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GMRobinHood

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Posts posted by GMRobinHood

  1. Hi there! I'm the author of that mod. Do you have any other mods (especially UI) that might be interfering with my mod? What version of JA do you use?

    Hey! Thanks for replying!

     

    I have no UI mods, but I have a mod that may be interfering with it? It's CIrca's In Game Character and Saber Menu mod (https://jkhub.org/files/file/562-ingame-character-and-saber-menu/)

     

    I'm also using OpenJK, don't know if that may be interfering or not. 

    If you use KOTF,the mod won't work.

     

    You shouldn't even use that "mod" in the first place.

    Nah, not using KOTF. However, could you explain why I shouldn't use it?

    Also, here are the lines from my camsp.cfg file, just to make sure I did that correctly.

     

    //Enable CamsP

    echo "^5CamSP ^5Utility ^5Booted"
    bind z "uimenu CamSP;echo ^5CamSP ^5Utility ^5Successfully ^5Launched!"
  2. So recently I got the mod CamSP 1.1, but I couldn't get it to work, despite following the instructions to the letter. 

     

    I type in exec camsp like I'm supposed to, and it says

    "CAMSP UTILITY BOOTED"

     

    Then I close the command prompt, and tap z, which is the key I binded it to as instructed.

     

    Here's the problem: It says~

     

    "Warning: menus_Activatebyname: Uncable to find menu CamSP"

    "CamSP Utility Successfully Launched!" 

     

    But I don't see anything.....

     

    Help? :)

     

     

    therfiles likes this
  3. So I recently got OpenJK in hopes of stopping the ghouls3 crash...

     

    And I'm having two problems with it. I searched for a fix for the second problem with no luck. :(

     

    1) When using the OpenJK singleplayer exe, are previous save files supposed to transfer over?? It appears that this is not the case due to a quick search, but I just want confirmation on this. 

    I'm not too far into the singleplayer, so I can definitely restart if I have to....not that I want to.....

     

    2) This one's more odd. I made a autoexec.cfg file in order to make the game (using the base SP exe) open in beautiful 1366x768, and also so that decapitations are active, but when I open the OpenJK singleplayer exe, it does not open in 1366x768 for some reason. 

     

    Some help please? Thanks in advance!

     

    Edit: Also, the OPENJK multiplayer exe opens in the correct resolution.

     

    EDIT 2: Ah, blast it! Haha fixed it by opening the console and typing in "r_mode -2" manually since the autoexec.cfg wasn't working... 

     

    But that creates another issue: why in the bloody hell is it not recognising my autoexec.cfg? 

  4. I

     

    PK3 files are just compressed folder directories. So create a new folder called ex_data, then create a new folder inside that called npcs. Then put the new stormtrooper.npc in that folder. If you're using Packscape, make a new file in there and drag over your new folder. Save as EP7Replacement.pk3 or something like that. Then put in the base folder.

     

    Definitely read up on this:

     

    The Basics of NPC Files

     

    And this:

     

    Installing, editing and managing PK3's

     

    Those explain the basics of pk3 files and NPC files.

     

     

    I did exactly as you said..... and it didn't work. :"(

     

    Ah well, I'm sure I messed up somewhere. :/

     

    Thanks to everyone here haha, I learned a lot, if that counts for anything!

     

    I'll just wait until either  DT85 adds a replacement update to his mod or someone else does this. At least I got TFA Luke in SP though! ;)

     

    Thank you, everyone, for taking the time to help me :)

  5. I assumed that's what he wanted though? Okay

     

    I wanted to replace all SP stormtroopers with the TFA stormtrooper from the mod :)

     

    @@Ruxith that would replace the default stormtrooper model though, which isn't really ideal for what he wants. That would mean that when they play MP, stormtrooper would be replaced with the EP7 one.

     

    NPC files are the way to go in this case.

     

    Barricade explained it well. There are multiple stormtrooper NPC files as well, so make sure to change those too.

     

    It's in ext_data/npcs

     

    Aye, thanks!

     

    Sure.

     

    Now you can either use this with an NPC tool or Wordpad. I often use the NPC Tool but the process is more or less the same with word pad.

     

    So once you have extracted the stormtrooper npc, from the assets pk3, open it in word pad.

     

    Once you have done that locate the text section called "Playermodel".

     

    Where the tag says "stormtrooper" change that to the name of the EP7 Stormtrooper, which in this case would be "DT_Stormtrooper_EP7".

     

    After you have saved your changes, you can either put the npc in a pk3, which is what I often do, or you should be able to just place in the base folder, provided you have made an ext_data/npcs directory.

     

    You should be good to go.

     

    Almost done, I found two entries with "playermodel" and changed both from "stormtrooper" to "DT_Stormtrooper_EP7" as you instructed. 

     

    "After you have saved your changes, you can either put the npc in a pk3, which is what I often do, or you should be able to just place in the base folder, provided you have made an ext_data/npcs directory."

     

    So I saved the changes I made to the npc, but can you please explain how I put it in a .pk3? Do I just attempt to change the .npc to a .pk3 and then stick it in the base folder? Or do i add it to zzzz_DT_Stormie_EP7.pk3 (The mod pk3 file)?

