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Prime
09-27-2003, 06:39 PM
Let me say right off the bat that this is definitely a work in progress, and that there is still plenty of stuff I don't know about this. But I know the basics, and maybe together we can fill in all the gaps :) Also note that this is the way I found to do it, but in the end there may be other, easier ways. But for now, this will have to do.

So, what I am discribing here is how to replace Jaden with a model that was not included in the original game. However, the mechanism is the same as using a JA model, we just need to include more information so the game knows what to do. This tutorial does not discribe how to give the player more options in the character creation screen, but how to replace that character model in the game itself.

For this example, lets suppose that I am wanting to use a nice Mace Windu model that I downloaded to replaced Jaden. I will be using WinZip and Notepad for this tutuorial. Here are the steps:

1. Unzip the downloaded .pk3 to get the model that we want to use.
First, create a new, empty directory. I'll call mine "mods". Open the .pk3 using WinZip, and you should see the model and texture files, as well as their directories (should be in the form of models/players/<custom name> where custom name = mace in this example). Select everything and click Extract. Here, point to our created "mod" directory and make sure Use Folder Names is selected. After clicking OK, this should mean that all those files end up in the mods/models/players/mace/ directory. Check to make sure everything is there. Now we have our model ready.

2. Create an .npc file so the game has the necessary information about the character.
This file can be used to tell as much or as little about the character that as we want, apart from a few basic things that are necessary. This is pretty handy, since if you want to go through JA being a Jedi Master or Sith Lord, we can set things up so that everything is set properly when we replace Jaden. First of all, lets look at what a .npc file (which is just a text file) looks like and what we can us it for. The basic format is this:

<character name>
{
<parameters}
}

Looking through the .npc files for the JA characters, here is what the possible parameters and settings are. This is not an exaustive list, but these are the most useful. Look at the ones in assets1.pk3 for more options. Note that some parameters are only useful for computer controlled characters. I'll put the possible settings in ( ). Others can correct any mistakes.

playerModel directory in models/players/where the model is (e.g. mace).
saber the saber hilt the character should use (kyle, reborn, reborn_new, desann, jedi, luke, single_1-9, dual_1-?, saberstar2, sabertrident, saberbroad, shadowtrooper, tavion)
saber2 same as above, presumably for those who use two sabers.
sabercolor saber blade colour (red, blue, green, purple, yellow)
rank not sure what this really does. Something to do with followers? (lt, commander, captain, ?)
health character's health points (1-?)
weapon the character's weapon. This can be set multiple times (WP_NONE, WP_SABER, WP_BRYAR_PISTOL, WP_BLASTER, WP_BLASTER_PISTOL, WP_BLASTER_RIFLE, WP_MELEE, WP_DISRUPTOR, WP_ROCKET_LAUNCHER, WP_BOWCASTER, WP_REPEATER, WP_THERMAL, WP_BOT_LASER, WP_NOGHRI_STICK, WP_CONCUSSION, WP_FLECHETTE, WP_TUSKEN_STAFF, WP_TUSKEN_RIFLE)
saberStyle The available saber style for the character. This can be set more than once to give multiple styles (1=blue, 2=yellow, 3=red, 5=Tavion, 4=Desann, 6=dual, 7=staff)
surfOn list of model surfaces to turn on in "<list>" format
surfOff list of model surfaces to turn on in "<list>" format
scale percentage scale of the character (e.g. 75=75% the size of Jaden, 110=10% bigger than Jaden)
yawSpeed How quickly they can turn
walkSpeed How fast they walk
runSpeed How fast they run
FP_HEAL Force Heal level (0-3)
FP_LEVITATION ? (0-3)
FP_SPEED Force Speed level (0-3)
FP_PUSH Force Push level (0-3)
FP_PULL Force Pull level (0-3)
FP_TELEPATHY Force ? level (0-3)
FP_GRIP Force Grip level (0-3)
FP_LIGHTNING Force Lightning level (0-3)
FP_SABERTHROW Force Saberthrow level (0-3)
FP_RAGE Force Rage level (0-3)
FP_PROTECT Force Protect level (0-3)
FP_ABSORB Force Absorb level (0-3)
FP_DRAIN Force Drain level (0-3)
FP_SEE Force See level (0-3)
FP_SABER_DEFENSE Force Saber Offense level (0-3)
FP_SABER_OFFENSE Force Saber Defense level (0-3)
forcePowerMax maximum Force power (default = 100)
playerTeam whose team the character is on (TEAM_PLAYER, TEAM_ENEMY, TEAM_NEUTRAL, TEAM_FREE)
enemyTeam who the character's enemies are (TEAM_PLAYER, TEAM_ENEMY, TEAM_NEUTRAL, TEAM_FREE))
class default behavior? (CLASS_JAWA, CLASS_KYLE, etc.)
snd character's dialog sounds directory
sndcombat character's combat sounds directory
sndjedi character's jedi sounds directory
dismemberProbHead probability of head being dismembered ( from 0 (never) to 100 (always) )
dismemberProbArms probability of arms being dismembered ( from 0 (never) to 100 (always) )
dismemberProbHands probability of hands being dismembered ( from 0 (never) to 100 (always) )
dismemberProbLegs probability of legs being dismembered ( from 0 (never) to 100 (always) )
dismemberProbWaist probability of waist being dismembered ( from 0 (never) to 100 (always) )

Okay, thats most of them. The parameters that you don't set will be left at whatever the values where before switching models. So if we just want the model but everything else left the same, we might have a .npc file that looks like:

MaceWindu
{
playerModel mace
class CLASS_PLAYER
}

We can set as little or as much as we want for the character. Now that we have an idea what to put in the file, create a "ext_data/npcs/" directory in "mods". In that directory, create an mace.npc file, and in it put what I explained above, depending on what you want. For example:

MaceWindu
{
playerModel mace
saber kyle
weapon WP_SABER
saberStyle 1
saberStyle 3
saberStyle 2
FP_HEAL 3
FP_LEVITATION 3
FP_SPEED 3
FP_PUSH 3
FP_PULL 3
FP_TELEPATHY 3
FP_GRIP 0
FP_LIGHTNING 0
FP_SABERTHROW 3
FP_RAGE 0
FP_PROTECT 3
FP_ABSORB 3
FP_DRAIN 0
FP_SEE 3
FP_SABER_DEFENSE 3
FP_SABER_OFFENSE 3
forcePowerMax 200
rank captain
reactions 3
aim 3
move 3
aggression 3
evasion 5
intelligence 3
playerTeam TEAM_PLAYER
enemyTeam TEAM_ENEMY
class CLASS_LUKE
yawSpeed 140
walkSpeed 55
runSpeed 200
// race human
snd kyle
sndcombat kyle
sndjedi kyle
health 200
dismemberProbHead 0
dismemberProbArms 0
dismemberProbLegs 0
dismemberProbHands 0
dismemberProbWaist 0
}

3. Bundle everything up into a .pk3 file.
Here is where we get everything ready so that the game can use the model. Note that we do not alter the assets1.pk3 file at all! Doing that would prevent us from playing MP on pure survers, because the game would think we are trying to cheat! Create a new empty .zip file (you can call it what you want. e.g. mace.zip). Click add and go into the "mods" directory. Under "Folders" click Recursive Folders. This includes the directory information the game will need. Then select "models" (without going into that directory), and click Add with Wildcards. This will put all the necessary files into the .zip file. To confirm, make sure the model and texture files are there, with "models/players/mace/" listed under path. Also make sure that the mace.npc file is there with "ext_data/npcs/" as the path. Finally, change the extention of our .zip file to .pk3. Now we should have mace.pk3.

4. Loading the .pk3 file into JA
JA is great in this respect because all we have to add our new model is place the .pk3 file into the "GameData/base/" directory. JA will load all the .pk3 files in alphabetical order, replacing any duplicates with the latest copy. So if you wanted to replace the Luke model, you could create a .pk3 with a new model and put it in the base directory, and that will replace the game's Luke. In this case there is no other Mace, so it just loads it in.

5. Select the model in the game
To select the model we will be using the playermodel console command. So once the game starts and you are at the beginning of a mission, open the console by pressing shift ~. Then at the prompt type:

playermodel <npc entry name>
so in our case:
playermodel MaceWindu

That should change Jaden to the new model, as well as change any parameters that we have set in the .npc file, such as saber stanced.

6. Automating the model change a little bit
IIRC, once you change the model and save the game, using that saved game will load the new model automatically. But if you don't like typing the playermodel command every time, we can speed it up a little bit. In the JA base directory, create a text file called autoexec.cfg. In that put a line that says:

bind <some key> "playermodel MaceWindu"

Then when you are in the game, you can just press the specified key without going into the console and the new model should load.

