Linky Triforce Posted April 30, 2003 Share Posted April 30, 2003 Hello i have been trying to add more Jedi characters to the SP version of the game. I tried to download the Jerec, Mace Windu 1.1 and tex_quigon to try and get it to work and i followed Emon's editing thing and i can get them to spawn but they don't use lightsabers and i can see the saberhit down between their knees and looks like they got a invisible blasters in the hands. But i could get the RebornStormtrooper he had as an example there to work. Is it because i'm useing a MP char or something else? Thank you in advanced. -Linky Triforce Link to comment Share on other sites More sharing options...
aazell Posted May 1, 2003 Share Posted May 1, 2003 Hey It took me a little while to get this working too but I got there eventually. First off there's a mis-quote in Emons tut. Make sure you have the New_NPCs folder in the base section not the gamedata section. and also Make sure you rename your new model to RebornLando or whatever but it must have reborn as a start of the name or the engine won't know what skeleton to use. You can also use Desann, Tavion or Shadowtrooper at the begining of the name. Desann is a bigger skeleton though so be prepared for some weird results with that one. Looks good on Wookies though. Aside from that it should be strait forward. post again and let me know what results you get. Link to comment Share on other sites More sharing options...
Linky Triforce Posted May 1, 2003 Author Share Posted May 1, 2003 Okay thanks. I just slapped it into a .pk3 instead of useing the diffrent foulders since it was much more easy. I'll try and add a Reborn to the name. Thanks. Link to comment Share on other sites More sharing options...
Linky Triforce Posted May 1, 2003 Author Share Posted May 1, 2003 Okay that worked more or less at least. He uses a lightsaber now which is a step in the right direction but the new problem is that the lightsaber is in the middle on him. The blade points right up from his head and doesn't look to good. Is there a way to fix this? I renamed them to RebornJerec, RebornQuigon ect. Link to comment Share on other sites More sharing options...
aazell Posted May 1, 2003 Share Posted May 1, 2003 Hmmm What about the class value in the NewNPCs.NPC file. Have you changed that? If so then that may affect where the player model holds the saber. Make sure that when you copy the reborn config text you only change the model name and the NPC name at the top. Leave everything else the same. Sorry mate I am at a bit of a loss now. Check out these threads to see if you can find your answer Your problem is referred to several times in some of them. http://www.lucasforums.com/showthread.php?s=&threadid=68710 Link to comment Share on other sites More sharing options...
boinga1 Posted May 2, 2003 Share Posted May 2, 2003 the NPC name MUST be the same as the modelname, lest it work incorrectly. Link to comment Share on other sites More sharing options...
Emon Posted May 2, 2003 Share Posted May 2, 2003 Mind you that you don't have to use the base folder, you can use a custom mod folder too. Link to comment Share on other sites More sharing options...
cmac72 Posted May 2, 2003 Share Posted May 2, 2003 I spent quite a bit of time trying to figure this one out, and finally found the answer here on this forum. Open the model_default.skin file and make sure that you have something like the following there r_hand_wrist,models/players/jediluke2/torso.tga This was for a Dagobah Luke MP model that I converted to SP. You'll need a similar line for the left wrist. This should solve the lightsaber up the middle problem. Link to comment Share on other sites More sharing options...
Linky Triforce Posted May 2, 2003 Author Share Posted May 2, 2003 This is hard But i'll give this new infomation a try but if there isn't a; r_hand_wrist,models/players/jediluke2/torso.tga thingie in it should i just add it or can't it be used at all? -Linky Triforce Link to comment Share on other sites More sharing options...
Linky Triforce Posted May 2, 2003 Author Share Posted May 2, 2003 I have the model_default.skin like this; head,models/players/RebornJerec/jerec_head.jpg torso,models/players/RebornJerec/jerec_torso.jpg torso_l_shoulder,models/players/RebornJerec/jerec_arms.jpg torso_r_shoulder,models/players/RebornJerec/jerec_arms.jpg l_arm,models/players/RebornJerec/jerec_arms.jpg r_arm,models/players/RebornJerec/jerec_arms.jpg l_hand,models/players/RebornJerec/jerec_hands.jpg r_hand,models/players/RebornJerec/jerec_hands.jpg l_leg,models/players/RebornJerec/jerec_legs.tga r_leg,models/players/RebornJerec/jerec_legs.tga hips,models/players/RebornJerec/jerec_hips.jpg torso_cap_head_off,textures/common/caps.jpg l_arm_cap_torso_off,textures/common/caps.jpg r_arm_cap_torso_off,textures/common/caps.jpg l_hand_cap_l_arm_off,textures/common/caps.jpg r_hand_cap_r_arm_off,textures/common/caps.jpg hips_cap_torso_off,textures/common/caps.jpg torso_cap_hips_off,textures/common/caps.jpg torso_cap_l_arm_off,textures/common/caps.jpg torso_cap_r_arm_off,textures/common/caps.jpg head_cap_torso_off,textures/common/caps.jpg l_leg_cap_hips_off,textures/common/caps.jpg r_leg_cap_hips_off,textures/common/caps.jpg hips_cap_l_leg_off,textures/common/caps.jpg hips_cap_r_leg_off,textures/common/caps.jpg And i added the r_hand_wrist,models/players/ReboenJerec/torso.tga in the middle but got the same effect. There must be something i am missing to get it to work. Link to comment Share on other sites More sharing options...
