Stormtrooper Shoulder Help -1 reply

  • 1
  • 2

Please wait...

Clonehunter

I post to get attention

50 XP

3rd December 2008

0 Uploads

59 Posts

0 Threads

#1 10 years ago

hello evrybody, me again. I am making a nother clonetrooper skin (not surprising since i have like submitted 5 alredy)./ However this one needs that shoulder thjing. So i was wondering if their was a way to make the shoulder a default part of him if you know what i mean, so that he looks like the stofficer guy from JK2. Any help on that would be great. :confused:




CanadianBorg

Resistance is futile, eh?

50 XP

30th July 2008

0 Uploads

503 Posts

0 Threads

#2 10 years ago

Well, theoretically all you have to do is model it on and attach it to the shoulder bone. Simple. In theory.




Inyri Forge VIP Member

[Insert User Title Here]

55 XP

15th March 2005

0 Uploads

25,940 Posts

0 Threads

#3 10 years ago

You skipped about 12 steps there, plus your advice is unnecessary.

You don't need to model on something that's already there. You just need to turn on that surface in the *.skin file. If you want to save yourself some time, use the stofficer's *.skin file as a base for your own.

I wasn't being imposing by telling him he was wrong, was I?




Clonehunter

I post to get attention

50 XP

3rd December 2008

0 Uploads

59 Posts

0 Threads

#4 10 years ago

how do i get the stofficers skin? Are you refering to JA? i using jk2. And how do i turn it on?




Inyri Forge VIP Member

[Insert User Title Here]

55 XP

15th March 2005

0 Uploads

25,940 Posts

0 Threads

#5 10 years ago

I don't have JK2 installed right now, but you said the stofficer skin exists so I'm assuming you're correct on that.




Clonehunter

I post to get attention

50 XP

3rd December 2008

0 Uploads

59 Posts

0 Threads

#6 10 years ago

i doesnt exist in my assets0.pk3. and i never did say it existed. all i said was how do you get it?




N-7

... and a nice big Cip-Quad

50 XP

21st September 2007

0 Uploads

579 Posts

0 Threads

#7 10 years ago

The default model/skin files already contain the pauldron (that's what you meant with "that shoulder thjing", right?). I don't really know for certain, but it seems whether it's drawn or not is controlled through the npc settings. Here are the sections of npcs.cfg that make me think so: StormTrooper { playerModel stormtrooper surfOff torso_pauldron_off surfOn "torso_armor_neck_augment torso_body_neck_augment" [...] }

StormTrooper2 { playerModel stormtrooper surfOff torso_pauldron_off surfOn "torso_armor_neck_augment torso_body_neck_augment" [...] }

STOfficer { playerModel stormtrooper surfOn torso_pauldron_off surfOff "torso_armor_neck_augment torso_body_neck_augment" [...] }I'd suggest you play around with that and see if it helps you.




Inyri Forge VIP Member

[Insert User Title Here]

55 XP

15th March 2005

0 Uploads

25,940 Posts

0 Threads

#8 10 years ago

Jedi Outcast is fundamentally different in the way it treats models than Jedi Academy in the sense that the 'surfing' on or off of surfaces is controlled independently from the *.skin file for some surfaces. You may need to make a *.surf file to control what's on and off (look at a custom JK2 model that uses the system to see how it works). I think ModView will also generate *.surf files for you, but it's been a while since I've needed to do it so I'm not sure.




Clonehunter

I post to get attention

50 XP

3rd December 2008

0 Uploads

59 Posts

0 Threads

#9 10 years ago

well couldnt i just add an extra line in the skin file? or is that not possible?




Inyri Forge VIP Member

[Insert User Title Here]

55 XP

15th March 2005

0 Uploads

25,940 Posts

0 Threads

#10 10 years ago

Try it and see. If it doesn't work, then no. :)




  • 1
  • 2