Whew. Well I hope that helps people a bit. I view this as a work in progress, so I welcome any feedback or questions. If anything isn't clear I will try and expand on it. If you have more information about certain things, please post it. I'm still learning too! :D

Prime
09-27-2003, 06:49 PM
Note that you should also be able to use this new model as an NPC by typing the npc spawn <npcname> command.

Londo Mollari
09-27-2003, 06:54 PM
Thank You Prime!!!!!!!!!!!!!

Scoundrel
09-27-2003, 07:04 PM
Thank you, I really preciate this.

Scoundrel
09-27-2003, 07:25 PM
Ok, I allready faced problems:D

I have New NPCs.pk3 in my base folder. Pk3 includes ex_data folder, which includes npcs folder which includes obi-wan.npc and ct_fisto.npc. And there is of course models folder which includes players folder. And in players folder there is ct_fisto folder and obi-wan folder, those include meshes. THat should be all, right?

I start game and try to change playermodel, and supri, suprise. Game can not found model. What is wrong?

Prime
09-27-2003, 08:02 PM
Originally posted by Scoundrel
Ok, I allready faced problems:D

I have New NPCs.pk3 in my base folder. Pk3 includes ex_data folder, which includes npcs folder which includes obi-wan.npc and ct_fisto.npc. And there is of course models folder which includes players folder. And in players folder there is ct_fisto folder and obi-wan folder, those include meshes. THat should be all, right? That sounds right so far.

Originally posted by Scoundrel
I start game and try to change playermodel, and supri, suprise. Game can not found model. What is wrong? Okay, make sure that the playerModel entry in each .npc file points to the model's directory properly. Also remember that the playermodel command needs the npc entry name, not the model name. Confirm as well that you have a model_default.skin file in each model directory. Are you doing this? If so, post your .npc file and I have a look at it. We'll figure it out :)

Scoundrel
09-27-2003, 08:07 PM
I figured out whats wrong myself. Kit Fisto is actually working, I just typed his name wrong:D

But Obi-Wan is still not working.

Fisto is JK2 model which is (what is right word?) imported (?) to JK3 model, but Obi-Wan is original JK2 model. Does these have to be JK3 models, or am I just doing everyting wrong?

And btw, ct_fisto model wasnt in the npcs.pk3, it was in base folder in its own pk3. I just noticed. It works like charm.

*edit* Oh, does it matter, if npc name and model name are same?

Londo Mollari
09-27-2003, 08:18 PM
Hey prime I made some discoveries back in my JA modding thread, but the playermodel keeps reverting back at the start of each new level

Sith_Chick
09-27-2003, 08:34 PM
I am trying to play SP using the Tavion_new model... but how can I get 'bad girl' to show up in the cutscenes? :amidala:

Prime
09-27-2003, 09:10 PM
Originally posted by Scoundrel
I figured out whats wrong myself. Kit Fisto is actually working, I just typed his name wrong:D Excellent! That's one down :)

Originally posted by Scoundrel
Fisto is JK2 model which is (what is right word?) imported (?) to JK3 model, but Obi-Wan is original JK2 model. Does these have to be JK3 models, or am I just doing everyting wrong? As far as I know, JO models should work just as well as JA models. The game is suppost to convert the JO models on the fly. So I don't think this is a problem.

Originally posted by Scoundrel
*edit* Oh, does it matter, if npc name and model name are same? I don't think it should. Are you still getting the "not found" error? Try loading the model in MP as well. If it works there, then at least we know the model isn't faulty.

Originally posted by Londo Mollari
Hey prime I made some discoveries back in my JA modding thread, but the playermodel keeps reverting back at the start of each new level

Originally posted by Sith_Chick
I am trying to play SP using the Tavion_new model... but how can I get 'bad girl' to show up in the cutscenes? I'm not sure about these two problems yet. I'll have to play around a little more. Sorry :(

Does anyone know ways around these problems?

Prime
09-27-2003, 09:14 PM
As Londo Mollari has discovered, if you make the title of your NPC entry in the .npc file Player, this should make it show up in cutscenes. But it still seems to revert back to the old model each time a level loads.

Scoundrel
09-27-2003, 09:34 PM
Argh.. This gets worse all the time.

First, I got one more working, Qui-gon. Then, I got Mace Windu working, but hes robe is blank. Just white. And I cant get Yoda or Obi-Wan working. And now, Kit-Fisto is not working. And I should get 19 of these working. This is nightmare.

Prime, what models have you used in your npcs?

Tesla
09-27-2003, 10:14 PM
How do i create a new npc file ?
Great tutorial, im going to try and add some npcs myself. ;)

Prime
09-28-2003, 04:21 AM
Originally posted by Tesla
How do i create a new npc file ?
Great tutorial, im going to try and add some npcs myself. ;) An .npc file is just a text file. You can create an empty text file, and then just change the extention to .npc. It's as simple as that :)

Originally posted by Scoundrel
Then, I got Mace Windu working, but hes robe is blank. Just white. The reason why his robe is blank is because the surfaces are not turned off, but there is no texture file specified to cover it. If you want to have the robe, you can specify the texture, or if you don't you can turn off the robe surface all together. This brings up the subject of turning on and off surfaces. Let's look at the two cases:

1. Turning off surfaces
Let's look at the Mace case. I assume you are using the Mace model from JO. OK, the game looks for the model_default.skin in the directory specified in the .npc file. In that .skin file is the location of all the textures to be used by the model. You will also see a .surf file. This file was used in JO MP to turn surfaces on and off (don't know if they are still used by JA). If you look in the model_default.surf for mace, you will see...

surfOff "robe torso_robe"

This told JO that in MP for the Mace model without the robe it had to turn off the robe and torso_robe surfaces. If you look in the .skin file, you won't see and entry for these two surfaces. In JA, it doesn't know that the surfaces should be turned off, so we have to tell it. To do this, we add the following to the end of the model_default.skin file:

robe,*off
torso_robe,*off

These correspond to the .surf file, so now JA knows not to draw these surfaces. If you repackage everything up and load it into JA, the white robe surfaces should be gone.

2. Turning surfaces on
Really, JA just needs to know what to cover the surfaces with. In the Mace case, we need to tell JA what texture to cover the robe surface with. Looking in the model_robe.skin file we can see that the two surfaces we turned off (robe and torso_robe) have entries. So we can add these two entries into our model_default.skin. This should set the robe up nicely.

Note: In the Mace case, you will see in the model_robe.surf file that there are three surfaces turned off:

surfOff "l_arm r_arm torso"

So we need to indicate this for our robed version of Mace. So in the model_default.skin file, we need to alter the entries for the above surfaces to:

l_arm,*off
r_arm,*off
torso,*off

This should make it so Mace has his robe and it is all textured properly. Hopefully this all makes sense. :)

Originally posted by Scoundrel
And I cant get Yoda or Obi-Wan working. And now, Kit-Fisto is not working. What is the problem with these? Is it the "not found" problem? Or is it texture problems?

Tesla
09-28-2003, 04:26 AM
An .npc file is just a text file. You can create an empty text file, and then just change the extention to .npc. It's as simple as that

Thank You, Thank You, your my savior :D

*goes of to create new .npc file :D *

Tyler_Durden
09-28-2003, 04:28 AM
Would there be a way to just have the different parts of the body such as head, torso and legs be selectable from the load screen? This way you can just do it from the start and not have to input it in the console. Someone got more hilts at the select screen into the game, so it might work for the player model as well.....

Darth Kaan
09-28-2003, 04:36 AM
You can solve the model loading problem by attaching a target_scriptrunner to your info_player_start, so each time the level loads it runs your script which loads your custom npc instead of Jaden. You can even set what type of saber, saber blade color/s what weapons and force powers/levels you want them to have.

The only problem I have not figured out how to fix yet, is if you die during the level and reload from a checkpoint or start from a quick save, the custom npc model re-loads but the skin does not...

Tesla
09-28-2003, 04:47 AM
Ok, i've got all the files together, bunged them into a zip, how do i change the extension to a .pk3 ?

Sorry for all these questions, i never really got into modding and adding things for JO. :(

Prime
09-28-2003, 05:24 AM
Originally posted by Tesla
Ok, i've got all the files together, bunged them into a zip, how do i change the extension to a .pk3 ?

