Neo(matrix) in the works!!!!!!! -1 reply

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AOJ_BahamutZERO

Dread thinks I'm a special person

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28th August 2002

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#41 16 years ago

I changed the scaling in the npcs files and that worked, but I also changed sabercolors of some of the reborn and shadowtroopers but they still appear as red.

Also I was changing around npc stats a bit and I didn't see much change in some of them, but they weren't major changes. Is there any way to confirm that their stats (aim, agression, move, evasion) have been changed?:uhm:




Mystery_Knight

The Internet ends at GF

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23rd July 2002

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#42 16 years ago

well lets see where to start first?

the saber colors are mostly fixed for luke and reborn but not for the other jedi's, i did manage to change the saber color of the jedif from "random" to purple since i use her for mara.

As for the stats, if you have any jedimods or any jedistances in your folder then that might be the problem.

Just like i did keep playing around with it. you'll get it fiqured out. sorry not much help, but not much playing around with it. i just got the npc worked out last week thanks to covax and this thread. The only diff from when i tried before is that this time i removed all the npc files. before i didn't. now you know as much as i do.

hey i did managed to patch the morgan spawn with a bot file, now he doesn't run but has a saber in his hand and fires it like a gun, weird. not transparent, still have to work on that,i'm using the ben skin on him.

speaking of which i'm going to go play now.




AOJ_BahamutZERO

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28th August 2002

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#43 16 years ago

I didn't mess around a lot, but maybe I should. Like make desann stats really sucky make his aim, evade, move, 1 point or something like that.

And replacing the models it just like the cfg where i zip up the folders and files into a pk3?:uhm:




Covax

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30th June 2002

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#44 16 years ago

Hey Knight... don't worry too much about file size, my mod's about 130 Mb total with another 50 on the way...

The trick of course is getting it to the host..




AOJ_BahamutZERO

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28th August 2002

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#45 16 years ago

Is there certain scale limit on the npcs? because i set the some of the reborn scale to 50 but they don't look 50% smaller




Covax

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30th June 2002

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#46 16 years ago

Not really. I've scaled stuff up to 300% and down to 50%.




AOJ_BahamutZERO

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28th August 2002

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#47 16 years ago

AH! nm I got it working right, I also fixed the prob with other .pk3 files in the base affecting your npcs.cfg customations. This what you do:

1) Go to the Jedi Knight\gamedata folder 2) In gamedata make a file for example called "npcs mod" 3) Take your zipped cfg file and put it in the the new folder you made "npcs mod" 4) Now start the game up, go to setup and select the option called mods on the left side of the setup screen 5) After selecting Mods you will see the new folder you made in gamedata "npcs mod" 6) Now load the mod and your modified npcs.cfg should work properly in the game without messing up anything in the base folder!

*NOTE* Like Mystery mentioned earlier the modified needs to be in a pk3 file Example: npcsmod.pk3/ext_data/npcs.cfg

Mystery I have one last question: What do I need to zip up into a pk3 file to fully replace a specific character in the game? You know how you did with your SP DarkYoda mod?




Jedi_Pepot

GF makes me horny

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22nd August 2002

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#48 16 years ago

MYSTERT KNIGHT

Can you teach me how to create models and skins. Are they difficult to create? please teach me




Mystery_Knight

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23rd July 2002

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#49 16 years ago

bahamut zero, when you make your file structure make sure you look in your skin files so that they point back to the right folder.

players/models/darkyoda/default.skin players/models/reborn/default.skin

there should be two folders, one with all the jpgs and glm and skin files, the other is the folder named for the model your replacing in game, such as reborn. In the reborn folder you have copy's of the glm and default skin file and the sounds.cfg asd the animsounds.cfg files from the dark yoda folder. inside the default skin file are the locations for the jpg's,they should point towards the darkyoda folder location. let notepad open your skin files and shader files and might as well let it open your bot files also. (bots) are for MP only.

Example in a skin file:

hips,models/players/reborn/forc_legs.tga

change it to: hips, models/players/darkyoda/darkyoda_body_extra3.tga

notice the tga have diff names, that's because contained in the glm is the proper name of the file it will be looking for. the important thing is that the HIPS,MODELS/etc be the same.

now the game will find the reborn folder use the model which is a yoda model and get the locations for the skin textures from the skin file and present the reborn as a darkyoda.

You don't use anything that is reborn from the game, you trick it by replacing it, the folder is the only thing you name reborn. the reborn took me awhile because there are so many reborns, and 5 skin files i had to rearrange, if you notice the darkyodas have diff color sleeves, but in the jpg files for each color all the colors in that jpg are the same, so i had to swap text locations in the skin files so a certain body part would refer back to a dif jpg file. i did this so i could mix/match without having to rearrange all the parts in the jpgs just for those colors i wanted, it was faster than cutting a sleeve from here and pasting into the other jpg file there, you see? only drawback is the pk3 size. i have three jpg's that the body's aren't used but parts of the sleeves and torso are. i could have made each arm one red and one yellow, but it wouldn't look right.




Mystery_Knight

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23rd July 2002

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#50 16 years ago

oh also you can make the red.skin and blue.skin files point towards diff parts of the body you have jpg's for. but you don't need those skin files unless you want to make your model playable in MP. I don't like playing MP there is too many cheaters, i rather play new maps in MP against the bots. Plus it is cool to use th jedimod and have double sabers or two sabers at once.