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Darth Aesthetica

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Posts posted by Darth Aesthetica

  1. Hoth gear changes is SPECIFICALLY for SP Player chars... that is, models which use the "jedi_charname" folder format, with partial skin files, with names like head_a1, torso_a1, lower_a1.

    Thee way you seem to be doing things with "model_default" skins, suggests you are using the MP folder convention, say "base/models/players/mycustomkyle47" or whatever, with a 'whole char skin" like model_default.

    Just adding a torso_g1 skin file to that almost certainly won't work.

     

    First you need to rename your custom kyle model folder to say...

    base/models/players/jedi_mycustomkyle47

    Then you will need not only a torso_g1 skin but also a lower_e1 skin and at least one non Hoth head skin, torso skin and lower skin, say a head_a1 torso_a1 lower_a1, you'd make up similar head,torso and lower skins for your other kyle costumes.

    What happens then is that when you start that first Hoth Mission, or your own "pretend its Hoth" mission, the game switches from whatever player model  selection you made at the start of the game (or later with the playermodel command) and uses the head skin you chose, WITH the torso_g1/lower_e1 Hoth versions, but it REMEMBERS what the non hoth appearance was (it's stored in the jasp cfg file) and when you are not Hoth-ing it switches back to that.

    Grab a copy of my "Sintra Messon" mod from the downloads here, open up the pk3 files in a copy of winrar /whatever, and look at the way I put the various skins together.

     

    if you want to use the keybind load a config file method then something like this...

    seta g_char_model "jedi_adsms"
    seta g_char_skin_head "head_a4"
    seta g_char_skin_torso "torso_c2a"
    seta g_char_skin_legs "lower_b4"

     

    Or there's the bind a Hoth/non-hoth appearance to a couple of keys method...

    bind [ "playermodel jedi_adsms head_a2 torso_c2c lower_b4;saber ad-darklance-sp;sabercolor 1 red red;"
    bind ] "playermodel jedi_adsms head_a2 torso_g1 lower_e1;saber ad-darklance-sp;sabercolor 1 red red;"
     

    RobiWanKen0bi likes this
  2. It is possible for the game to use MORE than one animation cfg file... Not just the default humanoid one...

     

    Jedi Outcast does this, the Robo suit used by one of the npc's has it's OWN anim file, I don't have outcast installed at present but if I remember correctly, a model will use a non humanoid anim file if thats included in the models folder in the pk3, matybe somebody with outcast installed could check this and nail the specific file names etc for you.

  3. This simply too many npc's. It's a classic JK SP limitation, usually the first sign that you have too many is the message  'cannot spawn npc weequay' in SP mode in the console during the Mos Eisley Smuggler mission.

    It's why I put npc's in a separate pk3 file so you can leave out the ones you don't want.

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