-
Posts
727 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by ShenLong Kazama
-
-
ShenLong Kazama Well, here are some different Vaders: Normal height, a giant bigger than desann and the midget vader: http://imgbox.com/g/SyRm99XJai
* Also an small rancor that can grab someone and attack: http://imgbox.com/g/0UgGKHkWti
* Dont change the Height(x) or the widht(+), you only need to change the scale option from the npc:
rank captain
reactions 3
aim 3
move 5
aggression 3
evasion 5
intelligence 5
hfov 160
vfov 160
scale 135
x height 78
crouchheight 42
+ width 18
playerTeam TEAM_ENEMY
enemyTeam TEAM_PLAYER
The CW Maul skin you used there, where can i get it please? Looked for it since i saw the episodes last year. :blink:
-
Tried to make a custom rancor npc, didn't work out as i hoped. The rancor can't hit/grab any enemies. I think the biggest problem with custom npcs is the size of the npc. As i said earlier, even a Darth Vader npc doesn't have the correct height.
-
I already have the NPC tool, i meant what can i do regarding model size, following range etc. with the NPC tool?
-
As the title says, i need some advice regarding custom npcs. For example, how can i resize an npc properly, like height, width etc. I wanted to make a rancor npc with a different skin, but just resizing doesn't work because the original model will keep it's size so it looks like you can walk into the npc. And is it possible to set the range of npcs following you, how far they stand from you? By the way i can't resize a darth vader skin, it didn't change at all, the height i mean.
-
For those of you who were wondering why the Sith Vanguard skin has been taken down two times, there've been a few bugs that needed to be fixed first.
For example:
- One saber blade was invisible while using the dual wielding style.
- The hoods were invisible.
- The arm textures didn't work correctly.
Version 1.4 is waiting for approval. But if you can't wait i can send it to you. Write me a mail if you want the skin asap.
Thanks for your support.
-
Thanks for your help. The HS Anakin model problem made me help finding the cause of the problem. The line in the .skin files which says l.arm etc. have been set to *off. Just added the correct lines and now it works.
TheWhitePhoenix likes this -
-
-
Barricade24, Bek and axanik like this
-
Heya guys Maui again and this time with a more advanced question,
Is it possible to import a Kotor 1/2 playermodel into jka and be able to play it and give it sounds and stuff, if so.. how am I about to do that?
Any help?
Yes and there's a ported model, but, porting is illegal. So if you want to have that model, try google.
-
-
Also making pictures combining Jedi Academy, real pictures and effects in photoshop.
Bek, PreFXDesigns, z3filus and 5 others like this -
Delmi, Kreed Antilles Ordo, Captain Leeroy and 3 others like this
-
The game needs to be able to figure out where the path ends. To figure that out it looks for the first null-byte. Since there is no null-button on your keyboard you'll need to set the raw value, which is possible in a hex editor.
Right now it looks like this, please explain what needs to be done now.
-
Pretty much any Hex Editor will do, like Tiny Hexer to name one I've used. Just make sure to press the "Ins/insert" key so the cursor highlights the current character, overwriting it when you enter something, as opposed to inserting it in front.
- Make a backup
- Open the file in a Hex Editor of your choice
- Search for the name of the texture you want to replace (you may need to switch on a "text search" mode)
- Hex Editors usually come with two columns - the raw bytes and their character interpretation. Select the texture you want to overwrite in the character interpretation, switch on overwrite mode ("insert" key) and enter your new path
- In the raw byte column, terminate the name with a 00 byte.
Replaced the path, but don't understand what you mean with the rest. :wacko:
-
Texture paths in .glm files are safe to edit (with a hex editor) as long as you take care to overwrite and not insert or delete so nothing in the file changes its location. Paths are terminated with a 0 byte and limited to 63 characters.
Could you explain please which program is best suited, and how i do that correctly?
-
Currently i'm trying to replace the texture of a lightsaber hilt with an edited one, however, because the texture is "fused" with the hilt model i need to replace the textures with a program probably. I already tired to just replace the textures, changing folder and file names etc. and it didn't work. However, it worked when i just replaced the texture itself, but i'd like to add an alternate colored version of said hilt and not replaced the normal one.
-
Any mod that doesn't use fs_game "base" should have their animations and such in their fs_game directory, and launch the game with +set fs_game "mymod"
In short: move the animation files those mods want you to have in base to somewhere else.
Okay removed a few files, and one of them had a _humanoid folder included, with the animations.cfg file. Now it works properly. Thanks.
-
What mods do you have in your base folder?
Right now only episodes 3 blades. But i think the animations overlap because i installed movie duels and movie battles. Not sure though.
-
Now that the pakscape issue has been taken care of, i encountered a new problem. Ingame, but also in the character customization menu, the models go crazy, playing various animations without stopping. That's really awkward.
-
I'll try to pinpoint the location of the program that might cause this problem. Hope it'll work. Pakscape really is the best and easiest program for pak files etc.
Edit: Found the problem, the reason why pakscape couldn't open the files was that all the pk3 files were in a folder with japanese letters, realized that when i could open the files in the base folder without a problem. Thanks for your assistance.
-
What OS are you on?
Windows 7, but it worked fine when i first got my PC. So i've no clue.
-
Okay, tried for many hours to figure out how to get pakscape to work, no success unfortunately. So i'll use 7-zip instead.
-
There's only one version that I'm aware of, I only suggested redownloading because sometimes downloads can get corrupted.
Okay. I'll try a few things until i'm deadcertain that it won't work for now. I'll be back.
Looking for tips regarding custom NPCs
in Modding Assistance
Posted
Anyways, the rancor npc still doesn't work as it should be. Even the default size doesn't do anything, as other npcs won't get hit or grabbed. Dammit.