Darth Sion Posted September 13, 2016 Posted September 13, 2016 So I had this idea and was wondering if someone would be willing to help make it possible.. So it's more of a request than anything else. As you probably know by now, when you get towards the end of the game, between the confrontation with Jaden and Rosh on Taspir III and afterwards, Jaden storming the Sith Temple on Korriban, to finally face-off against his former master; Kyle Katarn, in Marka Ragnos' tomb (If you chose the Dark Side path, on Taspir III and chose to kill Rosh, instead of sparing him).. Jaden then turns to the Dark Side.Now personally, I've always strived for authenticity (much more so, when it comes to STAR WARS). So it got me thinking, that if Jaden had killed Rosh and Alora on the Taspir III mission (therefore turning to the Dark Side), how much more realistic it'd look, if (after killing Rosh and Alora) Jaden had the yellow Sith eyes, like what Anakin had on Mustafar in 'Revenge of the Sith', through until the end of the game, when the end credits roll..Could somebody take the eyes from, (maybe) Hapslash's Anakin and somehow maybe, I dunno... Kitbash them together with Jaden's head. @@Seven, is this something you could possibly do? As I see you've also done a variation of Anakin, here;https://jkhub.org/files/file/2885-hs-anakin-with-toshi-face-texture/Again, this would be only for when Jaden turns to the Dark Side and would be in effect from the last part of the mission on Taspir III (after killing Rosh and Alora), until the end of the game (end credits roll). krkarr likes this
Seven Posted September 13, 2016 Posted September 13, 2016 Well changing the eye color should be easy, but I'm not totally sure how the game would be able to know to change skins when he turns
JediBantha Posted September 13, 2016 Posted September 13, 2016 You'd probably have to go in and edit the game's code, possibly add an icarus script, but I haven't gone that far into coding yet. Darth Sion likes this
The Punisher Posted September 13, 2016 Posted September 13, 2016 As Seven mentioned, the sith eyes are easy. I think the rest is a little bit more complicated as there are too many user created mods. if I am using another user mod instead of the default game Jaden? Maybe a dedicated .skin file (I.e. model-sith.skin) that the game checks for the file reads after certain point and if the file exists apply it? But then modders will have to include the extra skin file in their SP mods and the code might still need to be modified. Just my 0.000000000002 cents:s Darth Sion likes this
JediBantha Posted September 13, 2016 Posted September 13, 2016 Maybe a dedicated .skin file (I.e. model-sith.skin) that the game checks for the file reads after certain point and if the file exists apply it? Yeah, .skin's associated with the current head that you're using. I'd imagine that you would need to add a 'switch (command)' line in the game's code, in the event that you chose the dark side.
Darth Sion Posted September 13, 2016 Author Posted September 13, 2016 Ok, doesn't sound too shabby.. Would anyone be able or willing to have a go at doing the part with Jaden's eyes then?
Ramikad Posted September 13, 2016 Posted September 13, 2016 Yeah, .skin's associated with the current head that you're using. I'd imagine that you would need to add a 'switch (command)' line in the game's code, in the event that you chose the dark side. There's a script command to check whether the player has turned to the Dark Side, and perhaps it's used in the game - it would probably be enough to expand on that script so that it changes skin. Darth Sion likes this
Darth Sion Posted September 13, 2016 Author Posted September 13, 2016 Well heres the eyesLooks good! Any chance of throwing it together and taking a screenshot in Blender, to see? I don't have the software, myself. That certainly looks to be the Jaden head I use, though. D'ya think you could also do it for the hooded version, that's in JK: Enhanced? So we should then end up with 2 heads.
Seven Posted September 13, 2016 Posted September 13, 2016 Looks good! Any chance of throwing it together and taking a screenshot in GTKRadiant, to see? I don't have the software, myself. That certainly looks to be the Jaden head I use, though. D'ya think you could also do it for the hooded version, that's in JK: Enhanced? So we should then end up with 2 heads.You can just assign the eyes on this head to any model you want it on using the skin file Darth Sion likes this
JaceSolarisVIII Posted September 13, 2016 Posted September 13, 2016 In the code there is a section for Jaden using winter clothing.It should be possible to use a similar piece to make him use a "Dark Head". That would need to be included in the asset files. Darth Sion likes this
Ramikad Posted September 13, 2016 Posted September 13, 2016 There's a script command to check whether the player has turned to the Dark Side, and perhaps it's used in the game - it would probably be enough to expand on that script so that it changes skin. Why is everyone yelling at code changes as if it was the only way? scripts/taspir2/darksidechosen.ibi //(BHVD) rem ( "comment" ); set ( /*@SET_TYPES*/ "SET_CINEMATIC_SKIPSCRIPT", "taspir2/darksidechosen_skip" ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { camera ( /*@CAMERA_COMMANDS*/ ENABLE ); use ( "a_clip" ); affect ( "npc_fakePlayer4", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_SABER" ); set ( /*@SET_TYPES*/ "SET_SABER2", "none" ); set ( /*@SET_TYPES*/ "SET_RENDER_CULL_RADIUS", 1000.000 ); set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "false" ); waitsignal ( "jaden frame 0" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_33" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); wait ( 7400.000 ); print ( "Why should I? You yourself said how powerful the dark side was." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/27jak014.mp3" ); wait ( 6400.000 ); print ( "No, you were weak." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/27jak015.mp3" ); wait ( 4250.000 ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "true" ); wait ( 1850.000 ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "false" ); wait ( 5000.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_34" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); wait ( 2650.000 ); print ( "No!" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/27jak016.mp3" ); wait ( 7050.000 ); print ( "Join you? Why should I trade one master for another? The scepter of Ragnos is too powerful to be left in the hands of someone as weak as Tavion. If anything, it should belong to ME." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/27jak017.mp3" ); wait ( 15600.000 ); print ( "You, on the other hand, are of no use to me. I should have killed you on Hoth." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/27jak018.mp3" ); wait ( 11300.