Sorry for all these questions, i never really got into modding and adding things for JO. :( You do it just like you did for the .npc file. Just change the extension manually :)

Originally posted by Darth Kaan
You can solve the model loading problem by attaching a target_scriptrunner to your info_player_start, so each time the level loads it runs your script which loads your custom npc instead of Jaden. You can even set what type of saber, saber blade color/s what weapons and force powers/levels you want them to have.
Can you discribe how to do that?

Originally posted by Tyler_Durden
Would there be a way to just have the different parts of the body such as head, torso and legs be selectable from the load screen? This way you can just do it from the start and not have to input it in the console. Someone got more hilts at the select screen into the game, so it might work for the player model as well..... I'm not sure how to do that yet :(

Akin
09-28-2003, 05:31 AM
Thank you so mutch for posting this Prime!
I've been looking for a way to play with my favourite sw characters for a long time now..Finaly someone explained how to do it.


Tnx!

Scoundrel
09-28-2003, 08:26 AM
This is strange, now Obi-Wan is working, Qui-Gon is working, Mace is working (not robe, I'll fix that right away), Kit Fisto is not working (which is strange, I havent modified his file since it was working), Yoda is not working, cannot found NPC called yoda.

I have tried everything to get Fisto working. Here is hes NPC:

kit-fisto
{
playerModel ct_fisto
saber jedi
saberColor green
weapon WP_SABER
saberStyle 1
saberStyle 2
saberStyle 3
FP_HEAL 2
FP_LEVITATION 3
FP_SPEED 3
FP_PUSH 3
FP_PULL 2
FP_TELEPATHY 2
FP_GRIP 0
FP_LIGHTNING 0
FP_RAGE 0
FP_PROTECT 2
FP_ABSORB 2
FP_DRAIN 0
FP_SEE 2
FP_SABERTHROW 3
FP_SABER_DEFENSE 3
FP_SABER_OFFENSE 3
rank commander
reactions 5
aim 5
move 5
aggression 5
evasion 5
intelligence 5
playerTeam TEAM_PLAYER
enemyTeam TEAM_ENEMY
class CLASS_JEDI
yawSpeed 140
walkSpeed 55
runSpeed 200
snd obi-wan
sndcombat ct_fisto
sndjedi ct_fisto
health 400
dismemberProbHead 0
dismemberProbArms 5
dismemberProbLegs 0
dismemberProbHands 10
dismemberProbWaist 0
}


It worked before, but now it cannot find kit-fisto npc.

I'll add rest of NPCs today, Prime, I'll let you know if (when:D ) I face more problems.

Scoundrel
09-28-2003, 08:45 AM
Problems faced:D

I tried to make Windus robe working, but it is just more blank than usually. Now torso and hands are blank too.

Prime, could you send me working Mace Windu? (Model and NPC)
You did one, right?

Now, I'm trying to get Yarael Poof working.

Zod
09-28-2003, 08:49 AM
I'm just having trouble with Mace an his robe ;\

Scoundrel
09-28-2003, 10:20 AM
Again getting worse. I got many of these working. Quigon, Obi-Wan, Mace Windu (With partly blank), Yarael Poof, Plo Koon, Kit Fisto and Coleman Trebor. But then I tried to add Eeth Koth, and everything stopped working. I deleted Eeth Koth, and then everyone started working again, but now, nothing is working. Goddamnit!

Erh.. Hate to ask this, but... Could someone do me big favor? I want pretty many NPCs in to this game. They dont have to be too personalized, just give them right sabercolor and put them reactions and other stuff to 5. If someone could do this, let me know and I'll give you list of models/skins. And if you dont have some of them, I'll give you links to download sites.
(There are 19 of them)

I just cant do this myself, everything gets wrong all the time.

Thanks.

Akin
09-28-2003, 12:43 PM
I can't get that stupid robe to work with mace either :p
So i was wondering if you could be si kind and explain to me how to get the unrobed version to work.(He looks cooler ingame with out the robe anyways :) )

Tesla
09-28-2003, 03:16 PM
Well i have got the excellent Darth Maul model by Cheshire working and he's one of my allys :D
Mace Windu works, just the cape needs fixing. :)

I've tried the Indiana Jones model by Major Clod but no success yet. :(

Going to to try Kit Fisto, Qui Gon and Obi Wan soon. ;)

Scoundrel
09-28-2003, 04:01 PM
Good news, I got almost everything working. Only 5 of them still not working. Three skins that I made myself, Yaddle 1.1, Eeth Koth 1.1, Even Piell 1.1 (Not released yet) and Mace Windu (still that robe) and Barris Offee.

Yaddle is totally blank.
Eeth Koth is totally blank.
Even Piell is totally blank.
Mace Windus robe is blank.
Barris Offees model cannot be found, she looks like stormtrooper.

I dont need someone to create all those NPCs anymore, I somehow managed to get these all working. (excep those 5)

Prime, could you check these 5? I can send them to you, just give me your email adress :)

Prime
09-28-2003, 05:35 PM
Remeber that with Mace Windu, if you are going to turn the robe off than there are certain surface you have to turn off. If you want the robe on, there are other surfaces you have to turn off as well. This is because of the way the model was built. I created two directories for each version and put all the files in each (samuel_l for unrobed and mace_robe for robed). So here is the model_default.skin and .npc files for a robed and unrobed Mace:

windu.npc
Mace
{
playerModel samuel_l
weapon WP_SABER
saberStyle 1
saberStyle 3
saberStyle 2
FP_SABER_DEFENSE 3
FP_SABER_OFFENSE 3
}


MaceRobed
{
playerModel mace_robe
weapon WP_SABER
saberStyle 1
saberStyle 3
saberStyle 2
FP_SABER_DEFENSE 3
FP_SABER_OFFENSE 3
}


model_default.skin for unrobed Mace
head,models/players/samuel_l/head.tga
head_ears,models/players/samuel_l/head.tga
torso,models/players/samuel_l/torso.jpg
r_arm,models/players/samuel_l/torso.jpg
l_arm,models/players/samuel_l/torso.jpg
r_hand,models/players/samuel_l/hands.jpg
l_hand,models/players/samuel_l/hands.jpg
l_leg,models/players/samuel_l/legs.jpg
r_leg,models/players/samuel_l/legs.jpg
hips,models/players/samuel_l/hips.jpg
hips_belt,models/players/samuel_l/hips_belt.jpg
head_eyes_mouth,models/players/samuel_l/mouth.tga
torso_cap_head_off,models/players/stormtrooper/caps.jpg
head_cap_torso_off,models/players/stormtrooper/caps.jpg
torso_cap_hips_off,models/players/stormtrooper/caps.jpg
hips_cap_torso_off,models/players/stormtrooper/caps.jpg
r_leg_cap_hips_off,models/players/stormtrooper/caps.jpg
l_leg_cap_hips_off,models/players/stormtrooper/caps.jpg
r_hand_cap_r_arm_off,models/players/stormtrooper/caps.jpg
l_hand_cap_l_arm_off,models/players/stormtrooper/caps.jpg
r_arm_cap_torso_off,models/players/stormtrooper/caps.jpg
torso_cap_r_arm_off,models/players/stormtrooper/caps.jpg
l_arm_cap_torso_off,models/players/stormtrooper/caps.jpg
torso_cap_l_arm_off,models/players/stormtrooper/caps.jpg
hips_cap_l_leg_off,models/players/stormtrooper/caps.jpg
hips_cap_r_leg_off,models/players/stormtrooper/caps.jpg
robe,*off
torso_robe,*off

model_default.skin for robed Mace
head,models/players/mace_robe/head.tga
head_ears,models/players/mace_robe/head.tga
torso_robe,models/players/mace_robe/torso.jpg
r_arm,*off
l_arm,*off
r_hand,models/players/mace_robe/hands.jpg
l_hand,models/players/mace_robe/hands.jpg
l_leg,models/players/mace_robe/legs.jpg
r_leg,models/players/mace_robe/legs.jpg
hips,models/players/mace_robe/hips.jpg
hips_belt,models/players/mace_robe/hips_belt.jpg
head_eyes_mouth,models/players/mace_robe/mouth.tga
robe,models/players/mace_robe/robe.jpg
torso_cap_head_off,models/players/stormtrooper/caps.jpg
head_cap_torso_off,models/players/stormtrooper/caps.jpg
torso_cap_hips_off,models/players/stormtrooper/caps.jpg
hips_cap_torso_off,models/players/stormtrooper/caps.jpg
r_leg_cap_hips_off,models/players/stormtrooper/caps.jpg
l_leg_cap_hips_off,models/players/stormtrooper/caps.jpg
r_hand_cap_r_arm_off,models/players/stormtrooper/caps.jpg
l_hand_cap_l_arm_off,models/players/stormtrooper/caps.jpg
r_arm_cap_torso_off,models/players/stormtrooper/caps.jpg
torso_cap_r_arm_off,models/players/stormtrooper/caps.jpg
l_arm_cap_torso_off,models/players/stormtrooper/caps.jpg
torso_cap_l_arm_off,models/players/stormtrooper/caps.jpg
hips_cap_l_leg_off,models/players/stormtrooper/caps.jpg
hips_cap_r_leg_off,models/players/stormtrooper/caps.jpg
torso,*off

That's what I have for Mace, and it seems to work. So far I've tried Mace and Jinn, and they both seem fine. So it is possible :)

If the playermodel command cannot find the NPC, the only things I know of is that either you are using the incorrect NPC name as specified in the .npc file, or the playermodel parameter is incorrect.

