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BotFile & Skeleton


Lyo

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Hi everybody ! :)

 

Firstly I'm French, my english can be a little strange or totally bad, but I try to do my best. :rolleyes:

 

I follow this website since many years, but I never posted something, so its my first post here.

 

I'm a big fan of Jedi Knight Series, but its Jedi Outcast wich make me still play in 2018, for many thing, like its saber gameplay for exemple.

 

So, my problem now ^^ :P

 

I'm doing a Mods Pack like KotF for me and my friends, but for Jedi Outcast. I converted many Models/Maps from Jedi Academy to Jedi Outcast. Now, I want to make my Bots talks, some years ago my bots was talking fine, but now, they don't want to say one word... I have searched in CVAR, JKB, but still impossible...  : 

 

Here, a BotFile :

// Soldat

GeneralBotInfo
{
	reflex				1000
	accuracy			50
	turnspeed			0.01
	turnspeed_combat		0.05
	maxturn				150
	perfectaim			0
	chatability			1
	chatfrequency			9
	hatelevel			3
	camper				1
	saberspecialist			0
	forceinfo			7-2-010000000000000000
}

BotWeaponWeights
{
	WP_STUN_BATON			1
	WP_SABER			1
	WP_BRYAR_PISTOL			10
	WP_BLASTER			50
	WP_DISRUPTOR			11
	WP_BOWCASTER			12
	WP_REPEATER			13
	WP_DEMP2			14
	WP_FLECHETTE			15
	WP_ROCKET_LAUNCHER		16
	WP_THERMAL			17
	WP_TRIP_MINE			0
	WP_DET_PACK			0
}

EmotionalAttachments
{
	Tavion				2
}

BEGIN_CHAT_GROUPS

Died
{
	Test !
}

Killed
{
	Test !
}

Hatred
{
	Test !
}

BelovedKilled
{
	Test !
}

KilledHatedOne
{
	Test !
}

KilledOnPurposeByLove
{
	Test !
}

GeneralGreetings
{
	Test !
}

ResponseGreetings
{
	Test !
}

OrderAccepted
{
	Test !
}

I already tried many thing on it...

 

I take this opportunity to ask this question too, all Models I converted works fine, but there are 2-3 wich make me rage cause all the triangle in the .glm aren't in the good position I think, and the Models won't aim in front of, but they watch behind while walking in front... How I can do for a good conversion ? I already changed the wrong bone in the skeleton... :(

 

Thanks guys ! ;)

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Hi everybody ! :)

 

 

Firstly I'm French, my english can be a little strange or totally bad, but I try to do my best. :rolleyes:

 

I follow this website since many years, but I never posted something, so its my first post here.

 

I'm a big fan of Jedi Knight Series, but its Jedi Outcast wich make me still play in 2018, for many thing, like its saber gameplay for exemple.

 

So, my problem now ^^ :P

 

I'm doing a Mods Pack like KotF for me and my friends, but for Jedi Outcast. I converted many Models/Maps from Jedi Academy to Jedi Outcast. Now, I want to make my Bots talks, some years ago my bots was talking fine, but now, they don't want to say one word... I have searched in CVAR, JKB, but still impossible...  : 

 

Here, a BotFile :

// Soldat

GeneralBotInfo
{
	reflex				1000
	accuracy			50
	turnspeed			0.01
	turnspeed_combat		0.05
	maxturn				150
	perfectaim			0
	chatability			1
	chatfrequency			9
	hatelevel			3
	camper				1
	saberspecialist			0
	forceinfo			7-2-010000000000000000
}

BotWeaponWeights
{
	WP_STUN_BATON			1
	WP_SABER			1
	WP_BRYAR_PISTOL			10
	WP_BLASTER			50
	WP_DISRUPTOR			11
	WP_BOWCASTER			12
	WP_REPEATER			13
	WP_DEMP2			14
	WP_FLECHETTE			15
	WP_ROCKET_LAUNCHER		16
	WP_THERMAL			17
	WP_TRIP_MINE			0
	WP_DET_PACK			0
}

EmotionalAttachments
{
	Tavion				2
}

BEGIN_CHAT_GROUPS

Died
{
	Test !
}

Killed
{
	Test !
}

Hatred
{
	Test !
}

BelovedKilled
{
	Test !
}

KilledHatedOne
{
	Test !
}

KilledOnPurposeByLove
{
	Test !
}

GeneralGreetings
{
	Test !
}

ResponseGreetings
{
	Test !
}

OrderAccepted
{
	Test !
}

I already tried many thing on it...