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_ATTEN, "sound/chars/jaden_male/misc/death1.mp3" ); wait ( 700.000 ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/weapons/saber/bounce1.mp3" ); wait ( 350.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_ATTEN, "sound/chars/jaden_male/misc/pain100.mp3" ); wait ( 250.000 ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/weapons/saber/bounce2.mp3" ); wait ( 700.000 ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/weapons/saber/bounce2.mp3" ); wait ( 350.000 ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/weapons/saber/bounce3.mp3" ); } affect ( "npc_rosh4", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_NOTARGET", /*@BOOL_TYPES*/ "true" ); //(BHVDREM) set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_NONE" ); set ( /*@SET_TYPES*/ "SET_RENDER_CULL_RADIUS", 1000.000 ); set ( /*@SET_TYPES*/ "SET_INVINCIBLE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_FORCE_INVINCIBLE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_IGNOREENEMIES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_IGNOREPAIN", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_NO_KNOCKBACK", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_IGNOREALERTS", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); waitsignal ( "rosh frame 0" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_32" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); wait ( 4150.000 ); print ( "Jaden, no. Let go of your anger." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/rosh/27rop011.mp3" ); wait ( 7950.000 ); print ( "I was wrong." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/rosh/27rop012.mp3" ); wait ( 4400.000 ); print ( "Jaden... no!!!" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/rosh/27rop013.mp3" ); wait ( 1950.000 ); print ( "AAAAAARRRRRRGGGGGH!!!!" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/rosh/27rop008.mp3" ); wait ( 2850.000 ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/player/bodyfall_human2.mp3" ); wait ( 3600.000 ); set ( /*@SET_TYPES*/ "SET_HEALTH", 0 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_35" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); } affect ( "npc_aloraChoice1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVINCIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_IGNOREPAIN", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_IGNOREENEMIES", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_NO_KNOCKBACK", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_NO_IMPACT_DAMAGE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_NO_FORCE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_RENDER_CULL_RADIUS", 1000.000 ); set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_ANGLES", $tag( "aloraDarkPos1", ANGLES)$ ); set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "aloraDarkPos1", ORIGIN)$ ); waitsignal ( "aloraChoice go" ); print ( "Well done, Jedi. You have become one of us." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/alora/27alo015.mp3" ); wait ( 1250.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_36" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); wait ( 3550.000 ); print ( "Join us. With Marka Ragnos as our Master, we will defeat the Jedi and rule the galaxy." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/alora/27alo016.mp3" ); wait ( 19100.000 ); print ( "(laughs) Oh, you think so?" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/alora/27alo017.mp3" ); wait ( 8700.000 ); print ( "You won't get a second chance. Tavion has taught me much since then!" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/alora/27alo018.mp3" ); wait ( 4850.000 ); set ( /*@SET_TYPES*/ "SET_VIEWTARGET", "npc_fakeplayer4" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING", /*@BOOL_TYPES*/ "true" ); wait ( 4500.000 ); set ( /*@SET_TYPES*/ "SET_VIEWTARGET", "NULL" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 0 ); set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_JUMP" ); set ( /*@SET_TYPES*/ "SET_ORIGIN", < -8383.000 -1847.000 2919.000 > ); wait ( 250.000 ); set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "false" ); task ( "jump" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "aloraChoiceNav1" ); } //(BHVDREM) dowait ( "jump" ); do ( "jump" ); wait ( 2000.000 ); set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "true" ); print ( "turning on block npc wall" ); use ( "block_wall" ); set ( /*@SET_TYPES*/ "SET_NO_FALLTODEATH", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" ); set ( /*@SET_TYPES*/ "SET_ENEMY", "player" ); } print ( "camera1" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7662.000 -1991.600 2446.200 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 11.600 292.500 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 80.000, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7727.600 -2063.500 2455.200 >, 7000 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 13.400 312.300 0.000 >, < 0.000 0.000 0.000 >, 7000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 2000 ); signal ( "jaden frame 0" ); signal ( "rosh frame 0" ); wait ( 7050.000 ); print ( "camera2" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7697.700 -2122.000 2444.800 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 28.700 312.300 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 750.000 ); print ( "camera3" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7740.400 -2102.000 2450.100 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 -18.900 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 4250.000 ); print ( "camera4" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7677.480 -2114.900 2463.800 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 13.500 -40.500 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 80.000, 0 ); wait ( 1950.000 ); print ( "camera5" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7696.400 -2096.500 2448.700 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 13.500 -40.500 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 800.000 ); print ( "camera6" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7698.900 -2138.900 2460.200 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 13.500 23.400 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7674.900 -2185.900 2451.200 >, 5900 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 10.800 83.700 0.000 >, < 0.000 0.000 0.000 >, 5900 ); wait ( 5950.000 ); print ( "camera7" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7738.800 -2130.300 2403.800 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -17.100 -0.900 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 60.000, 0 ); wait ( 2800.000 ); print ( "camera8" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8368.300 -1902.500 2877.800 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 25.200 -17.100 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 50.000 ); signal ( "aloraChoice go" ); wait ( 1300.000 ); print ( "camera9" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7999.200 -2042.400 2592.540 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -29.700 -207.900 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8032.560 -2076.400 2592.900 >, 2600 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -29.700 -211.500 0.000 >, < 0.000 0.000 0.000 >, 2600 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 60.000, 0 ); wait ( 2600.000 ); print ( "camera10" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7935.200 -2015.400 2611.600 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 32.400 -34.700 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7792.000 -2021.700 2522.200 >, 7000 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 26.100 -50.000 0.000 >, < 0.000 0.000 0.000 >, 7000 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 60.000, 0 ); wait ( 7000.000 ); print ( "camera11" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7411.470 -2093.700 2451.