If textures and surfaces are missing, then likely you have incorrect paths in the model_default.skin file, or you don't have the right surfaces turned on or off.

Scoundrel
09-29-2003, 04:07 PM
Thanks Prime. :) I got Mace working. And many others. But there is still three. They are totally blank. I have checked everything many times, it should be working. These three are Even Piell, Yaddle and Eeth Koth. I dont understand.. Any ideas? Prime? Someone?

Prime
09-30-2003, 12:49 AM
I'm not familiar with those models, so I'm not sure :(

caseyjones
09-30-2003, 03:41 AM
how do you change the extensions of files? all it does for me is rename the text file to jango.npc

and what do you mean by this

create a "ext_data/npcs/" directory in "mods".

how do you make a empty zip file and do the add thing.

I'm sorry I have so many questions but I would greatly appreciate your assistance.

Tesla
09-30-2003, 03:58 AM
When saving your new NPC file, select all files as your file type and then put jango.npc and save, it should now be a .npc file. :)

In your mods directory create a file called ext_data then inside that create a new folder called npcs and place your new .npc file in there. :)

In winzip, click new and select the file type as all files and then create a jango.pk3 and add the files. :)

Scoundrel
09-30-2003, 06:31 AM
Yaddle and Even Piell are using Yoda model, so it should be working. And Eeth Koth uses Darth Maul mesh.

frans
09-30-2003, 09:41 AM
I have to thank you too Prime, its been a blast to play SP as Darth Sidious.

But has anyone else experianced this peculiarity with their custom models?

During the cutsceens, my darth sidious model is holding Kyle's saber hilt, and when its time to ignite the blade, nothing happens.

Now in my setup, I made 2 .npc files.

One is called "player.npc"
where the player model is darth_sidious.

The other is called "darth sidious.npc"
where the player model is also darth_sidious.

Did I forget something so that saber hilts play correctly in the cutsceens?

Prime
09-30-2003, 03:45 PM
Originally posted by Tesla
In your mods directory create a file called ext_data... Just a typo, but you need to create a directory called ext_data, not a file :)

Originally posted by Scoundrel
Yaddle and Even Piell are using Yoda model, so it should be working. And Eeth Koth uses Darth Maul mesh. Oh, OK. I'll have a look at these when I get the chance...

Originally posted by frans
During the cutsceens, my darth sidious model is holding Kyle's saber hilt, and when its time to ignite the blade, nothing happens.

Now in my setup, I made 2 .npc files.

One is called "player.npc" where the player model is darth_sidious.

The other is called "darth sidious.npc" where the player model is also darth_sidious.

Did I forget something so that saber hilts play correctly in the cutsceens? I haven't seen this problem yet because I really haven't played around to much with this stuff (too busy finishing the game :) ). Do you have the parameter to specify the saber hilt in the .npc file? Also, I don't know if having a space in the .npc filename causes problems or not. IIRC I haven't seen names with a space, so you might want to change the name to just sidious.npc or something. It might not matter though...

Scoundrel
09-30-2003, 04:28 PM
Oh, you dont have to do that Prime, I finally figured out whats wrong.

There were missing one line in their NPC files.
CustomSkin (skin name)

That is way to make NPCs work if there is multiple skins in model. I used that too in Battledroids and Clonetroopers.

Prime
09-30-2003, 06:23 PM
I'm glad you figured it out :)

caseyjones
09-30-2003, 09:27 PM
I have tried and tried but I can't get this to work I would greatly appreciate it if someone would make jango, dash rendar, jarjar, darth maul, anakin, and darth vader spawnable in jedi academy. These are the ones I was trying to do myself. The models can be found at Jk2files.com my email is thrasher641004@hotmail.com if anyone makes them will you please send them here.

if you need exact links to the models just e-mail me and I'll find them for you.

Tesla
09-30-2003, 10:20 PM
Prime, i have got the normal Kit Fisto working in game, but im having difficulties in getting the Sith skin to work as a seperate npc, the directory name i want to use is dark_fisto, can you help me by telling me what files i should re-name and what not ??

Tesla
10-01-2003, 06:38 PM
Can we use the model_red.skin instead of the default ones ?
If so how do we tell it to load a different skin ?

caseyjones
10-01-2003, 07:46 PM
Someone please help me. If anyone has already made any of the pk3 files that I requested please e-mail them to me at same address as my last post.

If anyone has a very detailed, step by step tutorial on how to do this I would appreciate you sending it to me via E-mail so I can try and figure this stuff out.

MasterKoon237
10-01-2003, 11:14 PM
I have gotten the entire thing except i do not understand how to change it from .zip to .pk3?

Zod
10-01-2003, 11:39 PM
just rename the .zip to .pk3
It's just like renaming any other file.

MasterKoon237
10-01-2003, 11:43 PM
thanks guess i thought would be to easy!:p

caseyjones
10-01-2003, 11:53 PM
if you got it then please tell me what you did step by step because when i do it it doesn't work.

MasterKoon237
10-02-2003, 12:19 AM
I have ran in to some trouble i can not get the file conversion to work. I do not know exactly where i messed up i tried to follow the example tutorial but i didn't understand all of it. I could use some help if anyone has some time.

Tesla
10-02-2003, 12:57 AM
Ok, in WinZip click new then make sure the file type is All Files, then type something like maul.pk3 then add the files that way. :)

It's easier than converting the file type. ;)

caseyjones
10-02-2003, 02:32 AM
This is where I get stuck..

playerModel directory in models/players/where the model is (e.g. mace).


Is this what i put for the directory?

C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\models\models\players\vader

instead of mods i called the folder models.

Tesla
10-02-2003, 03:18 AM
Yep, that should be fine. :)

Then make a ext_data directory in that, then make a npcs directory in the ext_data directory then, follow the winzip instructions above and use the Add With Wildcards in winzip. :)

Prime
10-02-2003, 03:25 AM
Originally posted by Tesla
Can we use the model_red.skin instead of the default ones ?
If so how do we tell it to load a different skin ? Yes you can do this by using the customSkin parameter. Look in the reborn .npc files for examples. Basically, if you want to use the model_red.skin file, you would have in the NPC entry:

customSkin red

You can use this to have different NPCs with the same model but different skins. Note that the model_red.skin (or whatever) has to be in the directory specified by the playermodel parameter.

Tesla
10-02-2003, 04:17 AM
Ok, cool :)

So i'd just put playermodel fisto or playermodel fisto_red ?

Scoundrel
10-02-2003, 04:42 AM
Piece of cake, in model_red.skin it should look like this:

kitfisto
}
playermodel ct_fisto
customSkin red
blah, bla blah...
}


That is way to use other skins, use customSkin (skinname) line.

*edit*

Darn, computer lagged, it didnt show last two messagages:eek:

MasterKoon237
10-02-2003, 11:50 AM
I still have a problem, I believe i failed in converting my final Winzip file with all the necesasary files for the conversion to work. I have reason to beleive this because when i right click over the hilighted file, then click properties the file is registered as a Winzip file. While all my other mod files from different sites, are pk3's. If i have done something wrong(which i most likely have) could someone inform of my mistake and tell me the correct way to fix it, i would highly appreciate it. :D

Scoundrel
10-02-2003, 02:34 PM
I have nasty problem here.

I just downloaded Bothan Jedi model, and I did NPC of it right away. I can spawn it, but when it starts battleling I reseave error:

Ran out of transform space for Ghoul2 models. Adjust Miniheapside in SV_Spawnserver

What should I do? I have tried this in different maps and situations.