     

    If I add it to zzzz_DT_Stormie_EP7, which sub folder?

     

    Sorry again mates, very new to this. You guys can probably do this whilst sleep walking on painkillers :/

  6. Sure.

     

    Now you can either use this with an NPC tool or Wordpad. I often use the NPC Tool but the process is more or less the same with word pad.

     

    So once you have extracted the stormtrooper npc, from the assets pk3, open it in word pad.

     

    Once you have done that locate the text section called "Playermodel".

     

    Where the tag says "stormtrooper" change that to the name of the EP7 Stormtrooper, which in this case would be "DT_Stormtrooper_EP7".

     

    After you have saved your changes, you can either put the npc in a pk3, which is what I often do, or you should be able to just place in the base folder, provided you have made an ext_data/npcs directory.

     

    You should be good to go.

     

    I opened assets1.pk3 but can't find the stormtrooper.npc that I need to extract(step 1... I previously extracted the stormtrooper file in its entirety), it doesnt seem to be in the models/players/stormtrooper file, or am I looking for the wrong file?

  7. @@GMRobinHood

    It always pays off to do a bit of research before asking questions :P how about you check the tutorials section on here first. Follow the guide up to modifying the .skin files of a skin. Basically you just need to change the file's path to match the default stormtrooper, or Luke's folder that's inside the assets1.pk3 of your base folder (you will need to figure out how to open PK3 files and .SKIN files before being able to do any of this yourself but the tutorial covers that), and then rename DT's folder and .skin files to match that folder. The tutorial should explain enough for you to be able to do it yourself.

     

    Dismemberment is a model feature, so changing the file paths won't disable it from working. If a model has model parts named to what the dismemberment system is looking for (r_leg, l_arm, head, etc) which almost every model in JKA uses, then dismemberment will function fine. It can look a bit funky however depending on WHERE the model has been separated into these parts, and if the creators included a thing called "caps", which is what you will see where the limb was cut off with the dismemberment, without them you will just see an empty hole.

     

    You're gonna want to read this then:

     

     

     

    You'll just need to copy the stormtrooper.npc file from the assets, edit the model line to the EP7 trooper model name, save and put in the EP7 trooper pk3.

     

    I read those.... and still don't realy understand what I am to do. I have the programs I need, and have exported the stormtrooper file located in assets1.pk3 to a seperate folder I created. 

     

    Perhaps either of you could give me step by step instuctions as to what to do?

     

    I'm very sorry, I've injured my knee and am on a high dose painkillers, so my brain probably isn't working as well as it usually does haha. 

     

    Appreciate it very much, and again my apologies. 

  8. Making the Episode 7 Stormtrooper replace the base one is actually pretty simple. The most simple way is to make an npc file that you can use to replace the stormtroopers you want.

     

    I believe dismemberment should also work without any problem on these troopers.

     

    With regards to Luke, there is already a file included with the base Luke download that you can put on to replace Luke.

     

    Ah, thank you haha! :)

    @@GMRobinHood

    It always pays off to do a bit of research before asking questions :P how about you check the tutorials section on here first. Follow the guide up to modifying the .skin files of a skin. Basically you just need to change the file's path to match the default stormtrooper, or Luke's folder that's inside the assets1.pk3 of your base folder (you will need to figure out how to open PK3 files and .SKIN files before being able to do any of this yourself but the tutorial covers that), and then rename DT's folder and .skin files to match that folder. The tutorial should explain enough for you to be able to do it yourself.

     

    Dismemberment is a model feature, so changing the file paths won't disable it from working. If a model has model parts named to what the dismemberment system is looking for (r_leg, l_arm, head, etc) which almost every model in JKA uses, then dismemberment will function fine. It can look a bit funky however depending on WHERE the model has been separated into these parts, and if the creators included a thing called "caps", which is what you will see where the limb was cut off with the dismemberment, without them you will just see an empty hole.

     

     

    You're gonna want to read this then:

     

     

     

    You'll just need to copy the stormtrooper.npc file from the assets, edit the model line to the EP7 trooper model name, save and put in the EP7 trooper pk3.

     

     

    Thank you, both of you! Will be trying these out, I'll let you know if i have anything I need help with! :)

    Ruxith likes this
  9. The First Order Stormtrooper mod I want to use is this one: http://jkhub.org/files/file/2387-dt-stormtrooper-ep7/

    DT85's mod. 

     

    Any help doing this would be appreciated! :)

     

    Also, would dismemberment work on these modded Stormtroopers? :/

     

    One more thing.... any way to make DT85's EP7 Luke replace the one in the game? Obviously I'm going for a makeshift EP7 game haha.

     

    Appreciate it in advance, mates!

     

  10. Hey, Ive heard that OpenJK can solve the "transfor space Ghouls 2" crash, so I was planning on getting it.... but after I downloaded there seems to be no instructions?

     

    I'm new here, as you can tell, and this is probably a stupid question. But can someone help me??? 

     

    THanks ;)

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