cmac72 Posted May 2, 2003 Share Posted May 2, 2003 Did you add a similar line for the left wrist? Should start with l_hand.... etc. The wrist lines are necessary for the NPC to know how to use the saber. You might need to modify your other .skin files in the same manner in order for this to work. Not sure what directions you're following, but here's a general breakdown of what I do. 1) extract all of the files onto my C drive that were contained in the MP version of your model. You'll want to have winzip create the necessary folders and subdirectories so that you can create and modify your own .pk3. 2)Open assets0.pk3 from your base directory and extract the file called npcs.cfg. Open this in wordpad and add a section for your character. Make sure you put down the right class for your player. 3)Modify the defaul.skin file 4)Modify the sound.cfg file (if the model has custom sounds). 5)Create a .pk3 file using winzip in your base directory. Add all of your modified files including the npcs.cfg file to this pk3 file. 6) Note on NPCS.cfg: If you have multiple SP models stored in multiple pk3 files, you'll need to make sure that they all have the same npcs.cfg file if not, your new model may not be recognized. One solution is to create a pk3 file in your base directory that contains only the npcs.cfg file (stored in the proper subfolders). Once you do this, you can remove the npcs.cfg files from all of you SP models and keep one consistant npcs.cfg file. You'll only have to modify this once instead of modifying the file for every SP model. Hope this helps. CMAC Link to comment Share on other sites More sharing options...
Linky Triforce Posted May 2, 2003 Author Share Posted May 2, 2003 Does it matter where the; r_hand_wrist,models/players/RebornJerec/torso.tga & l_hand_wrist,models/players/RebornJerec/torso.tga is placed in the default_model.skin? i tried several places and no luck. He keeps having the saber inside his body(it is turned on and everything) Link to comment Share on other sites More sharing options...
cmac72 Posted May 3, 2003 Share Posted May 3, 2003 I don't think it matters where the wrist lines are in the .skin file. It doesn't hurt to double check all of your spelling in this file, as one letter in the wrong place to mess the whole thing up. Another thing to consider is to make sure that when you modify your .skin file that you're modifying a file that is stored in c:\models\players\rebornjerec. You should then save the file, and add/replace the file in your rebornjerec.pk3 file. Extracting the file already in your .pk3 file, modifying it and add/replacing it won't do the trick. I would also spend some time looking at your NPCS.cfg file. As I mentioned earlier you either need to have one in a .pk3 file that is in your base directory, or one in every .pk3 file that you have for every SP npc that you make. I prefer the one .pk3 file . Just in case you don't know, here's how you make it. 1) Using WinZip open the assets0.pk3 file 2) Select the NPCS.cfg file and extract it to your C drive, make sure the use folder names box is selected. 3) Go to your C drive and verify that you now have an ext_data folder with the NPCS.cfg file in it. 4) Now open WinZip and create a new archive in your base directory. Name the archive npcg.pk3 5) Modify the npcs.cfg file for your new SP NPC. 6) Add this modified file to your new archive. Make sure it brings along the sub directory folder. The path of the file in WinZIp should be ext_data\ Anytime you wish to modify your npcs.cfg file, you will need to modify the file stored in c:\ext_data\. Save the modifications, then add/replace this file in your npcg.pk3 file As for the actual file itself, here's an example of a section I use for an SP Darth Maul. I copied it from a Reborn then modified it until I was happy with it. One thing that may be causing you a problem is the relationship between class and rank. If I remember correctly (I haven't converted any NPC's in quite a while), but there seemed to be an issue in having characters that were reborn class whose rank was too high. Anyway, try using an NPC file like the one below for your Jerec file . Once you get it working you can trial and error it to get exactly what you want. RebornMaul { playerModel rebornmaul saberColor red rank lt reactions 5 aim 3 move 5 aggression 4 evasion 5 intelligence 5 hfov 160 vfov 160 playerTeam enemy enemyTeam player // race human class reborn snd reborn3 sndcombat reborn3 sndjedi reborn3 yawSpeed 140 walkSpeed 55 runSpeed 200 health 150 dismemberProbHead 0 dismemberProbArms 20 dismemberProbLegs 0 dismemberProbHands 30 dismemberProbWaist 0 } Hope this helps Link to comment Share on other sites More sharing options...
aazell Posted May 7, 2003 Share Posted May 7, 2003 If your going to do a Darth Maul NPC you should up the dismember value on the waste to about 70 and set all the others to 0. Nice big episode 1 ending. Link to comment Share on other sites More sharing options...
lassev Posted May 8, 2003 Share Posted May 8, 2003 health 150 Come on, Darth Maul wasn't that lousy. intelligence 5 Yet he wasn't that smart either Sorry for this irrelevant post. I just had to do it. Link to comment Share on other sites More sharing options...
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