Prime
10-02-2003, 05:01 PM
Originally posted by MasterKoon237
I still have a problem, I believe i failed in converting my final Winzip file with all the necesasary files for the conversion to work. I have reason to beleive this because when i right click over the hilighted file, then click properties the file is registered as a Winzip file. While all my other mod files from different sites, are pk3's. If i have done something wrong(which i most likely have) could someone inform of my mistake and tell me the correct way to fix it, i would highly appreciate it. :D It sounds like you have ended up with a .pk3.zip file. This happens if in Windows you are hiding file extentions. To change to a .pk3, turn "hide file extensions off". I think it is under options in the window's menu bar. Once you do that, you should be able to manually change the .zip to a ,pk3.

Scoundrel
10-02-2003, 05:10 PM
Anyone else having problems with Bothans?

MasterKoon237
10-02-2003, 07:07 PM
I managed to rename it but it did say the file may become unstable, and sure enough when i try to load SP it will not load it says "ERROR: filename lenght MAX_QPATH" . AHHHHHHHHHH help please!

caseyjones
10-03-2003, 02:14 AM
When I start the game and try to npc spawn jango the game tries to but makes a stormtrooper and says that the drive is invalid...someone please help me.

caseyjones
10-04-2003, 03:20 PM
please!!!!!

Scoundrel
10-04-2003, 03:26 PM
There is one not-so-good thing in adding more NPCs.
I have added 46 npcs, and now some of original NPCs are nor working. Tie-fighter, Tavion, Tavion_new, wampa... And others.
How to get those back withour deleting new NPCs?

And other thing, multiplayer is not working, cause NPC extensions are too large. I dont care about that.

And finally, could someone finally say that what is wrong in Bothans?

caseyjones
10-04-2003, 03:49 PM
please explain to me what you did step by step to get this to work I tried everything and I still can't do it.

the way to get the originals back=re-install the game

the new ones.....become bantha fodder

please help me!!!

Prime
10-05-2003, 03:52 AM
Originally posted by caseyjones
please explain to me what you did step by step to get this to work I tried everything and I still can't do it.

the way to get the originals back=re-install the game

the new ones.....become bantha fodder

please help me!!! I really don't know what you are asking here...

caseyjones
10-05-2003, 04:54 AM
I was replying to the post above mine.

When I try and make a model a spawnable npc the game tries to spawn the character but spawns a stormtrooper instead...WTF!!

I would greatly appreciate any assistance.

Darth-Ra
10-05-2003, 05:36 AM
Originally posted by caseyjones
I was replying to the post above mine.

When I try and make a model a spawnable npc the game tries to spawn the character but spawns a stormtrooper instead...WTF!!

I would greatly appreciate any assistance.

Well usually if you try spawning an npc or a playermodel and its not found in the ext_data\npcs or the model itself isn't found in the models/players/<whichever model you are trying> then the game will automatically revert to a stormtrooper

Darth-Ra
10-05-2003, 05:46 AM
the easiest way to avoid the complications of renaming .zip to .pk3 and all related steps in making your own pk3 files use pakscape, it allows you to save the file as .pk3, or .zip and also to view folders inside pk3s in a directory tree and also move files around try it, i doubt you will regret it...

You can get it here (http://www.effiles.com/file.info?ID=1327)

caseyjones
10-05-2003, 02:47 PM
I downloaded pakscape now how do I add a spawnable character?

It can't be as easy as just putting their folder into the assets1 file

Prime
10-05-2003, 11:27 PM
Originally posted by caseyjones
I downloaded pakscape now how do I add a spawnable character? What steps in the tutorial are you having problems with?

Originally posted by caseyjones
It can't be as easy as just putting their folder into the assets1 file Once the .pk3 is created correctly, all you need to do is put it in the base directory. You cannot alter the assets1.pk3 because then you will never be allowed to play MP on pure servers (which is most of them).

caseyjones
10-06-2003, 03:33 AM
I got through the whole tutorial but when i try and spawn the model I get a stormtrooper instead...in the hud it says i put an invalid directory..what does that mean? what directory should I have?

oh and thanks for the warning but i don't give a flying f*ck about multiplayer. I never got into it and i don't really want to.

Darth-Ra
10-06-2003, 03:56 AM
Originally posted by caseyjones
I got through the whole tutorial but when i try and spawn the model I get a stormtrooper instead...in the hud it says i put an invalid directory..what does that mean? what directory should I have?

oh and thanks for the warning but i don't give a flying f*ck about multiplayer. I never got into it and i don't really want to.

ok here is what i understand and potential on fixing your problem...suppose you want to add a model not in the game so the way to play as that model is to create a .npc file, save the header name to something easy for you, then for example you have vader model and want to use it, change chewie to vader, then in playermodel command check the model is say in the folder structure of models/players/vader or any model name there and place it in the playermodel line of the npc file

chewie
{
playerModel chewbacca

to

vader
{
playerModel vader

so you do that save the .npc file as vader(or anyname).npc, open pakscape click new, then make sure .npc file is located in dir ext_data\npcs, and model is in models\players\<model name> and then move the main folders in this case ext_data and models to the pakscape window by dragging them in...After that save as and choose .pk3 file from the list give it a name and your done (make sure compression is on normal) and thaat's it....If you still have problems, please state (specifically) what you did and didn't do so a solution can be found. ;)

Prime
10-10-2003, 04:03 AM
Originally posted by caseyjones
oh and thanks for the warning but i don't give a flying f*ck about multiplayer. I never got into it and i don't really want to. But keep in mind that if you ever want to release mods into the community, others care about playing multiplayer... :)

tonteauex
10-12-2003, 08:13 PM
This all makes sense...thanks for the help Prime! My other question would be if I downloaded a cool Maul skin (JO skin), how would I go about making the blue, red, and default heads, torsos, and legs choosable in the character creation menu for Jaden? I read the skinning tutorial from Raven software, and I have never done this before, so I do not know much about it. There is the playerchice.txt file thing, but I don't know how to use it to make Maul a playable choice. Has anyone had any experience with doing this? If so, I could really use your help so that Maul appears in the cutscenes and he develops force skills the same as Jaden would without preinputting them into the npc files. Thanks a ton!

Prime
10-13-2003, 12:51 AM
As far as I know no one has really figured out how to do the selectable stuff yet. I know I haven't...

El Sitherino
10-13-2003, 02:18 AM
ok I'm having an issue with my model not using the surf file, I'm using my custom skin for the ep1 obi model from JO. I want it to not have the ponytail, braid, and robe. How do I go about getting it to use the surf file?

Kidso
10-13-2003, 04:48 PM
Hi Prime, thanks for the tutorial, my problem is much less complex then all this other stuff. All I have done is change a bunch of npc's and now all I want to do is put them into a pk3 file with the ext_da whatever directory and make my changes for those npc's in game, how to I do this step by step. What im not understanding is how to have them go under that directory in the pk3 file, and also how to change the zip to pk3 but i think i can figure that out from what youv said above about windows and shutting off the hidden file thing.

Kidso
10-13-2003, 09:25 PM
I end up geting a file path that is too long, it ends up being "Star Wars Jedi Knight/mods/exta_data/npc blah blah instead of just exta_data/npcs what do i do?

Also i have windows 98 so it doesnt say recursive folders is has two options one is include sub folders and the other is save path info.

Prime
10-14-2003, 03:17 AM
Originally posted by InsaneSith
ok I'm having an issue with my model not using the surf file, I'm using my custom skin for the ep1 obi model from JO. I want it to not have the ponytail, braid, and robe. How do I go about getting it to use the surf file? You don't need the .surf file at all. You can turn off everything in the .skin file. For whatever entries you want to turn off (which can be determined by the .surf file), just replace the specified path with *off. For example, if the entry was "braid", you would have:

braid,*off

That should turn everything off correctly. This should work for both MP and SP.

Prime
10-14-2003, 03:25 AM
Originally posted by Kidso
I end up geting a file path that is too long, it ends up being "Star Wars Jedi Knight/mods/exta_data/npc blah blah instead of just exta_data/npcs what do i do?

Also i have windows 98 so it doesnt say recursive folders is has two options one is include sub folders and the other is save path info. In order to just get the ext_data/npcs path using WinZip, do the following:

1. It is a bit different from mine, but you should probably select Sub Folders. Make sure Save Extra Folder Info is not selected.

2. Make sure that compression is set to NONE.

3. Select the folder you want to add. If you are adding multiple folders in a directory (such as models, ext_data, etc.), still just select one.

4. Click Add With Wildcards. This adds everything in the directory you are currently in, both the one you selected and all the others at the same level.

THis should give you the proper path information. To change the .zip to a .pk3, simply manually change the extention.

Kidso
10-14-2003, 03:30 AM
Thanks man, that has cleared that up but now my new npc's dont seem to have taken effect in the game, can you tell me the reasons this might be so I can fix it? Does it have to do with the name? The new PK3 file doesnt replace the old settings for my npc's. Thanks again.

