Setrilo Posted June 24, 2017 Share Posted June 24, 2017 For MP Jedi Academy, I'm trying to edit a .menu file (specifically player.menu) to include a 3D preview of the selected player's model (much like the one in player2.menu).I understand that most people have achieved this by editing the game code itself, but I am wondering if anyone knows of a way to do this in just the vanilla version of Jedi Academy.I have copied the following lines from player2.menu into player.menu: itemDef { name character group models type ITEM_TYPE_MODEL rect 310 192 200 225 model_g2anim "BOTH_WALK1" asset_model "ui_char_model" model_angle 180 //mins maxs format is apparently z x y (hmmm... y x z?) model_g2mins -30 -15 -14 model_g2maxs 20 15 30 model_rotation 90 model_fovx 50 model_fovy 50 isCharacter 1 visible 1 decoration } However, "ui_char_model" only displays the model of "Jaden" in the Character Customization Window (player2.menu).The closest I have been able to get is adding these lines to the itemDef: action { setcvar "ui_char_model" kyle/default uiScript "characterchanged" uiScript "resetcharacterlistboxes" } As you can see, this just changes the model in the view to be Kyle Katarn. And even then, he has no textures applied to his model.Is there any way to set "ui_char_model" to the value stored in "model"? And how would I go about applying the texture? Link to comment
Asgarath83 Posted June 24, 2017 Share Posted June 24, 2017 Sure. If you check the escape from yavin 4 the lost maps mod, and you see the menu files about characters.menu, you will see how properly work this feature. example of displaying model item menu: itemDef { name character group models type ITEM_TYPE_MODEL rect 360 84 300 340 model_g2anim "BOTH_WALK1" asset_model "ui_char_model" model_angle 180 model_g2mins -10 -15 -10 model_g2maxs 20 15 30 model_rotation 28 model_fovx 50 model_fovy 55 isCharacter 1 visible 1 decoration } this NEED to be called by an interactive text button, like that: // RESPEN itemDef { name RESPEN group friends style WINDOW_STYLE_EMPTY type ITEM_TYPE_BUTTON rect 180 100 100 15 text "Respen" descText " " font 3 textscale .75 textaligny 0 textalign ITEM_ALIGN_LEFT textstyle 1 textalignx 0 forecolor 1 .682 0 1 visible 0 mouseEnter { show button_glow setitemrect button_glow 160 100 150 12 setcvar "ui_char_model" Respen uiScript "characterchanged" uiScript "resetcharacterlistboxes" setcvar "UI_HOME" "Villaggio sconosciuto" setcvar "UI_RACE" "Mietitore" setcvar "UI_POSITION" "Guardiano della Mente" setcvar "UI_HEALTH" "2000" setcvar "UI_FORCE" "200" setcvar "UI_STRENGTHS" "Conoscenze Arcane. Volontà Ferrea, Telepatia." setcvar "UI_WEAKNESSES" "Nessuna nota." setcvar "UI_WEAPON_PREF" "Mietitrice d'Aria." show information setcvar "UI_INFO" @CHARS_RESPENSTATUS } mouseExit { hide button_glow uiScript "characterchanged" uiScript "resetcharacterlistboxes" } action { setcvar tier_mapname "maptransition level0" play "sound/weapons/Air_Reaver/airreaver1.mp3"; close all open respenstory } } example by character menu of my mod, based on character menu of ey4 Link to comment
Setrilo Posted June 24, 2017 Author Share Posted June 24, 2017 Thank you for the reply!But I think you didn't understand what I'm trying to do. I'm not trying to create separate buttons for a finite number of characters. What I'm trying to do is utilize the default table for character selection that comes with the scrollbar. That way, I can add an infinite number of characters and they all be able to be accessible without the need to create a button for each and every character. I want other people to be able to add their own models and not have to make any future edits to .menu files.A solution would be to do something like: setcvar "ui_char_model" "model", but I know that doesn't work because you can't pass a cvar value as the value for a cvar...as far as I know.Any ideas? Link to comment
