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Question about new npcs


Linky Triforce

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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

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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.

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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.

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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

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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.

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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.

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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

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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)

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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

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