, enter a new game and do the well-known 'npc spawn', eg npc spawn karl. Right in front of you should now appear an about halfsized version of Kyle, if I haven't forgotten anything. Have fun! Link to comment Share on other sites More sharing options...
BJP3E Posted November 5, 2003 Author Share Posted November 5, 2003 this is what I am trying to alter and how i have it right now rancor1 { playerModel rancor1 weapon WP_MELEE health 2000 scale 100 headPitchRangeDown 30 reactions 3 aim 1 move 3 aggression 3 evasion 1 intelligence 5 rank crewman playerTeam TEAM_FREE enemyTeam TEAM_FREE class CLASS_RANCOR height 160 crouchheight 128 width 60 snd rancor sndcombat rancor sndextra rancor yawspeed 40 // walkSpeed 173 // runSpeed 173 walkSpeed 55 runSpeed 200 dismemberProbHead 0 dismemberProbArms 0 dismemberProbLegs 0 dismemberProbHands 0 dismemberProbWaist 0 } though I had it I did you instructions and I get this g_setg2playermodel: cannot load model rancor1 - and its spawns a stormtrooper in place am I still not doing something ? I mean I can muck with a stormtrooper npc file and it works even though I get that message still then to Link to comment Share on other sites More sharing options...
w00ki3 Posted November 5, 2003 Share Posted November 5, 2003 If you try to scale mp models, they may become unplayable btw. Sclaing is normally done via mods so all parties use the same files, so no cheating. btw its not simple, so if you dont know what your doing, i suggest you wait until someone gets round to modding files or releases a walkthrough. Link to comment Share on other sites More sharing options...
BJP3E Posted November 5, 2003 Author Share Posted November 5, 2003 but I'm so close LOL Link to comment Share on other sites More sharing options...
LeopoldBloom Posted November 5, 2003 Share Posted November 5, 2003 Well, I think (though I have to go back to game comp to check) there's just no playermodel rancor1 - change that to playermodel rancor (remember, it uses the original rancor model, just scales it) and you should be all done! I don't do MP (online Comp too slow), so this is just for SP, with MP I'm afraid you'll have to ask someone else... EDIT: Just tried it out at the Game Comp, works fine, but I was apparently mistaken about the scale parameter, it rurns out it's a relative value, so setting it to 100 will give you the default size; I set it to 30 and came up with this: http://www.uploadit.org/files2/051103-mypetrancor.jpg Why he's pretty black I don't know, might be because the textures are made for a larger model... http://www.uploadit.org/files2/051103-badpetrancor.jpg Well, he behaves certainly like a big one... Ah yes, before I forget it, there are 'height', 'crouchheight' and 'width' values set in the npc file, those are values that tell the game how big the npc is supposed to be... delete them or put two / in front of them and the game will use default values (I think). You could also try and figure correct settings out for yourselfs (for a rancor one third of it's original size, dividing them by three might work, but I never tried this)... Anyway, my .npc file looks as follows: rancor1 { playerModel rancor weapon WP_MELEE health 2000 scale 30 headPitchRangeDown 30 reactions 3 aim 1 move 3 aggression 3 evasion 1 intelligence 5 rank crewman playerTeam TEAM_FREE enemyTeam TEAM_FREE class CLASS_RANCOR // height 160 // crouchheight 128 // width 60 snd rancor sndcombat rancor sndextra rancor yawspeed 40 // walkSpeed 173 // runSpeed 173 walkSpeed 55 runSpeed 200 dismemberProbHead 0 dismemberProbArms 0 dismemberProbLegs 0 dismemberProbHands 0 dismemberProbWaist 0 } Link to comment Share on other sites More sharing options...
BJP3E Posted November 6, 2003 Author Share Posted November 6, 2003 HA! I done do did it I don't know if I did it the best way I just copied the original NPC file then removed the one in the assests1 pak and put my MOD in place LOL Now I have star wars action figures fighting LOL thanks all again Link to comment Share on other sites More sharing options...
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