Prime
10-14-2003, 05:48 PM
Originally posted by Kidso
Thanks man, that has cleared that up but now my new npc's dont seem to have taken effect in the game, can you tell me the reasons this might be so I can fix it? Does it have to do with the name? The new PK3 file doesnt replace the old settings for my npc's. Thanks again. JA loads all the .pk3s in alphabetical order. So make sure that the names of your .pk3 files come after the assets pk3s.

El Sitherino
10-15-2003, 09:20 PM
Originally posted by Prime
You don't need the .surf file at all. You can turn off everything in the .skin file. For whatever entries you want to turn off (which can be determined by the .surf file), just replace the specified path with *off. For example, if the entry was "braid", you would have:

braid,*off

That should turn everything off correctly. This should work for both MP and SP. oh yeah, >_<~ now i feel stupid for having forgotten that. anyways thank you sir.

Prime
10-19-2003, 09:37 PM
Has anyone found out how to add a model to the player selection screen? I have a custom model I want to use, and I want to have it under a new heading (not Human Male, etc.) I'm not concerned about selectable clothes or colours, I just want to be able to use the model and default skin. I know about the playerchoice.txt file, but that didn't seem to do anything. Is there I menu or something I need to edit to add the new model heading?

Also, has anyone figured out how to add new saber hilts to SP without replacing the old ones?

Thanks :)

SW83
10-20-2003, 01:43 AM
How would one go about extracting a head from a .pk3 (Padme, for instance) and change it to where the head will appear in the character creation selection at the beginning of a new game??
I don't care about the rest of the body. Just the HEAD!!!
Thanks.

JediLurker
10-20-2003, 03:24 AM
Hey, Prime. Check out www.pcgamemods.com. There are a couple of new mods there that I think add new 'races' so to speak. You might be able to figure out how to do it by taking a look at the files. The most recent one is "stormtrooper race".

As for your saber hilt question, check this thread:
Single Player Hilt Mods (http://www.lucasforums.com/showthread.php?s=&threadid=115400)

Hope that helps. :)

Prime
10-20-2003, 01:55 PM
Originally posted by JediLurker
Hey, Prime. Check out www.pcgamemods.com. There are a couple of new mods there that I think add new 'races' so to speak. You might be able to figure out how to do it by taking a look at the files. The most recent one is "stormtrooper race".

As for your saber hilt question, check this thread:
Single Player Hilt Mods (http://www.lucasforums.com/showthread.php?s=&threadid=115400)

Hope that helps. :) Hey thanks JediLurker! I'll have a look at these, but it seems to be just what I want :)

JediLurker
10-20-2003, 02:15 PM
No problem. :)

eidospsogos
10-21-2003, 01:45 AM
i know how to add races.....check out this thread, and if you have any more questions feel free to ask......and if anyone can answer mine, that is also posted in this thread i would appreciate the help......

http://www.lucasforums.com/showthread.php?s=&threadid=115449

eidospsogos
10-21-2003, 01:53 AM
and as far as creating new selectable heads/torso/legs......i simply opened the model_default.skin file i wanted to use, then copied all the reference to constructing the torso into a torso.skin file......same for head and legs.....then make your corresponding icons.....you'll need all other files, such as sounds etc, from the choosable folders.....altered to fit your character or not.....the rest i pretty much covered in the link to the thread above........any other questions just ask.....and if anyone can answer my icons questions please help!!!!!

numark79
10-21-2003, 11:23 AM
Originally posted by Prime
As Londo Mollari has discovered, if you make the title of your NPC entry in the .npc file Player, this should make it show up in cutscenes. But it still seems to revert back to the old model each time a level loads.


GYAAHH! still having problems with this part. I've tried every combination of Player and it still doesn't work, =\ So, do you name the NPC file itself "Player", or the NPC's name, or the playermodel? ahhH! help!

peace

Prime
10-21-2003, 02:07 PM
The easiest way is to just extract player.npc and change the playermodel entry to whatever your model directory is. So in the end you will have something like:


Player
{
playermodel modeldirectory
...
}

numark79
10-21-2003, 08:43 PM
Alrighty, so in my Mod folder, I have the ext_data folder, which contains the npcs folder, which contains the Player.npc file. And in this text file, my npc is mara jade in this case, it looks like this:

Player
{
playermodel mara_ponytail
.......etc etc
}

And to get it in the game, I bring down the console, and type "playermodel Player". So uhh, yeah, Is this about right? =)

payce

ps. if this is right, what would I do if I wanted to have multiple npc's to select from in the game?

numark79
10-22-2003, 07:13 AM
It's basically this. Either the npc plays in the cutscenes but not the game, or it plays in the game but not the cutscenes.

:confused:

Prime
10-22-2003, 02:57 PM
Originally posted by numark79
Alrighty, so in my Mod folder, I have the ext_data folder, which contains the npcs folder, which contains the Player.npc file. And in this text file, my npc is mara jade in this case, it looks like this:

Player
{
playermodel mara_ponytail
.......etc etc
}

And to get it in the game, I bring down the console, and type "playermodel Player". So uhh, yeah, Is this about right? =)

payce

ps. if this is right, what would I do if I wanted to have multiple npc's to select from in the game? First off, IIRC the Mara Jade model has a bunch of different looks. Is this the same with the model you are using? I just want to confirm that mara_ponytail is in fact the directory the model is in. If so, great.

What I would do for my player character is have two different entries in my marajade.npc file. One is for the Mara Jade and one is for Player. Personally, I haven't tried just using a Player entry. So what I would do is this:

MaraJade
{
playermodel mara_ponytail
.......etc etc
}

Player
{
playermodel mara_ponytail
.......etc etc
}

This way, the game knows to use the Mara Jade for the cutscenes (from the Player entry), and you can also select the NPC as your character by using the playermodel MaraJade command. This allows you to use that model for both the cutscenes and the game.

eidospsogos
10-22-2003, 05:54 PM
of course you wouldn't have these problems, when creating a new SP class selectable from the menu.....and yes i know no one knows how right now.....but by sunday i promise to have a tutorial up.....an incomplete one as i still do not know how to get color select icons and parts.....but if you're making your own skins, i guess color selecting is no big deal anyway

numark79
10-22-2003, 08:50 PM
SUCCESS!!! You Prime, are THE MAN. Much thanks bro, people you and Jedi Lurker make these forums go 'round. =D
Btw, thats a dope icon you got there. I always thought Max was a better Skull Leader than Hikaru. Too bad Yamato hasn't released a 1/48 DYRL Max-type VF-1S, hehe.

Originally posted by frans

During the cutsceens, my darth sidious model is holding Kyle's saber hilt, and when its time to ignite the blade, nothing happens.

Did I forget something so that saber hilts play correctly in the cutsceens?

I had the same problem too, so far this seems to solve it. In your .npc file, you want to edit the player part to include your model's saber. Something like this:

mara_ponytail
{
playermodel mara_ponytail
saber marajade
etc
etc
etc
}

player
{
playermodel mara_ponytail
saber marajade
class class_player
}

This way, the game will know to load your npc for the cutscenes, and your npc's saber for the cutscenes too.

payce

eidospsogos
10-22-2003, 11:08 PM
okay.....here is a big question to anyone who has extensive knowledge as to the modeling system in JA.....and this is also a brief update into this idea of a tutorial.....i just realized, that even though i had pulled out the necessary files to create skins that could be used to point the program in the right direction for a torso in a new SP class, and so and so forth for the legs and head, that i was definitely not including alot of the information in the torso skins included with the game.....now i have tested this new SP class, and it has worked, even without good icons, and the game play fine with it......so i will put up atutorial as how to do what i have done so far.....but if anyone out there is ahead of me i need some explanations as to certain instructions in the skins for the SP classes.....let me give a brief example.....here is what my current torso skin file looks like, that is being recognized by the game.....