 

I take this opportunity to ask this question too, all Models I converted works fine, but there are 2-3 wich make me rage cause all the triangle in the .glm aren't in the good position I think, and the Models won't aim in front of, but they watch behind while walking in front... How I can do for a good conversion ? I already changed the wrong bone in the skeleton... :(

 

Thanks guys ! ;)

 

 

Is there a file with the glm model called sounds.cfg? Should have the name of the soundpack, and letter m under it.

 

c5b34d53e2fb103165820c04d61bfef6.png

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Thanks for the answer, but I wanted to say "Talk" in the chat section ^^ Not audio, I want the Bot write what I placed in the BotFile. :)

 

Try changing chatfrequency to 3. That's the average number for the base bot files. No idea why it's at 9, that might be what's causing it.

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I tried too, its same, i have put 9 cause in the exemple.jkb they say a number between 1 - 10, 10 the max... So ? :/

 

Huh. That is strange.

 

So in that case the only other thing I can think of, is in the same folder as the .jkb files, find the bots.txt and add your model to it.

 

If that doesn't work then I'm not sure what the problem is, sorry. I hope in that case that you get it solved.

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I did it too ^^

I searched CVAR too, but impossible...

I feel lonely in my local mp game ^^

 

Perhaps somehow the bot chat is disabled in that particular server? I don't exactly know how all of that works, so someone else who is more savvy with that information might be able to enlighten us.

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Its strange, because last time I have play the Bots was talking... I changed nothing.

 

Thanks for your answers :)

 

But, do you know something about this ?

 

I take this opportunity to ask this question too, all Models I converted works fine, but there are 2-3 wich make me rage cause all the triangle in the .glm aren't in the good position I think, and the Models won't aim in front of, but they watch behind while walking in front... How I can do for a good conversion ? I already changed the wrong bone in the skeleton... :(
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Its strange, because last time I have play the Bots was talking... I changed nothing.

 

Thanks for your answers :)

 

But, do you know something about this ?

 

Not really an expert on modelling to be honest. But from many threads I have read over in the past, I can repeat some wisdom.

 

Ensure that all tags are accounted for and have the correct structure, and that everything is weighted and rigged properly. You could simply take a look at the rigging of an already done model, and do a side by side comparison to yours to try and filter out the issue.

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Take a screenshot of the issue.

 

I already changed the wrong bone in the skeleton...

 

Do you mean you renamed the JK3 bones so they match the Outcast ones? Which software was used? If it's a compatibility issue with new bones vs. old bones, there's a mod that will load JA models into JO without the need to modify anything, at least that's what i've been told.

 

It could be a problem with how the tags are weighted to the wrong hand bones.

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  • 2 weeks later...

Take a screenshot of the issue.

 

Do you mean you renamed the JK3 bones so they match the Outcast ones? Which software was used? If it's a compatibility issue with new bones vs. old bones, there's a mod that will load JA models into JO without the need to modify anything, at least that's what i've been told.

 

Hi Psyk0Sith, it's an honor to talk to you, I see tour name everywhere in modding universe of Jedi Knight since many years, and now I can talk to you ^^ (I have some Models from you :) )

 

So, I used Blender for converte Models from JA to JO. I renamed the tag bone specific to JA (lhang_tag_bone), the "stupid triangle" is correctly placed now, but I think this triangle have 1 of their 3 angles wich need a good direction, else the Model will point the wrong direction with his weapons, hands, arms...

 

I already watched the Mod for use JA Models in JO, but for the games we want to do with my friends, we want just the game play of Jedi Outcast with some new features like content of ForceMod II (with no more conflicting Mods), and all Maps and Models from movies for doing RP. A ModPack like KoTF so.

 

It could be a problem with how the tags are weighted to the wrong hand bones.

 

I think too, but I don't know to do this I think, I can rotate the triangle, but more... I touch everything, but I do not know everything :P

 

:) 

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Nice to see a fan lol.

 

When i say a problem with the tags i'm talking about how the skin modifier is setup. Tags need to be assigned to bones through some kind of envelope (skin modifier or whatever its called in blender) if for some reason a tag has been assigned to the wrong bone, it can create unwanted behavior. It's difficult for me to tell without having that information. One thing that is crucial, the imported tag's orientation should not be changed: you should not ROTATE them, unless you understand how things work and looking to do something specific.

 

If you can share the models i could try them in the game / modview to see what's happening.

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