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -7.200 173.700 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7439.210 -2088.400 2473.800 >, 12900 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -8.100 173.700 0.000 >, < 0.000 0.000 0.000 >, 12900 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 60.000, 0 ); wait ( 12900.000 ); print ( "camera12" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8254.200 -1923.000 2841.600 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -24.900 157.500 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8254.100 -1923.000 2845.900 >, 2950 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -23.100 157.500 0.000 >, < 0.000 0.000 0.000 >, 2950 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 2950.000 ); print ( "camera13" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8440.604 -1817.200 2918.900 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 21.000 328.700 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8440.600 -1817.200 2923.800 >, 3950 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 22.800 328.700 0.000 >, < 0.000 0.000 0.000 >, 3950 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 3950.000 ); print ( "camera14" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8308.830 -1801.650 2933.700 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 19.800 230.400 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8256.100 -1826.800 2826.300 >, 6700 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -18.900 189.000 0.000 >, < 0.000 0.000 0.000 >, 6700 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 6700.000 ); print ( "camera15" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7745.140 -2017.300 2440.150 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 1.800 332.100 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 1200.000 ); print ( "camera16" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7548.410 -1601.907 2399.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -13.500 238.500 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7526.350 -1691.688 2399.000 >, 2450 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -13.500 235.800 0.000 >, < 0.000 0.000 0.000 >, 2450 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 80.000, 0 ); wait ( 2450.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 1.000, 0 ); wait ( 100.000 ); remove ( "npc_fakePlayer4" ); use ( "a_clip" ); set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "playerFightAloraPos", ORIGIN)$ ); set ( /*@SET_TYPES*/ "SET_ANGLES", $tag( "playerFightAloraPos", ANGLES)$ ); wait ( 300.000 ); set ( /*@SET_TYPES*/ "SET_SABER_ORIGIN", $tag( "darkSideSaberPos", ORIGIN)$ ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 1000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); } It's as easy as adding a: //(BHVD) set ( /*@SET_TYPES*/ "SET_SKIN", "models/players/???/model_default.skin" ); somewhere in the script, applied on the player and on the rest of the cinematic players for that mission. Not sure if the next mission scripts will need modifications as well or if the changes will already be applied. eezstreet likes this
Asgarath83 Posted September 14, 2016 Posted September 14, 2016 1 new eyes, done(maybe you need also a custom mouth_eyes texture? i not know much how is done jaden model)2 a SKIN file called model_sith with the new texture for jaden eyes, this skin file need to be put inside the jaden model folders3 on taspir 3, you need to edit with Icarus the file IBI of the cinematic of Jaden killing rosh, there is the baddest part, you need to add SET_SKIN "skin path" to the player maybe that require also a SET_PLAYERMODEL for make the modification permanent on korriban levels. the problem is that jaden have not a solo model: he can get 3 face, various, outfites, various race, can be male or female, so this is not an easy modification, you need to do that for all jaden variant. and i am not sure how is possible to change the skin with icarus code with all these variables. Darth Sion likes this
Seven Posted September 14, 2016 Posted September 14, 2016 1 new eyes, done(maybe you need also a custom mouth_eyes texture? i not know much how is done jaden model)2 a SKIN file called model_sith with the new texture for jaden eyes, this skin file need to be put inside the jaden model folders3 on taspir 3, you need to edit with Icarus the file IBI of the cinematic of Jaden killing rosh, there is the baddest part, you need to add SET_SKIN "skin path" to the player maybe that require also a SET_PLAYERMODEL for make the modification permanent on korriban levels. the problem is that jaden have not a solo model: he can get 3 face, various, outfites, various race, can be male or female, so this is not an easy modification, you need to do that for all jaden variant. and i am not sure how is possible to change the skin with icarus code with all these variables.We probably could examine how the game does it with the costume on hoth and work from there. Darth Sion likes this
