Need some help with single player skins. -1 reply

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el sexo

I'm too cool to Post

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10th August 2002

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#1 16 years ago

I am trying to put a skin in single player. I experiemented with the Padme Amidala v1.1 skin downloaded from jk2files.com. The skin looks beautiful in single player, but I can't get the weapons to appear correctly. The lightsaber and guns floats around in front instead of staying in the character's hand. Anyone know how to fix this?




Bell

I want to be like the Admins

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2nd July 2002

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#2 16 years ago

k to put it in single player you'll need an npcs.cfg file for it.

i took this from the lucasforums NEW NPC IN GAMEhttp://64.246.44.70/~lucasforums.com/showthread.php?s=&threadid=68203 After lots of work the community has unlocked custom npcs.

First before you make the npc file, take the model or skin you want to change and extract it to base/models/plyaers. then rename the model folder using this guide. yourmodel is in place of the name of the specific model name. *Dark Jedi---- rebornyourmodel *Jedi-----------jediyourmodel *Blaster User----styourmodel *Bowcaster User------weequayyourmodel (It works) Failure to follow this guid will result in the weapon being placed at the origin or crotch instead of the persons hands.

Second create a file named newnpcs.npc

in it type:

RebornTyrion { playerModel reborntyrion saberColor red rank captain reactions 5 aim 5 move 5 aggression 3 evasion 5 intelligence 5 hfov 160 vfov 160 height 78 crouchheight 42 width 18 playerTeam enemy enemyTeam player // race human class tavion yawSpeed 120 walkSpeed 55 runSpeed 200 snd sith_tyrion sndcombat sith_tyrion sndjedi sith_tyrion health 500 dismemberProbHead 99 dismemberProbArms 99 dismemberProbLegs 99 dismemberProbHands 99 dismemberProbWaist 99 scalez 110 }

STJango { fullName "Fett,Jango" playerModel stjango snd jango_fett reactions 5 aim 4 move 5 aggression 3 evasion 5 intelligence 5 rank captain playerTeam enemy enemyTeam player // race human class Reelo snd jango_fett sndcombat jango_fett sndextra jango_fett sndjedi jango_fett walkSpeed 75 runSpeed 300 yawspeed 200 dismemberProbHead 99 dismemberProbArms 99 dismemberProbHands 99 dismemberProbLegs 99 dismemberProbWaist 99 scaleZ 90 }

JediTyrion { playermodel jedityrion saberColor random snd jedi_tyrion reactions 5 aim 4 move 5 aggression 1 evasion 5 intelligence 5 rank captain playerTeam player enemyTeam enemy // race human class jedi snd jedi_tyrion sndcombat jedi_tyrion sndextra jedi_tyrion sndjedi jedi_tyrion walkSpeed 75 runSpeed 300 yawspeed 200 dismemberProbHead 99 dismemberProbArms 99 dismemberProbHands 99 dismemberProbLegs 99 dismemberProbWaist 99 scaleZ 95 }

These require the Jango Fett Model from Absath and The Sith Tyrion and Jedi Tyrion pack from them too. Try Playing with Different commands found in the npcs.cfg to create new and different ones.

BTW***** PLACE THE .npc FILE IN YOUR base/ext_data folder.

I will update with new information as it comes available. If you find out new information post it here too UPDATE<><><>< Using:

A gernade user: granyourmodel A Repeater user: trandoshanyourmodel Darth Game god:

extract maul to your base/models/players folder.

then rename the folder to rebornmaul

after doing so in the newnpcs.cfg put this section in:

Rebornmaul { playerModel rebornmaul saberColor red rank captain reactions 5 aim 5 move 5 aggression 3 evasion 5 intelligence 5 hfov 160 vfov 160 height 78 crouchheight 42 width 18 playerTeam enemy enemyTeam player // race human class tavion yawSpeed 120 walkSpeed 55 runSpeed 200 snd maul sndcombat maul sndjedi maul health 500 dismemberProbHead 99 dismemberProbArms 99 dismemberProbLegs 99 dismemberProbHands 99 dismemberProbWaist 99 }

See the variable called class depending on how this is set is if they push or pull or choke, or can block force better, you said you wanted him to be tavion strength.

