Darth_Gamegod Posted July 17, 2002 Share Posted July 17, 2002 looks like you solved my problem Lord Ignasius, thanks man, i think also part of the problem was i had a second npc file that i made still in the ext_data folder (had a jango fett npc built in) and that seemed to be messing things up as well. Anyhoo, thanks. Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 17, 2002 Share Posted July 17, 2002 I'm sad to report that I think I've reached the limit to custom npcs. I have 59 (give or take one, if I miscounted) working custom npcs, mostly in an edited npcs.cfg file, but when I try to add a 60th, either to the npcs.cfg or in a new.npc file, I get "ext_data/NPCs.cfg is too large" or "NPC extensions (*.npc) are too large)" , respectively, when trying to load a map. I've tried various combinations of characters in npcs.cfg and .npc files, but nothing seems to let me break 60 npcs. Can anyone confirm this? Link to comment Share on other sites More sharing options...
ihavedirt Posted July 17, 2002 Share Posted July 17, 2002 drjimmy: have you tried making a second npc file? ie newnpcs.npc and morenewnpcs.npc or something? Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 17, 2002 Share Posted July 17, 2002 As far as I can tell, it has nothing to do with the size of the .npc file or npcs.cfg. I've tried 59 new npcs in a single npcs.cfg... add a 60th to that - boom, doesn't work. Add a 60th with an .npc file instead. Still doesn't work. Start with 58 npcs in the npcs.cfg, add two separate .npc files... still no go. The only thing I haven't tried is putting them all in one .npc or multiple .npc files... but something tells me it won't work... Update: Just tried putting all of the new npcs in a single .npc file, and then tried splitting them into four smaller .npc files. Still can't get 60 with either method. Link to comment Share on other sites More sharing options...
pud1 Posted July 17, 2002 Share Posted July 17, 2002 http://karnij.homestead.com/files/shot0012.jpg ahh npc fun and i got custom npc's like aayla, old_ben, and quigon. And i also spawned ingame originals like jedi, jedi2, jeditrainer, and luke. Ahh its fun They kick booty too Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 17, 2002 Share Posted July 17, 2002 mwahaha! pud, my jedi army will crush your pitiful little band (Palpatine-esque cackle) http://www.geocities.com/jk2mayhem/thegood7.jpg (copy to new browser) But seriously, has anyone else encountered the npc limit yet? I don't want to have to decide whether Darth Vader or Padme is more important to me.... Link to comment Share on other sites More sharing options...
pud1 Posted July 17, 2002 Share Posted July 17, 2002 I haven't spawned that many yet hehe How do u get friendly rifle carrying npc's? Link to comment Share on other sites More sharing options...
Daskers Posted July 17, 2002 Share Posted July 17, 2002 Has anybody tried adding the new Darth Vader model (over at Jedioutcast.net) and ave the head not appear. Thats whats happened to me. Anybody have a solution. I've tried the surf off routines, but no result. <edit> forget this. I forgot to update the model information in my rebornvader model folder (in my npc.pk3) Link to comment Share on other sites More sharing options...
Gram_Reaper Posted July 17, 2002 Share Posted July 17, 2002 The only thing im having trouble with is the NpC's not spawning in the game. Ive tried most things but if someone who had trouble getting them spawned please tell me how you fixed your problem Link to comment Share on other sites More sharing options...
pud1 Posted July 17, 2002 Share Posted July 17, 2002 What exactly is your problem? which models or custom models are you trying to spawn? maybe not all the right files for your model is in the model/player folder Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 17, 2002 Share Posted July 17, 2002 Gram, if you want, give me your email and I'll send you a working npc mod. Link to comment Share on other sites More sharing options...
Gram_Reaper Posted July 17, 2002 Share Posted July 17, 2002 ok its insane_30@hotmail.com thanks jimmy Link to comment Share on other sites More sharing options...
Lord Ignasius Posted July 17, 2002 Share Posted July 17, 2002 Just to let yall know. new animations are now possible. To do a new animation. 1)Make animations in SoftImage XSI. 2)Export to XSI format(not sure of which format. I saw this on modelling forum) 3)name the file the same as the model 4)Using assimilate compile the model/animations 5)This will create a .gla and .glm, and animations.cfg Now all we need to know how to do is get the animations working for npcs's. And so custom NPC's have gone to a new level. CREDIT GOES TO SILENTMOBIUS Link to comment Share on other sites More sharing options...
Gram_Reaper Posted July 17, 2002 Share Posted July 17, 2002 Lord- post it in another thread so everyone can see it. We need more breakthrough sp and Mp things like that Link to comment Share on other sites More sharing options...
Lord Ignasius Posted July 17, 2002 Share Posted July 17, 2002 Aight!! Link to comment Share on other sites More sharing options...
Gram_Reaper Posted July 17, 2002 Share Posted July 17, 2002 trying to get away from the bad rep lol j/k Link to comment Share on other sites More sharing options...