Asgarath83 Posted September 14, 2016 Posted September 14, 2016 Why is everyone yelling at code changes as if it was the only way? scripts/taspir2/darksidechosen.ibi //(BHVD) rem ( "comment" ); set ( /*@SET_TYPES*/ "SET_CINEMATIC_SKIPSCRIPT", "taspir2/darksidechosen_skip" ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { camera ( /*@CAMERA_COMMANDS*/ ENABLE ); use ( "a_clip" ); affect ( "npc_fakePlayer4", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_SABER" ); set ( /*@SET_TYPES*/ "SET_SABER2", "none" ); set ( /*@SET_TYPES*/ "SET_RENDER_CULL_RADIUS", 1000.000 ); set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "false" ); waitsignal ( "jaden frame 0" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_33" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); wait ( 7400.000 ); print ( "Why should I? You yourself said how powerful the dark side was." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/27jak014.mp3" ); wait ( 6400.000 ); print ( "No, you were weak." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/27jak015.mp3" ); wait ( 4250.000 ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "true" ); wait ( 1850.000 ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "false" ); wait ( 5000.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_34" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); wait ( 2650.000 ); print ( "No!" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/27jak016.mp3" ); wait ( 7050.000 ); print ( "Join you? Why should I trade one master for another? The scepter of Ragnos is too powerful to be left in the hands of someone as weak as Tavion. If anything, it should belong to ME." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/27jak017.mp3" ); wait ( 15600.000 ); print ( "You, on the other hand, are of no use to me. I should have killed you on Hoth." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/27jak018.mp3" ); wait ( 11300.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_ATTEN, "sound/chars/jaden_male/misc/death1.mp3" ); wait ( 700.000 ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/weapons/saber/bounce1.mp3" ); wait ( 350.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_ATTEN, "sound/chars/jaden_male/misc/pain100.mp3" ); wait ( 250.000 ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/weapons/saber/bounce2.mp3" ); wait ( 700.000 ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/weapons/saber/bounce2.mp3" ); wait ( 350.000 ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/weapons/saber/bounce3.mp3" ); } affect ( "npc_rosh4", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_NOTARGET", /*@BOOL_TYPES*/ "true" ); //(BHVDREM) set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_NONE" ); set ( /*@SET_TYPES*/ "SET_RENDER_CULL_RADIUS", 1000.000 ); set ( /*@SET_TYPES*/ "SET_INVINCIBLE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_FORCE_INVINCIBLE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_IGNOREENEMIES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_IGNOREPAIN", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_NO_KNOCKBACK", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_IGNOREALERTS", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); waitsignal ( "rosh frame 0" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_32" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); wait ( 4150.000 ); print ( "Jaden, no. Let go of your anger." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/rosh/27rop011.mp3" ); wait ( 7950.000 ); print ( "I was wrong." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/rosh/27rop012.mp3" ); wait ( 4400.000 ); print ( "Jaden... no!!!" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/rosh/27rop013.mp3" ); wait ( 1950.000 ); print ( "AAAAAARRRRRRGGGGGH!!!!" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/rosh/27rop008.mp3" ); wait ( 2850.000 ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/player/bodyfall_human2.mp3" ); wait ( 3600.000 ); set ( /*@SET_TYPES*/ "SET_HEALTH", 0 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_35" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); } affect ( "npc_aloraChoice1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVINCIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_IGNOREPAIN", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_IGNOREENEMIES", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_NO_KNOCKBACK", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_NO_IMPACT_DAMAGE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_NO_FORCE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_RENDER_CULL_RADIUS", 1000.000 ); set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_ANGLES", $tag( "aloraDarkPos1", ANGLES)$ ); set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "aloraDarkPos1", ORIGIN)$ ); waitsignal ( "aloraChoice go" ); print ( "Well done, Jedi. You have become one of us." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/alora/27alo015.mp3" ); wait ( 1250.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_36" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); wait ( 3550.000 ); print ( "Join us. With Marka Ragnos as our Master, we will defeat the Jedi and rule the galaxy." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/alora/27alo016.mp3" ); wait ( 19100.000 ); print ( "(laughs) Oh, you think so?" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/alora/27alo017.mp3" ); wait ( 8700.000 ); print ( "You won't get a second chance. Tavion has taught me much since then!" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/alora/27alo018.mp3" ); wait ( 4850.000 ); set ( /*@SET_TYPES*/ "SET_VIEWTARGET", "npc_fakeplayer4" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING", /*@BOOL_TYPES*/ "true" ); wait ( 4500.000 ); set ( /*@SET_TYPES*/ "SET_VIEWTARGET", "NULL" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 0 ); set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_JUMP" ); set ( /*@SET_TYPES*/ "SET_ORIGIN", < -8383.000 -1847.000 2919.000 > ); wait ( 250.000 ); set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "false" ); task ( "jump" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "aloraChoiceNav1" ); } //(BHVDREM) dowait ( "jump" ); do ( "jump" ); wait ( 2000.000 ); set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "true" ); print ( "turning on block npc wall" ); use ( "block_wall" ); set ( /*@SET_TYPES*/ "SET_NO_FALLTODEATH", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" ); set ( /*@SET_TYPES*/ "SET_ENEMY", "player" ); } print ( "camera1" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7662.000 -1991.600 2446.200 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 11.600 292.500 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 80.000, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7727.600 -2063.500 2455.200 >, 7000 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 13.400 312.300 0.000 >, < 0.000 0.000 0.000 >, 7000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 2000 ); signal ( "jaden frame 0" ); signal ( "rosh frame 0" ); wait ( 7050.000 ); print ( "camera2" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7697.700 -2122.000 2444.800 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 28.700 312.300 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 750.000 ); print ( "camera3" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7740.400 -2102.000 2450.100 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 -18.900 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 4250.000 ); print ( "camera4" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7677.480 -2114.900 2463.800 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 13.500 -40.500 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 80.000, 0 ); wait ( 1950.000 ); print ( "camera5" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7696.400 -2096.500 2448.700 