MagSul Posted September 11, 2015 Posted September 11, 2015 Hey, guys! Straight forward: If I wanted to do a level featuring a character that's a little shorter than 100% scale, how would I go about it? Looking in the newgame.menu file, I see that there're bits and pieces like this: setcvar snd "jaden_fmle" setcvar g_char_model "padawan" setcvar sex "f" Would it be much the same? If so, what do I need to write? Regards!
mrwonko Posted September 11, 2015 Posted September 11, 2015 I'm fairly sure it's possible somehow; if you change the playermodel to a scaled NPC via console, you also get its scale. (However if I remember correctly this leads to issues when saving/loading.) Asgarath83 likes this
MagSul Posted September 11, 2015 Author Posted September 11, 2015 I'm fairly sure it's possible somehow; if you change the playermodel to a scaled NPC via console, you also get its scale. (However if I remember correctly this leads to issues when saving/loading.) I suppose in that instance there may be a way to script that command upon spawning (if a passer-by knows what I'd need to do with that, some guidance would be appreciated!) If this method is going to interfere with the ability to save and load the game though, that could be a problem. An alternative without that kind of risk would be more ideal. Good suggestion, mrwonko!
Solution Asgarath83 Posted September 11, 2015 Solution Posted September 11, 2015 I'm fairly sure it's possible somehow; if you change the playermodel to a scaled NPC via console, you also get its scale. (However if I remember correctly this leads to issues when saving/loading.) Yes, pretty easy @@MagSul add the following line into the cvar option of the button that activate the level when clicked, into the previous menu that start the level: playermodel tinywait 10map "namelevel" and make an NPC file called tiny when the playermodel is "playermodel player" with a scale 90 or any value you desire. you want to make the tales of a giant jedi or a little ant?
mrwonko Posted September 11, 2015 Posted September 11, 2015 There's SET_PLAYERMODEL if you want to script it, but that too suffers from the load/save issues if memory servers... Maybe it's fixed by placing the NPC you use as a model in the level somewhere (inaccessible) so it always gets loaded?
MagSul Posted September 11, 2015 Author Posted September 11, 2015 Yes, pretty easy @@MagSul add the following line into the cvar option of the button that activate the level when clicked, into the previous menu that start the level: playermodel tiny wait 10 map "namelevel" and make an NPC file called tiny when the playermodel is "playermodel player" with a scale 90 or any value you desire. you want to make the tales of a giant jedi or a little ant? Thanks, Asgarath! I'll give this a go and I'll let you know how it pans out. No giants or ants, I'm afraid! I just thought that my twi'lek padawan looked a bit big when stood in front of Kyle, Jaden and Rosh. It also just bugs me that every character in Jedi Academy's campaign is the same height! It's time to fix that. >:] There's SET_PLAYERMODEL if you want to script it, but that too suffers from the load/save issues if memory servers... Maybe it's fixed by placing the NPC you use as a model in the level somewhere (inaccessible) so it always gets loaded? If Asgarath's suggestion doesn't work, this will be my next attempt. Thank you, mrwonko! Asgarath83 likes this
Asgarath83 Posted September 11, 2015 Posted September 11, 2015 Thanks, Asgarath! I'll give this a go and I'll let you know how it pans out. No giants or ants, I'm afraid! I just thought that my twi'lek padawan looked a bit big when stood in front of Kyle, Jaden and Rosh. It also just bugs me that every character in Jedi Academy's campaign is the same height! It's time to fix that. >:] If Asgarath's suggestion doesn't work, this will be my next attempt. Thank you, mrwonko!Ah yes, i understood, i maked a level of my mod with monster of different scales (and power and status, more little, more weak, more big, more stronger XD ) with spawnscript and massive scripting. it was too funny. try this as start button code of the level by a menu: itemDef { name buttonname type ITEM_TYPE_BUTTON rect 394 440 200 24 text "Buttontext" font 2 forecolor 1 1 1 1 textscale .7 textalign ITEM_ALIGN_RIGHT textalignx 200 textaligny -1 visible 1 mouseEnter { } mouseExit { } action { uiScript "characterchanged" uiScript "resetcharacterlistboxes" setcvar g_char_model "Tiny" setcvar g_char_skin_head "head_a1" setcvar g_char_skin_torso "torso_a1" setcvar g_char_skin_legs "lower_a1" setcvar g_char_color_red "255" setcvar g_char_color_green "255" setcvar g_char_color_blue "255" setcvar sex "f" setcvar g_saber "(the saber of the twilek jedi name)" setcvar g_saber_color "(the sabercolor of your twilek" snd "Name of sound/chars/twileksoundfolder: example: aayla, alora, asajj, etc. " uiScript "updatecharcvars" close all uiScript startmap mapname exec "helpusobi 1" exec "wait 30" exec "playermodel Tiny" } } that's should avoid also the savegame scaling\ character issue told by mrwonko
MagSul Posted September 11, 2015 Author Posted September 11, 2015 I added "playermodel shortnpc.npc" to my gamestart.cfg (which previously otherwise only fired "map yavin3") This scaled the twi'lek padawan appropriately and didn't interfere with saving or loading the game. I did notice that this didn't affect the player during cutscenes, though! That one may have to be a scripting job. Thanks for the help, guys! Asgarath83 likes this
mrwonko Posted September 11, 2015 Posted September 11, 2015 Well that's because you use npc_player for cutscenes, which probably is not scaled... Use an npc_spawner with npc_type shortnpc instead. Asgarath83 likes this
afi Posted September 11, 2015 Posted September 11, 2015 If I remember correctly there are some SP mods where you play with scaled models (Yoda for example) so you could check them out and see how they do it. MagSul likes this
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