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Old 10-19-2003, 08:37 PM   #81
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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
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Old 10-20-2003, 12:43 AM   #82
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What about Heads for use in SP????

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.
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Old 10-20-2003, 02:24 AM   #83
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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

Hope that helps.
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Old 10-20-2003, 12:55 PM   #84
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Quote:
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

Hope that helps.
Hey thanks JediLurker! I'll have a look at these, but it seems to be just what I want
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Old 10-20-2003, 01:15 PM   #85
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No problem.
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Old 10-21-2003, 12:45 AM   #86
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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/showthrea...hreadid=115449
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Old 10-21-2003, 12:53 AM   #87
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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!!!!!
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Old 10-21-2003, 10:23 AM   #88
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Quote:
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
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Old 10-21-2003, 01:07 PM   #89
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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
...
}
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Old 10-21-2003, 07:43 PM   #90
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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?
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Old 10-22-2003, 06:13 AM   #91
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one or the other...

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.

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Old 10-22-2003, 01:57 PM   #92
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Quote:
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.
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Old 10-22-2003, 04:54 PM   #93
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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
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Old 10-22-2003, 07:50 PM   #94
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WOOHOO!

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.

Quote:
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
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Old 10-22-2003, 10:08 PM   #95
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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)
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Old 10-22-2003, 10:21 PM   #96
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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.....
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Old 10-23-2003, 02:35 PM   #97
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Re: WOOHOO!

Quote:
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...
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Old 10-24-2003, 02:13 AM   #98
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Quote:
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.
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Old 10-25-2003, 07:11 PM   #99
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Darth Maul

Could anybody make me a darth maul race?


The class is pain 101, and your instructor is Casey Jones.
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Old 10-25-2003, 07:13 PM   #100
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Darth Maul

Could anybody make me a darth maul race?


The class is pain 101, and your instructor is Casey Jones.
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Old 10-25-2003, 07:13 PM   #101
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Darth Maul

Could anybody make me a darth maul race?


The class is pain 101, and your instructor is Casey Jones.
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Old 11-23-2003, 10:42 AM   #102
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BTW everyone, this great tutorial can also be found here:
http://map-review.ravencommunity.net...rial_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...rial_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!


------------------------------------------------
www.map-review.com
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Old 11-23-2003, 02:22 PM   #103
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Prime's tutorial on hoe to get a new SP class into JA huh?

nice

guess that will teach me to be helpul
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Old 11-24-2003, 08:14 PM   #104
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Quote:
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

Quote:
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!
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Old 11-25-2003, 12:22 PM   #105
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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.


-keyboard not detected please hit Enter to continue-
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Old 12-04-2003, 10:18 PM   #106
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HELP

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?
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Old 12-04-2003, 11:35 PM   #107
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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.
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Old 12-04-2003, 11:45 PM   #108
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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?
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Old 12-14-2003, 08:09 PM   #109
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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.


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Old 12-18-2003, 05:21 PM   #110
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Quote:
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.
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Old 12-20-2003, 11:19 AM   #111
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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....


Any ideas?????

Kind Regards....
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Old 12-22-2003, 04:07 PM   #112
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It sounds like the playermodel directory is pointing to the normal Luke directory and not the new Luke directory...
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Old 12-24-2003, 10:48 AM   #113
Kelvin C. Perez
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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
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Old 12-26-2003, 05:13 PM   #114
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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.
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Old 12-26-2003, 10:33 PM   #115
Kelvin C. Perez
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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....


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........
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Old 12-27-2003, 04:04 AM   #116
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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).
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Old 12-27-2003, 11:21 AM   #117
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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
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Old 12-27-2003, 01:44 PM   #118
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I believe that it is included in this set of tools at
Lucasfiles.com.
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Old 01-18-2004, 11:41 PM   #119
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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!
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Old 01-19-2004, 04:43 PM   #120
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Thanks for the tip, lukeskywalker1
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