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 13.500 -40.500 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 800.000 ); print ( "camera6" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7698.900 -2138.900 2460.200 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 13.500 23.400 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7674.900 -2185.900 2451.200 >, 5900 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 10.800 83.700 0.000 >, < 0.000 0.000 0.000 >, 5900 ); wait ( 5950.000 ); print ( "camera7" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7738.800 -2130.300 2403.800 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -17.100 -0.900 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 60.000, 0 ); wait ( 2800.000 ); print ( "camera8" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8368.300 -1902.500 2877.800 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 25.200 -17.100 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 50.000 ); signal ( "aloraChoice go" ); wait ( 1300.000 ); print ( "camera9" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7999.200 -2042.400 2592.540 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -29.700 -207.900 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8032.560 -2076.400 2592.900 >, 2600 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -29.700 -211.500 0.000 >, < 0.000 0.000 0.000 >, 2600 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 60.000, 0 ); wait ( 2600.000 ); print ( "camera10" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7935.200 -2015.400 2611.600 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 32.400 -34.700 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7792.000 -2021.700 2522.200 >, 7000 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 26.100 -50.000 0.000 >, < 0.000 0.000 0.000 >, 7000 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 60.000, 0 ); wait ( 7000.000 ); print ( "camera11" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7411.470 -2093.700 2451.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -7.200 173.700 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7439.210 -2088.400 2473.800 >, 12900 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -8.100 173.700 0.000 >, < 0.000 0.000 0.000 >, 12900 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 60.000, 0 ); wait ( 12900.000 ); print ( "camera12" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8254.200 -1923.000 2841.600 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -24.900 157.500 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8254.100 -1923.000 2845.900 >, 2950 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -23.100 157.500 0.000 >, < 0.000 0.000 0.000 >, 2950 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 2950.000 ); print ( "camera13" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8440.604 -1817.200 2918.900 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 21.000 328.700 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8440.600 -1817.200 2923.800 >, 3950 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 22.800 328.700 0.000 >, < 0.000 0.000 0.000 >, 3950 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 3950.000 ); print ( "camera14" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8308.830 -1801.650 2933.700 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 19.800 230.400 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8256.100 -1826.800 2826.300 >, 6700 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -18.900 189.000 0.000 >, < 0.000 0.000 0.000 >, 6700 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 6700.000 ); print ( "camera15" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7745.140 -2017.300 2440.150 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 1.800 332.100 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 1200.000 ); print ( "camera16" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7548.410 -1601.907 2399.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -13.500 238.500 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7526.350 -1691.688 2399.000 >, 2450 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -13.500 235.800 0.000 >, < 0.000 0.000 0.000 >, 2450 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 80.000, 0 ); wait ( 2450.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 1.000, 0 ); wait ( 100.000 ); remove ( "npc_fakePlayer4" ); use ( "a_clip" ); set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "playerFightAloraPos", ORIGIN)$ ); set ( /*@SET_TYPES*/ "SET_ANGLES", $tag( "playerFightAloraPos", ANGLES)$ ); wait ( 300.000 ); set ( /*@SET_TYPES*/ "SET_SABER_ORIGIN", $tag( "darkSideSaberPos", ORIGIN)$ ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 1000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); } It's as easy as adding a: //(BHVD) set ( /*@SET_TYPES*/ "SET_SKIN", "models/players/???/model_default.skin" ); somewhere in the script, applied on the player and on the rest of the cinematic players for that mission. Not sure if the next mission scripts will need modifications as well or if the changes will already be applied. Yes, is SET_SKIN the key, but you need to provide a sith skin for all jaden versions: male, female and aliens.mmm... should work on the korriban maps if the maps are setted with "keep_previous" spawnflag into info_player_start.sure, that will not work for tier mission, but SHOULD work, i think, for korriban too. if not work i tbink is possible to fix it editing the intro dark side script of KOR1 adding once more time SET_SKIN command Darth Sion likes this
Circa Posted September 14, 2016 Posted September 14, 2016 I'd rather his eyes change when he gets to Korriban, because the dark side eyes don't appear instantly. It happens after awhile. You don't see his eyes change until he's on Mustafar and had killed all the Trade Federation guys. That was probably a few days after he officially turned. I may look into this. Darth Sion likes this
Darth Sion Posted September 14, 2016 Author Posted September 14, 2016 I'd rather his eyes change when he gets to Korriban, because the dark side eyes don't appear instantly. It happens after awhile. You don't see his eyes change until he's on Mustafar and had killed all the Trade Federation guys. That was probably a few days after he officially turned. I may look into this.Yeah, I do agree with this @@Circa. I'm maybe thinking that his Dark Side eyes could trigger at the start of the Korriban map, when Jaden first lands on the planet and meets the 2 or 3 Jedi that are on patrol, just outside the Temple. I think one of them says "Oh no. I sense the Dark Side in you, Jaden." or something similar to that. I think that would be a good place to start, to give him the Dark Side eyes. I haven't tried out @@Seven's eyes file yet, but I think the eyes could probably do to be a little bit more intense and fiery, like Anakin's eyes are, in the above images.