Darth_Gamegod Posted July 17, 2002 Share Posted July 17, 2002 ok i will explain the steps for makeing a new NPC as best i can for you guys who need it. Keep in mind you dont have to have the model's pk3 file in the base folder for the npcs to work. 1) download or find the model you want to use, and open the pk3 file with winzip, find the model files and hold on to them for a sec. 2) go to your base folder [gamedata\base] and find the, ext_data, folder, if you dont see one, then just make one. 3) make a notpad file, and change the ext to .NPC and copy your npc script into that file, then name it, newnpcs.npc. npc script should look like this. (for this example we are making darth maul) Rebornmaul { playerModel rebornmaul saberColor red rank captain reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 height 78 crouchheight 42 width 18 playerTeam enemy enemyTeam player // race human class tavion yawSpeed 300 walkSpeed 55 runSpeed 200 snd maul sndcombat maul sndjedi maul health 500 dismemberProbHead 99 dismemberProbArms 99 dismemberProbLegs 99 dismemberProbHands 99 dismemberProbWaist 99 } As you can see, i beefed him up a bit for more challenge. 4) Ok now that your npc file is made, go to your base\models\players, folder, if you dont have a models folder, simply make one, then make a players folder inside that. 5) Make a new folder named RebornMaul, and drag those model files you had inside that folder. 6) While in the RebornMaul folder find the Model_default.skin (or whatever yours is named, just find the default.skin file). Right click on it, and click open with, then choose notpad. You will see a bunch of lines of script that looks like this. hips,models/players/Maul/legs.jpg l_leg,models/players/Maul/legs.jpg l_leg_cap_hips_off,models/players/Maul/caps.jpg r_leg,models/players/Maul/legs.jpg r_leg_cap_hips_off,models/players/Maul/caps.jpg r_arm,models/players/Maul/body.jpg r_hand,models/players/Maul/body.jpg excetra, there will be alot more, but you get the idea. This is the file that tells the game where to look for the skin on your model when its loaded into the game. So what you do is, see how it says on them /players/Maul/blah.jpg just replace the "Maul" with "RebornMaul" that way the game will look inside your Reborn Maul folder for your model and skins when you load your npc.. Thats it, it should work, you may find models that dont work no matter what you do, that usually the fault of the person who made the model not includeing enough files, and shares to many files with other models, but for most of them, it works just fine. I hope this helps some of you.. May the force be with you, and tell whoever is makeing the yoda model to hurry up, i want a yoda npc;) hehe Qui-gon Jinn: Pay back's a bitch! Link to comment Share on other sites More sharing options...
Londo Mollari Posted July 17, 2002 Share Posted July 17, 2002 OK I don't know about anybody else but I had a real hard time getting characters to spawn. I did something different. I took the skin I wanted and put the player models in the Gamedata/Base/models/players folder as mentioned before. Renaming the model folder as described before (ex jedivong). I changed all the lines in the model_default.skin to jedivong like mentioned before. I added the appropriate line to the npcs.cfg file which I copied from the assets0.pk3 from the ext_data folder. Now this has all the npcs in there not just the new ones. I took this ext_data folder sent to compressed file,renamed to pk3 and put in the base directory. I do get an error about shader images not found when I spawn but the models show up Ok. Where do you put the custom sounds for the new characters (ie sounds/char/jedivong/misc so the new charater uses them? I realize you have to change the npcs snd values and the animsounds.cfg but I can't get the custom sounds to work Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 17, 2002 Share Posted July 17, 2002 If you adapted your JediVong from a pre-existing skin, the custom sounds are already in your base directory. Just change the "snd" values in the npcs.cfg to read the name of the sounds directory for the orginal skin/model ("Vong", for instance). There should be no need to modify the animsounds.cfg, just be sure it's in your JediVong player folder. It'll still link to whatever sounds the original Vong model uses. Link to comment Share on other sites More sharing options...
Kit Fisto Posted July 17, 2002 Share Posted July 17, 2002 Thank you Darth_Gamegod, your guide really helped. I finaly got it working Link to comment Share on other sites More sharing options...
Darth_Gamegod Posted July 17, 2002 Share Posted July 17, 2002 No problemo Link to comment Share on other sites More sharing options...
Gram_Reaper Posted July 18, 2002 Share Posted July 18, 2002 londo what line did you add to the npcs.cfg file that wasnt in there and if you did , did that help them to spawn. Cause im still having truble lol Link to comment Share on other sites More sharing options...
Gram_Reaper Posted July 18, 2002 Share Posted July 18, 2002 drjimmy, im going to poke around with your mod to see the stuff you used in the pk3 you gave me to get your guys to spawn. Thanks for the mod too Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted July 18, 2002 Share Posted July 18, 2002 just wanted to let you all know that while stud may have you thinking he had the idea about custom animations, he's full of it. SilentMobius came up with the idea/concept of it, and he's not even sure it works. He says it will work in theory. STOP taking credit for other people's work man! And if you're not intentionally doing it at LEAST put their name in as the person who came up with it! Link to comment Share on other sites More sharing options...
Londo Mollari Posted July 18, 2002 Share Posted July 18, 2002 Drjimmy the only thing in my base folder is the pk3 that contains the modified npcs.cfg file. Do I put the custom sounds in here or elsewhere? As for the modification I changed both kyle models to jan in the npcs.cfg file and kyle shows up as jan when spawned and in the cutscenes but the player still is the kyle model Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.