Lord Ignasius Posted July 13, 2002 Share Posted July 13, 2002 Hello......... This is Lord Ignasius. I recieved this mod from studman0201, it is all right, but nothing special. So I set out to do something special. I created a monster similar to a Rancor mixed with the Acklay monster from AOTC. (this is not my new skin for it, this is the basic minemonster skin. I have been working on a skin for it tho.) Here are pics: http://www.geocities.com/studman0201/shot0000.jpg http://www.geocities.com/studman0201/shot0002.jpg http://www.geocities.com/studman0201/shot0007.jpg as you can see I have a few bugs that I need help with. One being the gun that spawns with him. I can remove it by pulling it from him. But I want it to not spawn at all. Second is he has a very tiny damage area. Most of his body doesn't damage, how do I fix that If it is possibly. I hope these bugs can be sorted out so the mod can move into beta. Please post any help you can give. Link to comment Share on other sites More sharing options...
Lord Ignasius Posted July 13, 2002 Author Share Posted July 13, 2002 Somebody Plz. Help with this.... I beg you. I will give the person who fixes this bug the credit Link to comment Share on other sites More sharing options...
Lord Ignasius Posted July 13, 2002 Author Share Posted July 13, 2002 I need this worked out so someone at least say something Link to comment Share on other sites More sharing options...
keto Posted July 13, 2002 Share Posted July 13, 2002 looks great, not sure how it animates though. very excited to see anytype of monster ingame. to keep with realism and also be a nice bug fix, as an npc or bot you could make it use the melee attacks and thus never show up with a gun (setting all guns to 0 woudl do the trick). i have no idea how to alter the bounding box. good luck, -keto ps: sshots in a more organic map i think would make it look even better, i think it woudl set the mood better. Link to comment Share on other sites More sharing options...
Sounds Risky Posted July 13, 2002 Share Posted July 13, 2002 Originally posted by keto looks great, not sure how it animates though. Keto, that's not an original model, it's just the Mine Monster from Artus. It's already got animations. Link to comment Share on other sites More sharing options...
Emon Posted July 13, 2002 Share Posted July 13, 2002 I can't see the pics but, it sounds like a huge reskin of the mine monster (bigger). I made a Jedi Mine monster that was 300% bigger, it scared the **** out of me, I never want to look at that again... Link to comment Share on other sites More sharing options...
Emon Posted July 13, 2002 Share Posted July 13, 2002 1. Follow this tutorial to fix that, and use bartender instead of weequay: http://Http://joediting.cjb.net/newnpcs.html 2. That's because his collide box is that of the mine monster still. You can't change it. Link to comment Share on other sites More sharing options...
Lord Ignasius Posted July 14, 2002 Author Share Posted July 14, 2002 Thx for all of your help. I think I am going to scale him down, because right now he is at 1000. Link to comment Share on other sites More sharing options...
Lord Ignasius Posted July 14, 2002 Author Share Posted July 14, 2002 Here are pics of my new skin to be included with this npcMod. http://www.geocities.com/studman0201/shot0012.jpg http://www.geocities.com/studman0201/shot0014.jpg I am almost in the beta test phase of my mod and would like some people to test my mod. If you want to test my mod give me your e-mail, aim name, or msn messenger name. I wil try to pick as many as possible. Link to comment Share on other sites More sharing options...
Lord Ignasius Posted July 14, 2002 Author Share Posted July 14, 2002 I need beta testers so please reply with your e-mail so I can contact you for the beta Also some more pics to enjoy Jar Jar Binks http://www.geocities.com/studman0201/shot0013.jpg Jango Fett http://www.geocities.com/studman0201/shot0010.jpg Some Dark Jedi http://www.geocities.com/studman0201/shot0050.jpg Link to comment Share on other sites More sharing options...
K.O Posted July 14, 2002 Share Posted July 14, 2002 Sure. I'd love to beta test for you. My info is: Aim name: GDD1300 E-mail: bivu2and3@hotmail.com MSN Msger name: [RS] K.O or [RS]K.O I'm usually on AIM a lot, so try to reach me there rather than MSN for right now. =P Edit: What's your AIM name? This way I'll see when you're on. :/ Link to comment Share on other sites More sharing options...
Lord Ignasius Posted July 15, 2002 Author Share Posted July 15, 2002 my aim name is hotguy4hotchick1 Link to comment Share on other sites More sharing options...
Lucko Mabri Posted July 15, 2002 Share Posted July 15, 2002 Thats just a minemonster which has been made a lot bigger. i give you no imagination points and no effort points either. I give you 6 points for the skin though. -Lucko Mabri Link to comment Share on other sites More sharing options...
Lord Ignasius Posted July 15, 2002 Author Share Posted July 15, 2002 Need more alpha/beta testers Link to comment Share on other sites More sharing options...
K.O Posted July 15, 2002 Share Posted July 15, 2002 Geez, how many more do you need? I could gather some folks up and drive tem over here. Btw, when do we here from you on when and what to do? Link to comment Share on other sites More sharing options...
Anakin Posted July 16, 2002 Share Posted July 16, 2002 anikan_pm@yahoo.co.uk If you want to send it my way Link to comment Share on other sites More sharing options...
Lord Ignasius Posted July 16, 2002 Author Share Posted July 16, 2002 Ok I got enough thx for all who asked. The beta test will start sometime this week. Link to comment Share on other sites More sharing options...
K.O Posted July 16, 2002 Share Posted July 16, 2002 Yay! Got a website or anything? Link to comment Share on other sites More sharing options...
Lord Ignasius Posted July 17, 2002 Author Share Posted July 17, 2002 Nope, I am working on some more skins then I will send the mod to you all Link to comment Share on other sites More sharing options...
K.O Posted July 17, 2002 Share Posted July 17, 2002 Alright. Can't wait. How big do you think it's gonna be? Small enough to fit in an e-mail or something? Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 17, 2002 Share Posted July 17, 2002 Ignasius/studman/whoever I was wondering if you saw my posts in the custom npcs are possible thread about the possible 59 addtional npc limit, and whether you've experienced anything similar - since you've apparently been racking up the custom npcs as well. Maybe something to consider with regard to who you include in the pack and how its structured... if you could confirm the limit. Link to comment Share on other sites More sharing options...
Lord Ignasius Posted July 18, 2002 Author Share Posted July 18, 2002 By a limit do you mean it wont let you spawn any of them or only the 60th. I am about to put up the beta for the selected to get Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 18, 2002 Share Posted July 18, 2002 Once I have entries for 60 (give or take one, if I miscounted) or more custom npcs in my base folder, whether these entries are in an npcs.cfg, .npc files, or a combination of both (I tested all), I get an either "ext_data/NPCs.cfg is too large" or "NPC extensions (*.npc) are too large)" when trying to load a map. So, no, none of the npcs work, since I can't even play the game with that many... Link to comment Share on other sites More sharing options...
Lord Ignasius Posted July 19, 2002 Author Share Posted July 19, 2002 That could be filesize wise. Try trimming down the files to the bare minmums like playermodel, snd, and class. Then try again because that happened with thouchky's mod (sp?) If the file was 512 or bigger it would error Link to comment Share on other sites More sharing options...
drjimmy515 Posted July 19, 2002 Share Posted July 19, 2002 You may have something there... I just ran into a situation where one additional .npc format mod worked over another, as a 59th (not 60th) in total with my modified npcs.cfg. The one that didn't work was over 512 bytes , but when I shortened it to less than that it still doesn't work, where as the other does... hmmm... I'm going to reorganize all of my custom npc entries and see if I can figure this out. Link to comment Share on other sites More sharing options...
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