Also I upped his health to make him stronger

Emon in the .npc file put this

WeequayChewie { playerModel weequaychewie snd wookiee reactions 5 aim 4 move 5 aggression 3 evasion 5 intelligence 5 rank captain playerTeam enemy enemyTeam player // race human class Reelo snd wookiee sndcombat wookiee sndextra wookiee sndjedi wookiee walkSpeed 75 runSpeed 300 yawspeed 200 dismemberProbHead 99 dismemberProbArms 99 dismemberProbHands 99 dismemberProbLegs 99 dismemberProbWaist 99 scaleZ 120 }

also change the wookiee folder name to weequaychewie from reading what everyone else is doing right now, im pretty sure you just amend your newnpcs.npc or whaterver. ie put all new npcs in one document put it in the same one but for a jedi use jediyourmodel download my jedi pack as soon as jk2 puts it up.

and to do it yourself, go into the pk3 and look at his SKIN file for model_default (like it says above).

Any directory that says "windu", "ep2windu", etc...rename it to jediwindu. That should fix your problem. Looking through it here are all available codes.

enemies only stofficeryourmodel ----- uses flechette shaodwtrooperyourmodel------uses saber ugnaughtyourmodel ---------no weapon granyourmodel -------------thermals, and punches weequayyourmodel------------bowcaster styourmodel-------------------stormie blaster rebornyourmodel-----------------saber user

allies only jediyourmodel---------------saber user bespincopyourmodel------------ uses blaster pistol prisoneryourmodel----------------no weapon styourmodel--------------------stormie blaster I tested this out and there's one thing I noticed, playermodel does *not* have to start with Jedi/ST/whatever, it can be anything, so you don't have to rename any model directories. The actual name of the NPC is the only thing which controls what weapon the npc gets. NEW NPCS IN MAPS ARE POSSIBLE..... NEW CLASSES AREN'T

CLASSES ARE HARDCODED.

A previous response to someone who asked the same questions:

Unfortunately, the saber hilts are hardcoded (along with saber length and some other stuff I would have liked to have externalized into the NPCs.cfg, but I didn't have time). You can make new NPCs by making a new NPC entry and putting it in an .npc file in ext_data (so you don't overwrite the NPCs.cfg).

You can copy and paste an NPC entry into your new file and modify it.

Then place an NPC_spawner in your map and set the NPC_type to whatever name you came up with for your NPC.

One word about NPC naming conventions:

If you want them to start with a particular weapon, you should either name your NPC in a way that is consistent with existing ones (again, starting weapon is something I should have externalized). So if you want them to start with a saber, their name should start with "jedi", "reborn" or "shadowtrooper". If you want them to start with a blaster, their name should start with "st" or "rebel" or something like that... I can send a full list if you need it.

Also, the model you specify should also try to use the existing NPC's naming conventions. This is because the only way the game knows that you're using the humanoid skeleton for your model is by looking at the model name and comparing it to a list. So, the model's directory should start with one of the following:

"st"

"imp"

"gran"

"rodian"

"weequay"

"reborn"

"shadowtrooper"

"swamptrooper"

"bespincop"

"rebel"

"ugnaught"

"morgan"

"protocol"

"jedi"

"prisoner"

Otherwise, if you're using one of the existing model directories, it will be fine.

Okay, this is using JKRadiant for my SP test map spawning a custom npc titled "jedibeau"

Created a trigger_once entity: classname trigger_once spawnflags 1 target spawn_jedibeau

Created a NPC_spawner entity: classname NPC_spawner npc_type jedibeau spawnscript test/spawn_jedibeau targetname spawn_jedibeau

Created customnpcs.npc in ext_data: jedibeau { playerModel jedibeau saberColor blue rank captain reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 hfov 160 vfov 160 playerTeam player enemyTeam enemy class luke yawSpeed 140 walkSpeed 55 runSpeed 200 snd morgan sndcombat morgan sndjedi morgan health 100 dismemberProbHead 10 dismemberProbArms 35 dismemberProbLegs 10 dismemberProbHands 50 dismemberProbWaist 10 }

Placed spawn_jedibeau.IBI in scripts\test

Placed test.bsp in maps

Placed jedibeau model in models\players\jedibeau // make sure your model_default.skin jpg links link to your newly renamed jedi or st model etc actually have you tried just making a folder in the mod ext_data

like npcMod/ext_data because then you could zip the folder npcMod up which would include a model.pk3 and the ext_data folder. I am going to try it. If not you could just have them install the files into base/ext_data and the model.pk3 put in the base folder Well, if you mean do something like this: Jedi Outcast\GameData\SP MOD\ext_data, then YES, it DOES work! While it may not be a nicely wrapped all-in-one PK3, it's the best as we are going to get. Darth seems like you need to open the .skin files in notepad. To do so double click on it and choose notepad.

After doing so you should see something like l_rhand models/players/quigonVm2/arms.jpg or something similar.

In the menu bar find the replace and just replace quigonvm2 with jediquigon.

Do this for skins that aren't working. In most cases it fixes the problem. 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 }