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Only Imperial Stormtroopers are so precise


Prime

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Originally posted by bneezy

UPDATE: Here's the thing: If the helmet and armor are going to be useable individually, the helmet is going to be larger than the one on the Sith troopers (Stormtroopers). This is to ensure that it fits most if not all PC heads. The other option is to have the armor useable on it's own and require the PC to have the armor equipped in order to use the helmet. This way, the helmet can have a disguise property that gives you the full Stormtrooper model as seen on the Sith trooper (smaller helmet). Honestly, what the hell else are you going to wear that monstrous thing with?

 

Both will use the same textures.

 

Prime: PM stats for the helmet and armor. [/b]

 

Will it be the size of Orsan's boba fett helmet? No offense to him in the least, I just don't want to look like a bobble-head stormtrooper ;)

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My trial for Photoshop CS expired, so I can't post any new screenshots until I get it downloaded again (which, by the looks of things, will be a while).

 

When I get it working I'll post a size reference: HERE.

 

Or Prime could use the files I sent him to post one if he has time.

 

Ahh... so if I replace the sith troopers with this, I can't retexture the helmet alone or it will effect them as well (so much for cake and eating it too! )

Not unless you loaded the helmet into gmax and added your custom texture to it. You would then have to create an new .UTI for the helmet. Not that hard really.

 

UPDATE: Coudn't they just hex edit the model and replace the helmet texture with the name of the custom one? Then make the helmet unique by changing the model name and making a new .UTI?

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Just an update, but we are doing a bit of beta testing right now to confirm that we have rectified an issue we were seeing. Then there are just a few final things to do like finish the readme and icons. It shouldn't be too long now, I hope. :)

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I need some help from all you scripting gurus. :D I'm still trying to replace the sith troopers with stormtroopers but I'm still getting some anomilies in certain areas. In some places the troopers are not spawning correctly and are invisible. They still seem to react the same (attacking or whatever), but you can't see them. I am trying to use a method suggested by Darth333, which is as follows:

 

"1. For each module where there is a sith trooper you want to change into a stormtrooper, open the .are file to identify the script in the OnEnter field. Note the name down (we only need the name of the script)

 

For example, for the tar_m02ac module, the OnEnter script is k_ptar_a02ac_en.ncs

 

2. Go to the .ncs files for the module, and extract the script that was in the OnEnter filed in the .are file.

 

to follow our example, you would extract k_ptar_a02ac_en.ncs

 

 

3. rename the script to whatever you want. I chose stormtroop3.ncs

 

4. Open notepad and paste the following script:

 

void main ()

{

//get the tags of all the troopers in the module. If you miss one, the game can crash

//there is one new ovject per tags

object oNPC1 = GetObjectByTag("tar02_canttrooper");

object oNPC2 = GetObjectByTag("SithPatrol023");

object oNPC3 = GetObjectByTag("SithPatrol022");

//now identify the item you want to unequip

object oArmor1 = GetItemInSlot(INVENTORY_SLOT_BODY,oNPC1);

object oArmor2 = GetItemInSlot(INVENTORY_SLOT_BODY,oNPC2);

object oArmor3 = GetItemInSlot(INVENTORY_SLOT_BODY,oNPC3);

//and unequip it

AssignCommand(oNPC1, ActionUnequipItem(oArmor1, TRUE));

AssignCommand(oNPC2, ActionUnequipItem(oArmor2, TRUE));

AssignCommand(oNPC3, ActionUnequipItem(oArmor3, TRUE));

//execute the orginal OnEnter script htat we have renamed

ExecuteScript("stormtroop3", GetModule());

}

 

5. save your script with the same name as the original OnEnter Script, in this case, it would be k_ptar_a02ac_en.nss

 

6. Compile your script"

Does anyone know why this would work for some modules but not for others? Are there some extra scripts or something that are executed when certain modules are loaded? This problem seems to happen in the modules for the Leviathan, Sith bases on Taris and Manaan, and the Star Forge.

 

Also, a couple of modules don't seem to have an OnEntry script at all. I tried to get these modules to execute a custom script by adding the script name to the OnEntry line in the .are file and putting both files in the Override directory, but without success.

 

Anyone have some ideas why I am seeing this? :confused:

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Originally posted by Darth_ToMeR

Is there any new progress?