Circa Posted September 16, 2016 Posted September 16, 2016 Why is everyone yelling at code changes as if it was the only way? scripts/taspir2/darksidechosen.ibi //(BHVD) rem ( "comment" ); set ( /*@SET_TYPES*/ "SET_CINEMATIC_SKIPSCRIPT", "taspir2/darksidechosen_skip" ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { camera ( /*@CAMERA_COMMANDS*/ ENABLE ); use ( "a_clip" ); affect ( "npc_fakePlayer4", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_SABER" ); set ( /*@SET_TYPES*/ "SET_SABER2", "none" ); set ( /*@SET_TYPES*/ "SET_RENDER_CULL_RADIUS", 1000.000 ); set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "false" ); waitsignal ( "jaden frame 0" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_33" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); wait ( 7400.000 ); print ( "Why should I? You yourself said how powerful the dark side was." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/27jak014.mp3" ); wait ( 6400.000 ); print ( "No, you were weak." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/27jak015.mp3" ); wait ( 4250.000 ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "true" ); wait ( 1850.000 ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "false" ); wait ( 5000.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_34" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); wait ( 2650.000 ); print ( "No!" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/27jak016.mp3" ); wait ( 7050.000 ); print ( "Join you? Why should I trade one master for another? The scepter of Ragnos is too powerful to be left in the hands of someone as weak as Tavion. If anything, it should belong to ME." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/27jak017.mp3" ); wait ( 15600.000 ); print ( "You, on the other hand, are of no use to me. I should have killed you on Hoth." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/jaden_male/27jak018.mp3" ); wait ( 11300.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_ATTEN, "sound/chars/jaden_male/misc/death1.mp3" ); wait ( 700.000 ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/weapons/saber/bounce1.mp3" ); wait ( 350.000 ); sound ( /*@CHANNELS*/ CHAN_VOICE_ATTEN, "sound/chars/jaden_male/misc/pain100.mp3" ); wait ( 250.000 ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/weapons/saber/bounce2.mp3" ); wait ( 700.000 ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/weapons/saber/bounce2.mp3" ); wait ( 350.000 ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/weapons/saber/bounce3.mp3" ); } affect ( "npc_rosh4", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_NOTARGET", /*@BOOL_TYPES*/ "true" ); //(BHVDREM) set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_NONE" ); set ( /*@SET_TYPES*/ "SET_RENDER_CULL_RADIUS", 1000.000 ); set ( /*@SET_TYPES*/ "SET_INVINCIBLE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_FORCE_INVINCIBLE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_IGNOREENEMIES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_IGNOREPAIN", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_NO_KNOCKBACK", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_IGNOREALERTS", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" ); waitsignal ( "rosh frame 0" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_32" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); wait ( 4150.000 ); print ( "Jaden, no. Let go of your anger." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/rosh/27rop011.mp3" ); wait ( 7950.000 ); print ( "I was wrong." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/rosh/27rop012.mp3" ); wait ( 4400.000 ); print ( "Jaden... no!!!" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/rosh/27rop013.mp3" ); wait ( 1950.000 ); print ( "AAAAAARRRRRRGGGGGH!!!!" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/rosh/27rop008.mp3" ); wait ( 2850.000 ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/player/bodyfall_human2.mp3" ); wait ( 3600.000 ); set ( /*@SET_TYPES*/ "SET_HEALTH", 0 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_35" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); } affect ( "npc_aloraChoice1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVINCIBLE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_IGNOREPAIN", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_IGNOREENEMIES", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_NO_KNOCKBACK", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_NO_IMPACT_DAMAGE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_NO_FORCE", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_RENDER_CULL_RADIUS", 1000.000 ); set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_ANGLES", $tag( "aloraDarkPos1", ANGLES)$ ); set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "aloraDarkPos1", ORIGIN)$ ); waitsignal ( "aloraChoice go" ); print ( "Well done, Jedi. You have become one of us." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/alora/27alo015.mp3" ); wait ( 1250.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_CIN_36" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); wait ( 3550.000 ); print ( "Join us. With Marka Ragnos as our Master, we will defeat the Jedi and rule the galaxy." ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/alora/27alo016.mp3" ); wait ( 19100.000 ); print ( "(laughs) Oh, you think so?" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/alora/27alo017.mp3" ); wait ( 8700.000 ); print ( "You won't get a second chance. Tavion has taught me much since then!" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/chars/alora/27alo018.mp3" ); wait ( 4850.000 ); set ( /*@SET_TYPES*/ "SET_VIEWTARGET", "npc_fakeplayer4" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING", /*@BOOL_TYPES*/ "true" ); wait ( 4500.000 ); set ( /*@SET_TYPES*/ "SET_VIEWTARGET", "NULL" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 0 ); set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_JUMP" ); set ( /*@SET_TYPES*/ "SET_ORIGIN", < -8383.000 -1847.000 2919.000 > ); wait ( 250.000 ); set ( /*@SET_TYPES*/ "SET_MORELIGHT", /*@BOOL_TYPES*/ "false" ); task ( "jump" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "aloraChoiceNav1" ); } //(BHVDREM) dowait ( "jump" ); do ( "jump" ); wait ( 2000.000 ); set ( /*@SET_TYPES*/ "SET_SOLID", /*@BOOL_TYPES*/ "true" ); print ( "turning on block npc wall" ); use ( "block_wall" ); set ( /*@SET_TYPES*/ "SET_NO_FALLTODEATH", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" ); set ( /*@SET_TYPES*/ "SET_ENEMY", "player" ); } print ( "camera1" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7662.000 -1991.600 2446.200 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 11.600 292.500 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 80.000, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7727.600 -2063.500 2455.200 >, 7000 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 13.400 312.300 0.000 >, < 0.000 0.000 0.000 >, 7000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 2000 ); signal ( "jaden frame 0" ); signal ( "rosh frame 0" ); wait ( 7050.000 ); print ( "camera2" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7697.700 -2122.000 2444.800 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 28.700 312.300 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 750.000 ); print ( "camera3" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7740.400 -2102.000 2450.100 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 -18.900 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 4250.000 ); print ( "camera4" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7677.480 -2114.900 2463.800 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 13.500 -40.500 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 80.000, 0 ); wait ( 1950.000 ); print ( "camera5" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7696.400 -2096.500 2448.700 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 13.500 -40.500 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 800.000 ); print ( "camera6" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7698.900 -2138.900 2460.200 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 13.500 23.400 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7674.900 -2185.900 2451.200 >, 5900 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 10.800 83.700 0.000 >, < 0.000 0.000 0.000 >, 5900 ); wait ( 5950.000 ); print ( "camera7" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7738.800 -2130.300 2403.800 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -17.100 -0.900 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 60.000, 0 ); wait ( 2800.000 ); print ( "camera8" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8368.300 -1902.500 2877.800 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 25.200 -17.100 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 50.000 ); signal ( "aloraChoice go" ); wait ( 1300.000 ); print ( "camera9" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7999.200 -2042.400 2592.540 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -29.700 -207.900 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8032.560 -2076.400 2592.900 >, 2600 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -29.700 -211.500 0.000 >, < 0.000 0.000 0.000 >, 2600 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 60.000, 0 ); wait ( 2600.000 ); print ( "camera10" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7935.200 -2015.400 2611.600 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 32.400 -34.700 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7792.000 -2021.700 2522.200 >, 7000 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 26.100 -50.000 0.000 >, < 0.000 0.000 0.000 >, 7000 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 60.000, 0 ); wait ( 7000.000 ); print ( "camera11" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7411.470 -2093.700 2451.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -7.200 173.700 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7439.210 -2088.400 2473.800 >, 12900 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -8.100 173.700 0.000 >, < 0.000 0.000 0.000 >, 12900 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 60.000, 0 ); wait ( 12900.000 ); print ( "camera12" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8254.200 -1923.000 2841.600 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -24.900 157.500 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8254.100 -1923.000 2845.900 >, 2950 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -23.100 157.500 0.000 >, < 0.000 0.000 0.000 >, 2950 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 2950.000 ); print ( "camera13" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8440.604 -1817.200 2918.900 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 21.000 328.700 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8440.600 -1817.200 2923.800 >, 3950 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 22.800 328.700 0.000 >, < 0.000 0.000 0.000 >, 3950 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 3950.000 ); print ( "camera14" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8308.830 -1801.650 2933.700 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 19.800 230.400 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -8256.100 -1826.800 2826.300 >, 6700 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -18.900 189.000 0.000 >, < 0.000 0.000 0.000 >, 6700 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 6700.000 ); print ( "camera15" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7745.140 -2017.300 2440.150 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 1.800 332.100 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 50.000, 0 ); wait ( 1200.000 ); print ( "camera16" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7548.410 -1601.907 2399.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -13.500 238.500 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, < -7526.350 -1691.688 2399.000 >, 2450 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -13.500 235.800 0.000 >, < 0.000 0.000 0.000 >, 2450 ); camera ( /*@CAMERA_COMMANDS*/ ZOOM, 80.000, 0 ); wait ( 2450.000 ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 1.000, 0 ); wait ( 100.000 ); remove ( "npc_fakePlayer4" ); use ( "a_clip" ); set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "playerFightAloraPos", ORIGIN)$ ); set ( /*@SET_TYPES*/ "SET_ANGLES", $tag( "playerFightAloraPos", ANGLES)$ ); wait ( 300.000 ); set ( /*@SET_TYPES*/ "SET_SABER_ORIGIN", $tag( "darkSideSaberPos", ORIGIN)$ ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 1000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); } It's as easy as adding a: //(BHVD) set ( /*@SET_TYPES*/ "SET_SKIN", "models/players/???/model_default.skin" ); somewhere in the script, applied on the player and on the rest of the cinematic players for that mission. Not sure if the next mission scripts will need modifications as well or if the changes will already be applied.I don't think you can use that unless you want to set the whole skin itself. Is there a way to just change the head skin file? And determine which head they have already? I think that's the only way it would work for Jaden. Otherwise you'd have to just have one model set, which could be completely different than what the player chose Jaden to look like. Also, the Hoth script appears to use this: set ( /*@SET_TYPES*/ "SET_WINTER_GEAR", /*@BOOL_TYPES*/ "true" ); Wouldn't that mean it's hardcoded to look for torso_g1 and lower_e1, rather than setting them via script? Darth Sion and therfiles like this
Darth Sion Posted October 28, 2016 Author Posted October 28, 2016 So after some discussion with Circa, regarding this.. He said that he looked into it a bit and couldn't quite figure out how to do it (or if it was even possible). So, @@MagSul @@Ramikad, can either of you confirm whether this mod would be possible and if it is, would you be able to make it so? I'd rather his eyes change when he gets to Korriban, because the dark side eyes don't appear instantly. It happens after awhile. You don't see his eyes change until he's on Mustafar and had killed all the Trade Federation guys. That was probably a few days after he officially turned. I may look into this.Yeah, I agree that this change should take effect, when he gets to Korriban. It does make more logical sense, that way. When he's speaking to the Jedi, outside the Sith Temple (Maybe as far, as upto the point where he faces Kyle or Tavion and changes back to normal just before the duel begins). Discussion is up for debate, if someone else wants to give their input/feedback on the suggested change.
