Jump to content

Home

Has anyone seen me in game?


Darkkender

Recommended Posts

Here is one of the in game aliens that I have searched High and low to spot and I swear I haven't seen him.

 

http://img.photobucket.com/albums/v478/darkkender/Mearan.jpg

 

Now I would really like to use him in a recruit mod however I have been running into some problems. In app.2da he is listed as Lite_alien01. He has some similarities to Lite_alien02 & 05. That is they all use the N_smuggler in the model and text columns. However Lite_alien02 & 05 use modeltype F and 01 uses type L. Also type 01 uses the different walk and run anim, as well as the WEE_FOLK type instead of NORM. This also gives it different hitradius and the sort.

 

Now here is what I have noticed the default creature with no changes actually runs and walks with the legs moving and everything. but it does not have the combat anim that the N_smuggler model has. So I tried changing the modeltype L to an F and now he just glides across the floor like an astromech droid with no movement animations. He still does not have any combat anim as well. So I played with some of the number variables and still no luck.

 

So does anybody have any ideas of what I might be able to change to get some results. I would expect since all three Lite_alien's use the N_smuggler model and tex areas that the animations are inheritenly there but I just haven't figured out how to coerce them out.

 

I Really like this guy!

Link to comment
Share on other sites

I believe T7nowhere used this guy in his ViiV mod. I don't think he's actually in the game, though. As for the animation thing, my knowledge in that category is limited, but I don't think its possible to give a char new animations. I'm not really sure, though. I hope that helps, and good luck.:)

Link to comment
Share on other sites

The point I was trying to make for animations and the sort he uses the N_smuggler model columns in appearance.2da which drive alot of the animations based off of the variables presented in some of the other columns in the 2da file. The N_smuggler model already has the animations I'm just trying to drive the existing creature to make use of those animations that are already there. I'm trying to figure out what needs to be changed to make use of these.

 

Some of my attempts have been to apply the skin texture to another creature and I have had some almost humurous results. Such as a leatherfaced duros with blood vessels popping out on the neck.

Link to comment
Share on other sites

T7 has inserted this little guy in the game in his Verpine Implant integration mod: http://members.shaw.ca/t7nowhere/KotOR.htm

 

As for the animations, Darkkender, it is a model problem, you cannot correct this by editing .2da files. The model itself will have to be edited in Gmax or 3ds max. However, at this point, new animations cannot be imported in Kotor.

Link to comment
Share on other sites

Well Dude. I don't have the answer for your prayers, but at least i can point you away the wrong path. I took a screenshot of N_smuggler model in GMAX:

 

As you can see. There is not a tiny chance the little guy can use that model.

 

Actually He does use that model if you refer to the default settings in Appearance.2da. that is why it is stumping me why he doesn't have animations for fighting, because the model does.

Link to comment
Share on other sites

Originally posted by darkkender

Actually He does use that model if you refer to the default settings in Appearance.2da. that is why it is stumping me why he doesn't have animations for fighting, because the model does.

he uses a model called something like L_AlienXX if I remember correctly (I don't have the gaem with me) but definitely not the N_smuggler model.

Link to comment
Share on other sites

he uses a model called something like L_AlienXX if I remember correctly (I don't have the gaem with me) but definitely not the N_smuggler model.

 

That is what I'm trying to explain it uses the above L_alienXX in the racetex field but uses n_smuggler in the model fields. that is why it stumps me that the default settings don't drive the animations like they should.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...