torso,models/players/jedi_rpm/torso.tga
r_arm,models/players/jedi_rpm/arms.tga
r_hand,models/players/jedi_rpm/hands.tga
r_hand_cap_r_arm_off,models/players/stormtrooper/caps.tga
r_arm_cap_r_hand_off,models/players/stormtrooper/caps.tga
r_arm_cap_torso_off,models/players/stormtrooper/caps.tga
l_arm,models/players/jedi_rpm/arms.tga
l_hand,models/players/jedi_rpm/hands.tga
l_hand_cap_l_arm_off,models/players/stormtrooper/caps.tga
l_arm_cap_l_hand_off,models/players/stormtrooper/caps.tga
l_arm_cap_torso_off,models/players/stormtrooper/caps.tga
torso_llower,models/players/jedi_rpm/flaps.tga
torso_rlower,models/players/jedi_rpm/flaps.tga

here however is what the hm torso.skin file looks like:

torso_cap_hips_off,models/players/stormtrooper/caps.tga
torso_cap_head_off,models/players/stormtrooper/caps.tga
torsoa,*off
l_arma,*off
l_arma_cap_l_hand_off,*off
l_arma_cap_torso_off,*off
r_arma,*off
r_arma_cap_r_hand_off,*off
r_arma_cap_torso_off,*off
torsoa_cap_l_arm_off,*off
torsoa_cap_r_arm_off,*off
torsob,*off
r_armb,*off
r_armb_skin,*off
r_armb_cap_r_hand_off,*off
r_armb_cap_torso_off,*off
l_armb,*off
l_armb_skin,*off
l_armb_cap_l_hand_off,*off
l_armb_cap_torso_off,*off
torsob_cap_l_arm_off,*off
torsob_cap_r_arm_off,*off
torsoc,*off
r_armc,*off
r_armc_skin,*off
r_armc_cap_r_hand_off,*off
r_armc_cap_torso_off,*off
l_armc,*off
l_armc_skin,*off
l_armc_cap_l_hand_off,*off
l_armc_cap_torso_off,*off
torsoc_cap_l_arm_off,*off
torsoc_cap_r_arm_off,*off
torsod,models/players/jedi_hm/robes01.tga

r_armd,models/players/jedi_hm/robes01_arms.tga
r_armd_cap_r_hand_off,models/players/stormtrooper/caps.tga
r_armd_cap_torso_off,models/players/stormtrooper/caps.tga
torsod_lower,models/players/jedi_hm/robes01_lower.tga


l_armd,models/players/jedi_hm/robes01_arms.tga
l_armd_cap_l_hand_off,models/players/stormtrooper/caps.tga
l_armd_cap_torso_off,models/players/stormtrooper/caps.tga
torsod_cap_l_arm_off,models/players/stormtrooper/caps.tga
torsod_cap_r_arm_off,models/players/stormtrooper/caps.tga
torsoe,*off
r_arme,*off
r_arme_cap_r_hand_off,*off
r_arme_cap_torso_off,*off
l_arme,*off
l_arme_cap_l_hand_off,*off
l_arme_cap_torso_off,*off
torsoe_cap_l_arm_off,*off
torsoe_cap_r_arm_off,*off
torsoe_lower,*off
torsof,*off
r_armf,*off
r_armf_cap_r_hand_off,*off
r_armf_cap_torso_off,*off
l_armf,*off
l_armf_cap_l_hand_off,*off
l_armf_cap_torso_off,*off
torsof_cap_l_arm_off,*off
torsof_cap_r_arm_off,*off
torsog,*off
torsog_collar,*off
torsog_cap_r_arm_off,*off
torsog_cap_l_arm_off,*off
l_armg,*off
l_armg_cap_l_hand_off,*off
l_armg_cap_torso_off,*off
l_armg_cuff,*off
r_armg,*off
r_armg_cap_r_hand_off,*off
r_armg_cap_torso_off,*off
r_armg_cuff,*off
r_handg,*off
r_handg_cap_r_arm_off,*off
l_handg,*off
l_handg_cap_l_arm_off,*off

so it is quite obvious i am giving the game the bare minimum instructions.....just enough to load a visible skin.....what i would like to know is what all the off instructions are for, how are they useful.....what is their function.....and how can i incorporate these instructions knowingly into skins for currently existing models....skinning has always been the area i primarily worked in, but to do skinning in SP for this game requires alot more knowledge than SP in previous games.....so anyone who knows the significance of these instructions please let me know.....as i am not creating new models as of right now, and am merely taking apart the default skins for existing JA models and assembling them into torso/head/lower skins, i imagine i would need to be able to know the components of the model i am using to be able to give such instructions......any help is greatly appreciated......(this probably also has a great deal to do with why my icons are showing up incorrectly)

eidospsogos
10-22-2003, 11:21 PM
okay, i think i have figured out some of the significance of these instructions on my own.....the model had to be made taking into account every possible outfit(skin).....so some skins had say a collar for a jacket.....so when you are loading the robes skin, you need an instruction to turn the collar off, as the robes do not have a collar.....

but anything else anyone can add to this topic would be great.....because i am coming to a SLOW understanding by myself.....and i would like to know if these instructions do anything more than what i just discussed.....

Prime
10-23-2003, 03:35 PM
Originally posted by numark79
SUCCESS!!! You Prime, are THE MAN. Much thanks bro, people you and Jedi Lurker make these forums go 'round. =D
Btw, thats a dope icon you got there. I always thought Max was a better Skull Leader than Hikaru. Too bad Yamato hasn't released a 1/48 DYRL Max-type VF-1S, hehe. Glad I could help :) To bad I don't know enough to help eidospsogos right now. :(

I'm a big Macross fan, and Max has always been my guy...

JediLurker
10-24-2003, 03:13 AM
Originally posted by eidospsogos
okay, i think i have figured out some of the significance of these instructions on my own.....the model had to be made taking into account every possible outfit(skin).....so some skins had say a collar for a jacket.....so when you are loading the robes skin, you need an instruction to turn the collar off, as the robes do not have a collar.....

but anything else anyone can add to this topic would be great.....because i am coming to a SLOW understanding by myself.....and i would like to know if these instructions do anything more than what i just discussed.....

As far as I know, that's all they do but I haven't played around with it all that much. The only experience I have dealing with the *off instructions was ironing out a small bug in a model I downloaded.

The icon problem I can sympathize with, as it's something I'm trying to figure out myself. The only thing I know about it is that in order to get the icons to function properly, you need to edit the players.shader file. I managed to get the icons for a couple recolors of existing player skins working, but if you want to add all new models, I have no idea how to go about it yet.

caseyjones
10-25-2003, 08:11 PM
Could anybody make me a darth maul race?

caseyjones
10-25-2003, 08:13 PM
Could anybody make me a darth maul race?

caseyjones
10-25-2003, 08:13 PM
Could anybody make me a darth maul race?

Kengo
11-23-2003, 11:42 AM
BTW everyone, this great tutorial can also be found here:
http://map-review.ravencommunity.net/index.php?page=tutorial_view&id=7

Also, Prime's excellent tutorial on Adding New Character Classes to JA Singleplayer can be found here:
http://map-review.ravencommunity.net/index.php?page=tutorial_view&id=8

Just a little bit of general pluggage there Prime, hope ya don't mind :)

This might be a cool one to sticky or at least provide a link to in a stickied thread? Anyway, great stuff!

eidospsogos
11-23-2003, 03:22 PM
Prime's tutorial on hoe to get a new SP class into JA huh?

nice ;)

guess that will teach me to be helpul :)

Prime
11-24-2003, 09:14 PM
Originally posted by Kengo
Just a little bit of general pluggage there Prime, hope ya don't mind :) Thanks for the plug! I hope it makes sense to people :D

Originally posted by eidospsogos
Prime's tutorial on hoe to get a new SP class into JA huh?

nice

guess that will teach me to be helpul I certainly couldn't have done it without people like you eidospsogos! I certainly don't take credit for figuring all this stuff out myself.

I give a big thanks to everyone around these forums who has spent a lot of time figuring out the inner workings of JA. As I said at the end of the tutorials:

"A big shout out to everyone who has helped me learn how to edit Jedi Outcast and Jedi Academy over at Lucasforums. You guys have helped me solve many annoying problems, and I really appreciate all your hard work. A lot of my knowledge comes from those great people."

You're a big part of that "thank you" eidospsogos! :D

Vile
11-25-2003, 01:22 PM
nice!, FP_Telepathy <- that is Force Sight for NPCs (unless you know already than sorry for re-stating that)

question, for model dismemberment.....is there a way to have that in multiplayer? or it is already in multiplayer? As so far I have never cut anyone anywhere in multiplayer.