JediBantha Posted October 28, 2016 Posted October 28, 2016 Jaden looks stoned when it's just the texture we're looking at. Darth Sion and Bek like this
Ramikad Posted October 28, 2016 Posted October 28, 2016 Yeah, it didn't occur to me that setting a different .skin (especially for the head or eyes only) through script is more problematic, considering the amount of different combinations the player customization system offers.I don't know how feasible it is to achieve through scripts - you should check on every possible head .skin file and change it accordingly. But I seem to remember that when you set new specific skins for head, torso and legs it basically ends up with just one of the three, unless I've done it the wrong way. So the only other (most likely) solution seems to be code changes. Darth Sion likes this
Darth Sion Posted November 8, 2016 Author Posted November 8, 2016 Ok, so just been speaking with @@MagSul, on Steam chat and he's done a quick mock-up of the face and overall effect we're going for.. Looks pretty awesome and would actually work really well. It's only be the head that we need from the texture, as the body parts would be from the base game or from the additional garments that are in JK Enhanced. The code part of the game still needs to be addressed and looked at, for it to actually go into the game. Whether @@MagSul will do the other Jaden heads in the same fashion.. I don't know. But this is a start and it's definitely on the right lines.
Darth Sion Posted November 23, 2016 Author Posted November 23, 2016 @@JediBantha, @@Ramikad, @@JaceSolarisVIII, @@Asgarath83 If I can get the textures sorted and the designs in place on all the Jaden heads, do you think any of you guys could sort out the code, to get this mod in place.. Then I can get it released and I'll credit your name in the mod, for the coding part (If you wanna be featured)? JaceSolarisVIII likes this
Asgarath83 Posted November 23, 2016 Posted November 23, 2016 @@Darth Sion the code shoul be simply an ibi script edit of rosh death choice cutscene... Should... XD because jaden have custom appereance for human body, so i really not know how to implement that in Icarus.mmmm maybe the unique way should be"If SET_SKIN "jaden skin 1" -> SET_SKIN jaden skin1 sithelse if SET_SKIN "jaden skin 2£ -> SET_SKIN jaden skin 2 etc.However i am not so in approvation for this mod. the sith yellow eyes depend about how many someone fall into the dark side. that can works for anakin, but for jaden... really, is a little silly jaden in sith mode. for JKA plot is not truely a dark side. is just... crazy for anger. it's not a soul corruption 100% so, i not see the purpose of yellow eyes. however, if you really like the mod and you want this thing, you need:- a set of faces with sith eyes .- a set of new .skin files for jaden human male and female model with sith eyes. these two sets are new files, they NOT replace the old skin files or jaden face.- a edited rosh death cutscene on taspir2 that replace the jaden's skin with related sith skins.but the problem is that jaden appereance are customs, so the script not works fine with others jaden. only an if \ else switch can works for that...and i am not sure of how build a similiar thing into SP code, really i not know how to make it. so i need to decline that.Also, actually i am pretty sick and i leave modding for take an hand of my heal.(just if someone not again understand, i am not more a modder in this time)
Ramikad Posted November 23, 2016 Posted November 23, 2016 @@Darth Sion the code shoul be simply an ibi script edit of rosh death choice cutscene... Should... XD because jaden have custom appereance for human body, so i really not know how to implement that in Icarus.mmmm maybe the unique way should be"If SET_SKIN "jaden skin 1" -> SET_SKIN jaden skin1 sithelse if SET_SKIN "jaden skin 2£ -> SET_SKIN jaden skin 2 etc.However i am not so in approvation for this mod. the sith yellow eyes depend about how many someone fall into the dark side. that can works for anakin, but for jaden... really, is a little silly jaden in sith mode. for JKA plot is not truely a dark side. is just... crazy for anger. it's not a soul corruption 100% so, i not see the purpose of yellow eyes. however, if you really like the mod and you want this thing, you need:- a set of faces with sith eyes .- a set of new .skin files for jaden human male and female model with sith eyes. these two sets are new files, they NOT replace the old skin files or jaden face.- a edited rosh death cutscene on taspir2 that replace the jaden's skin with related sith skins.but the problem is that jaden appereance are customs, so the script not works fine with others jaden. only an if \ else switch can works for that...and i am not sure of how build a similiar thing into SP code, really i not know how to make it. so i need to decline that.Also, actually i am pretty sick and i leave modding for take an hand of my heal.(just if someone not again understand, i am not more a modder in this time) It's more complicated than an Icarus script, I think. Apparently in my tests I couldn't get a custom skin working at all, due to it exceeding MAX_QPATH or something like that, and even in that case I'm not sure it would work.The only half-possible workaround to this would be to use the little script glitch, //(BHVD) set ( /*@SET_TYPES*/ "SET_VIDEO_PLAY", "DEFAULT" ); which allows a console command to be executed just writing it after a (non)existing .roq video cutscene. The only problem is that I think changing skin would need cheats to be activated.You could make it more complex; creating a whole load of conditionals IF commands, checking for every possible skin used, and, using the SET_VIDEO_PLAY glitch, activate cheats, set the new playermodel, head, torso and lower skins, and then deactivate cheats. It might work. //(BHVD) set ( /*@SET_TYPES*/ "SET_VIDEO_PLAY", "kkk;helpusobi 1;playermodel <model> <head> <torso> <legs>;helpusobi 0" ); It would overall be a daunting task.
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