I noticed that some mercs (merc_tshirt)look different, but it's basically the same model with different faces and accessories. What I want to know is what file determines that and whether it's possible to create a whole new merc using different accessories/skins.
Please be as detailed as possible.
Thanks.
Fragger's Skinning Forums
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I noticed that some mercs (merc_tshirt)look different, but it's basically the same model with different faces and accessories. What I want to know is what file determines that and whether it's possible to create a whole new merc using different accessories/skins.
Please be as detailed as possible.
Thanks.
Fragger's Skinning Forums
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Oki, "Free your mind" .. here we go ...
First u need my ZIP i made for you:
http://www.outclass.de/download/Fragger.zip
Here is what i did:
1. I opened the editor and looked for my testsubject, i opened the Mercenary_Library and took the Merc_Rear as startingpoint.
2. Then i took a look at the Scripts for the Merc_Rear that are:
Scripts\Default\Entities\AI\MercRear.lua
Scripts\Default\Entities\AI\MercRear_x.lua
3. In the MercRear_x.lua i can see what model is used for that dude:
Objects/characters/mercenaries/Merc_Rear/merc_rear.cgf
4. Opening that .cfg with a hexeditor(no SDK) i got the pathes for the default skins used for all the parts of the model:
Head and Body:
Objects\characters\mercenaries\Merc_Rear
Rest of model
Objects\characters\mercenaries\Shared
5. As the goal is to make a new Merc based on the existing Model i made copies of the used .cgf and .dds in the following directories:
Objects\characters\mercenaries\Merc_Frag(Merc_Rear )
Objects\characters\mercenaries\byFrag(Shared)
5.b And changed the pathes in the .cgf with the hexeditor.
6. Then ofcourse i made a clone of the scripts:
MercFragger.lua and MercFragger_x.lua
6.b And changed model path to:
Objects\characters\mercenaries\Merc_Frag\merc_rear .cfg
7. Next step is to register the new Class in the ClassRegistry.lua in the Scripts folder by adding the line:
{"Player", "MercFrag", 85,"AI/MercFragger.lua"},
8. Last step is to open the editor, make a new Entity Library and add the the new MercFrag to the Library(new lib for better distribution).
Now u can change any default skins of the new guy by change the .DDSs in the folders:
Objects\characters\mercenaries\Merc_Frag
Objects\characters\mercenaries\byFrag
All clear ?
Tharis
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[This message was edited by Tharis1 on Wed June 09 2004 at 06:24 AM.]
No comment ? No question ? anyone ?
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Get my mini mod at http://www.outclass.de/download/mods/KillVoice_v0.8.zip
I'm just impressed. That's very helpful, but I didn't really want to create a new entity, but edit a file to have the default characters have different attributes (hats, skins, glasses, etc.)
BTW, linky no worky.
Fragger's Skinning Forums
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<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>That's very helpful, but I didn't really want to create a new entity, but edit a file to have the default characters have different attributes (hats, skins, glasses, etc.)
<HR></BLOCKQUOTE>
well then just don't use your own entity and edit the original dds files
Uh, I kinda know that already, as you can see in my previous posts (seems like I'm the one who's made the most skins for this game so far). What I'm saying is that, since some models have different skins, what can I do to have them use more than what they already have. Let me give you an example:
The merc_rear model shown above has 2 skins for the body and 3 for the legs. I could just edit the original files like you said, but what if I want it to have a different face? Or if I want to have 4 of them wearing different pants? Also, what if I want one of them to wear shades and a hat? The shades and the hat are accessories that any merc can use, but I want to know how to make them use them.
Fragger's Skinning Forums
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I read your last post about 3 times and i still think i gave the answer in my first post. I thougth my info would offer all info to make every possible customization without making a new model with the SDK. Maybe i cant catch you thougths
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>but what if I want it to have a different face? Or if I want to have 4 of them wearing different pants?<HR></BLOCKQUOTE>
Make a new material and asign it to the model.
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>wear shades <HR></BLOCKQUOTE>
accessories are defined by the model(.cgf), no extra ones without SDK, only the predefined from the existing models.
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>and a hat<HR></BLOCKQUOTE>
the hat is definded by the lua and can also be applied inside the editor.
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Get my mini mod at http://www.outclass.de/download/mods/KillVoice_v0.8.zip
[This message was edited by Tharis1 on Fri June 11 2004 at 04:56 AM.]
Ah, now i got it, the answer is:
Exept the hats there is no way to make the desired changes, there has to be made a new model.
All parts like glasses,shotgunshells,grenadeshells,backpacks or the style of pants,shoes are part of ONE SINGLE modelfile, ther is no way to make a custom model by attaching seperate accesssoires. They can be textured seperatly, but the vertecies are all part of a single file.
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Hehe, took me a damn long time to realize u wanted to change the vertices of model itself, not the skin of the diffrent parts
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Get my mini mod at http://www.outclass.de/download/mods/KillVoice_v0.8.zip
[This message was edited by Tharis1 on Fri June 11 2004 at 06:03 AM.]
Upsi, glasses are helmets
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Get my mini mod at http://www.outclass.de/download/mods/KillVoice_v0.8.zip