To be honest, we've hit a bit of a snag. The scripting required to replace all the Sith troopers is a lot more tedious and non-trivial than I had originally hoped. Right now it is pretty slow going. Depending on how much more work it is going to be, I may end up giving up on that part of the mod. But for now, with the great help of Darth333, I'm still working on the replacement scripts. I'll see how things prograss this weekend.

 

In any event, the model and skin itself are ready to go, and at the very least I will be releasing a mod to allow the player to use the stormtrooper armour and helmet.

 

I'll post updates as they happen.

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:headbump the solution was sooooooo simple :headbump We were heading in the wrong direction: I made a 180 º turn and got it working...it was as simple as .2da editing :rolleyes:...I got those scipts working too if you prefer to do it the hard way :p... Check your PMs

 

The npcs in tar_m09aa were invisible because Lite_Sith_Soldier was not the same race as Sith_Soldier_01 , 02 and 03.

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Originally posted by Darth333

:headbump the solution was sooooooo simple :headbump We were heading in the wrong direction: I made a 180 º turn and got it working...it was as simple as .2da editing :rolleyes:...

Fantastic! That seems to be working great and it is so cleaner than all those scripts. :)

 

Originally posted by Darth333

I got those scipts working too if you prefer to do it the hard way :p...

Uh, no thanks. That was a way bigger pain than I want to deal with. :)

 

Originally posted by rictus135

Whats going to happen to the red troopers? If you could, itd be awsome to have the red troopers changed to Shoulderpad Stormtroopers, although I read somewhere you can't change only one side of the armor (ie the two circles on the back)

Unfortunately, the stormtrooper texture is symmetrical, meaning that the same thing is applied to both sides of the model. So there is no way to create the shoulderpad without having it on both sides. So that is why I decided to make them all regular stormtroopers.

 

Anyway, I'll probably go back one more time and make a few last tweeks to the skin and finish up the necessary files, and then get everything together for release. :)

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Originally posted by Prime

Fantastic! That seems to be working great and it is so cleaner than all those scripts. :)

 

Anyway, I'll probably go back one more time and make a few last tweeks to the skin and finish up the necessary files, and then get everything together for release. :)

 

yay!! this means it will be released soon!!! to everyone involved: y'all have outdone yourselves. excellent work!!!

:joy:

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Unfortunately, the stormtrooper texture is symmetrical, meaning that the same thing is applied to both sides of the model. So there is no way to create the shoulderpad without having it on both sides. So that is why I decided to make them all regular stormtroopers.

 

Or could you?

 

You know, since we still have HapSlash's blessing for his models, we could probably get this working.

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Originally posted by Sirus Fett

WOW! :eek: looks awesome when will we be able to get the stormtrooper?

Barring unforseen issues, I suspect it will be out this week sometime. But don't quote me on that. ;)

 

Originally posted by Sirus Fett

and also when are u other guys gonna release that arctrooper and sandtrooper?

Right now, it is more a question of if, rather than when...
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Originally posted by Mono_Giganto

This is just a crazy thought but what if you made the shoulder pad a "headgear"..... o.O Attached to a stormie helmet....

That's exactly what bneezy did in that pic above. The set back is that, as he said, either i place the helmet and the sholderpad as a head or a helmet. Placing it as a head will make the head loose animations. Placing it as a helmet will make the shoulderpad move along the head anim (like the head clips trough the hood in that maskless Revan robe mod).

 

The non-anim head/helmet turns out to be the best solution. You know...Who would be able to turn his head with that think on, anyway?.:D That's actually a more realistic move.;)

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Originally posted by Xavier2

That's exactly what bneezy did in that pic above. The set back is that, as he said, either i place the helmet and the sholderpad as a head or a helmet. Placing it as a head will make the head loose animations. Placing it as a helmet will make the shoulderpad move along the head anim (like the head clips trough the hood in that maskless Revan robe mod).

 

The non-anim head/helmet turns out to be the best solution. You know...Who would be able to turn his head with that think on, anyway?.:D That's actually a more realistic move.;)

 

Yeah I was thinking that too, really, they should be disciplined wnough not to have wandering eyes. :D If my marching band can't move when at attention, neither should Stormies. :lol:

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