Azrael666
12-04-2003, 11:18 PM
I cant get my Trandoshan Jedi to work. Heres the .npc:

TrandoshanJedi
{
playerModel trandoshanjedi
saber dual_1
sabercolor orange
weapon WP_SABER
saberStyle 7
saberStyle 3
saberStyle 2
saberstyle 4
FP_HEAL 3
FP_LEVITATION 3
FP_SPEED 3
FP_PUSH 3
FP_PULL 3
FP_TELEPATHY 0
FP_GRIP 3
FP_LIGHTNING 3
FP_SABERTHROW 3
FP_RAGE 0
FP_PROTECT 0
FP_ABSORB 0
FP_DRAIN 3
FP_SEE 0
FP_SABER_DEFENSE 3
FP_SABER_OFFENSE 3
forcePowerMax 200
rank captain
reactions 3
aim 3
move 3
aggression 3
evasion 5
intelligence 3
playerTeam TEAM_PLAYER
enemyTeam TEAM_ENEMY
class CLASS_TRANDOSHAN
yawSpeed 140
walkSpeed 55
runSpeed 200
// race trandoshan
snd trandoshan
sndcombat trandoshan
sndjedi trandoshan
health 200
dismemberProbHead 0
dismemberProbArms 0
dismemberProbLegs 0
dismemberProbHands 0
dismemberProbWaist 0
}

The pk3, called trandoshanjedi.pk3, is in the gamedata/base folder. Can i have a list of the files that should be in there?


And can you show what I need to add so it will apear in cutscenes?

Azrael666
12-05-2003, 12:35 AM
Okay, I think ive got it mostly sorted, but it now complains about the model.glm file. I got excited coz it paused like when a playermodel change works, but got the error message. Thave the version was wrong or something.

Azrael666
12-05-2003, 12:45 AM
okay, the "model.glm file has wrong version (538976262 should be 6)"

Whats is the verision and how do i fix it, i dont think i can open that .glm properly?

Higginson
12-14-2003, 09:09 PM
ive been adding quite a few races myself, which are all the jedi models from JK2, (qui-gon, obi-wan, kevincoyle's anakin, plo koon, shaak ti, saesee tiin, eeth koth, mace windu, kit fisto, coleman trebor and ki adi mundi).

they all work, have proper icons, but i thought it would be a good idea to add the robe selection to the head section, so all the models with robes have an option to turn the robe on for whatever torso and legs they have.

The only thing is, i cannot get yoda to work. i have a strong suspicion it is to do with his size. the thing is, there are models that are bigger than eachother, e.g. plo koon is bigger than obi-wan (who is a short ass), but they still work.

If anyone has any questions about icons, SP selection screen and stuff like that, drop me a PM or contact me on MSN.

Prime
12-18-2003, 06:21 PM
Originally posted by Azrael666
okay, the "model.glm file has wrong version (538976262 should be 6)"

Whats is the verision and how do i fix it, i dont think i can open that .glm properly? Hmm. I haven't seen this problem before. JO models should work fine in JA, as well as the JA models obviously.

Does the model work okay in MP? If so, it should work in SP.

Kelvin C. Perez
12-20-2003, 12:19 PM
I'm trying to use an old JO skin (Dark Empire's Dark Luke). I've created the npc file but when i call it from the console it brings the standard Luke from the game....
:confused:

Any ideas?????

Kind Regards....
:saberb:

Prime
12-22-2003, 05:07 PM
It sounds like the playermodel directory is pointing to the normal Luke directory and not the new Luke directory...

Kelvin C. Perez
12-24-2003, 11:48 AM
Hi:

Thanks for your help. I got that one almost figured out. At least it comes as the DE_DarkLuke. The problem now is when I load a saved game using that skin, it comes back with the default (old) Luke skin.

Anyway, I have another problem. I decided that I would like to use my default character but using Luke's clothes. I've extracted all the necesary files from the PK3 file and compiled into my own pk3 file. Everything seems to be in order except that the face and head graphics are all messed up.

I've checked with a couple of "skin" files that I've found and everything seems to be in order. The only difference is that the face and head geaphics I've extracted from the JS pk3 file are different from all the other skins I've DL.

How can I fix this???? The face / head that I would like to use are from human male character (with black hair).

Kind Regards:
Kelvin
:confused:

Prime
12-26-2003, 06:13 PM
You will probably have to alter the texture files so that they map correctly on the different model. Each model has different mappings, so just applying textures from one model to another can screw things up.

Kelvin C. Perez
12-26-2003, 11:33 PM
Hi Prime:

Thanks a lot for your feedback! Do you have an idea of which model file I can use or a link to the info? I'm a beginer at this and I'm still trying to figure out most of the things....
:confused:

I would like some more feedback on the face and model skining....

Kind Regards:
KC

PS: If you would like to contact me directly, please do so at punisher "at" coqui "dot" net........
;)

Prime
12-27-2003, 05:04 AM
What I would do is take a look at head and/or face texture files for both of the models. Compare how they are layed out. If you are lucky, they will be shaped in similar ways.

To replace the old face with the new one, what I usually do is copy parts of the new texture and place them over the corresponding parts on the old one (using paintshop pro or something). It may take some playing around, but you should be able to get everything lined up right. Make sure to check your changes using ModView (a tool that was released by Raven).

Kelvin C. Perez
12-27-2003, 12:21 PM
Hi Prime:

Thanks a lot for your feedback. Just one more Q:

Where can I find this ModView???? I was looking all over JK3 file but couldn't find it....

Kind Regards:
KC

Prime
12-27-2003, 02:44 PM
I believe that it is included in this set of tools at
Lucasfiles.com (http://lucasfiles.com/?s=&action=file&id=108).

shukrallah
01-19-2004, 12:41 AM
Prime, a bit late, but if your making a custom SP level, you could just make an icarus script to change the playermodel ;)

like this:

make your model, set the .NPC file up, very simple to do... then

make a script, that starts right when you spaw (by place the info_player_start inside a trigger_once, which is connected to a target_scriptrunner)

the script should be like this:

//(BHVD)
rem ( "Changes playermodel!" );
set ( /*@SET_TYPES*/ "SET_PLAYERMODEL", "YOUR_MODEL_NAME_HERE!!" );


Easy as pie ;) At least, thats what im thinking, since i havnt tested it out yet :|

/\/ote: the rem command, can be anything you want... it doesnt affect the script!

Prime
01-19-2004, 05:43 PM
Thanks for the tip, lukeskywalker1 :)

vas_zag
02-13-2004, 04:39 PM
well if your making a custom sp level i would make a .cfg file and chuck it in a pk3 that goes in gamedata
then i would make a dos batch file that opens up jasp, loads the map and runs the .cfg

then you just put "playermodel npcname" in the cfg along with w/e else you want

would that work?
i think it would probably fix the problem of reloading the level in the defult skin......

FainDinoth
02-15-2004, 02:30 AM
ok. im having ALOT more trouble with this than i was with JO modding... im trying to make an NPC of Vader, so i used the NPC Generator... imake the NPC file, then throw it in the ext_data/npcs data, and pack it in a zip/pk3... i put it in the base folder, start the game, get into a level, but when i try to summon him,. it says "Npc vader not found" does anyone know where to find an in-depth tutorial on using the NPC Generator to make an NPC? i lost just abopuit all JK2 modding knowledge i had.

Prime
02-16-2004, 12:01 AM
I don't have a tutorial for the NPC tool, but I did write a tutorial about adding models to the game, and a bit about .npc files. You could have a look in there and see if you can find the problem with your .npc file.

Tutorial (http://map-review.com/index.php?page=tutorial_view&id=7)

WoLFF
10-08-2004, 10:42 PM
however Im having a small problem, whenever I load my character model I always get the red team color instead of my default, whats going on?

Heres my .NPC if it helps....

ZenixWolffX
{
playerModel zenixwolffx
customSkin default
saber_8
saber2_7
weapon WP_SABER
saberStyle 1
saberStyle 3
saberStyle 2
FP_HEAL 3
FP_LEVITATION 3
FP_SPEED 3
FP_PUSH 3
FP_PULL 3
FP_TELEPATHY 3
FP_GRIP 3
FP_LIGHTNING 3
FP_SABERTHROW 3
FP_RAGE 3
FP_PROTECT 3
FP_ABSORB 3
FP_DRAIN 3
FP_SEE 3
FP_SABER_DEFENSE 3
FP_SABER_OFFENSE 3
forcePowerMax 300
rank captain
reactions 5
aim 5
move 5
aggression 5
evasion 5
intelligence 5
playerTeam TEAM_FREE
enemyTeam TEAM_ENEMY
class CLASS_REBORN_NEW
yawSpeed 140
walkSpeed 55
runSpeed 300
// race human
snd reborn_new
sndcombat reborn_new
sndjedi reborn_new
health 999
dismemberProbHead 0
dismemberProbArms 0
dismemberProbLegs 0
dismemberProbHands 0
dismemberProbWaist 0
}

ShadowDelta92
09-07-2011, 09:12 PM
Guys guys guys, Do it the classic way :D Download pakscape and NPCtool. That is the best tools to use for making custom npc files if you skin/download a new skin that has no NPC support.