Asgarath83 Posted June 24, 2017 Share Posted June 24, 2017 Thank you for the reply! But I think you didn't understand what I'm trying to do. I'm not trying to create separate buttons for a finite number of characters. What I'm trying to do is utilize the default table for character selection that comes with the scrollbar. That way, I can add an infinite number of characters and they all be able to be accessible without the need to create a button for each and every character. I want other people to be able to add their own models and not have to make any future edits to .menu files. A solution would be to do something like: setcvar "ui_char_model" "model", but I know that doesn't work because you can't pass a cvar value as the value for a cvar...as far as I know. Any ideas? let me understand. is a custom character menu file \ screen with a button that allow to scroll up all characters available on models directory, or is the character selection for player at the start of game? Link to comment
Tempust85 Posted June 24, 2017 Share Posted June 24, 2017 Try this: ui_char_model Kyleui_char_skin_head defaultui_char_skin_torso defaultui_char_skin_legs default ui_char_model is whatever the model folder is called, for example Jedi_hm, luke, lando. The skin cvars you use to set the skin file name, may or may not need the "model_" bit in the name. Link to comment
Setrilo Posted June 24, 2017 Author Share Posted June 24, 2017 let me understand. is a custom character menu file \ screen with a button that allow to scroll up all characters available on models directory, or is the character selection for player at the start of game?You might be thinking of Singleplayer? I am talking about the Multiplayer screen where, after selecting "PROFILE" on the main menu, you get to the jamp/player.menu screen. This screen has a LISTBOX populated with the heads of all the models in the /models/players/ folder. For instance, if someone were to download and add their own model, my objective is to get this menu to also display a 3D preview of that model once they've selected it as their player skin. The "button" I created is just adding an action line to the LISTBOX so that every time they click it, ui_char_model is refreshed to be the model they selected. The problem is, I do not know how to make the "setcvar ui_char_model" line dynamic enough to change to the player's current character model (stored in the cvar: "model") JA+ and JA++ has this feature, but their creators edited the game's code to allow this. Same with, I believe, MOVIE BATTLES II. Try this: ui_char_model Kyleui_char_skin_head defaultui_char_skin_torso defaultui_char_skin_legs default ui_char_model is whatever the model folder is called, for example Jedi_hm, luke, lando. The skin cvars you use to set the skin file name, may or may not need the "model_" bit in the name.Thank you for the help (huge fan of your work btw). Just tried adding "setcvar ui_char_skin_head default" and "setcvar ui_char_skin_head model_default". Neither of those seem to change the value of ui_char_model though. Link to comment
Asgarath83 Posted June 25, 2017 Share Posted June 25, 2017 You might be thinking of Singleplayer? I am talking about the Multiplayer screen where, after selecting "PROFILE" on the main menu, you get to the jamp/player.menu screen. This screen has a LISTBOX populated with the heads of all the models in the /models/players/ folder. For instance, if someone were to download and add their own model, my objective is to get this menu to also display a 3D preview of that model once they've selected it as their player skin. The "button" I created is just adding an action line to the LISTBOX so that every time they click it, ui_char_model is refreshed to be the model they selected. The problem is, I do not know how to make the "setcvar ui_char_model" line dynamic enough to change to the player's current character model (stored in the cvar: "model") JA+ and JA++ has this feature, but their creators edited the game's code to allow this. Same with, I believe, MOVIE BATTLES II. Thank you for the help (huge fan of your work btw). Just tried adding "setcvar ui_char_skin_head default" and "setcvar ui_char_skin_head model_default". Neither of those seem to change the value of ui_char_model though. Sorry i am a SP modder \ coder so i have not familiar with MP. so i cannot help you.I fear however that is coded. i fear the unique way to do that, is to download ja++ source code, find the code blocks that allow that, paste into a your version of open jk code, and build MP client. Link to comment
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