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Tutorial: Replacing Jaden with custom model

Page: 3 of 3
 caseyjones
10-25-2003, 7:13 PM
#101
Could anybody make me a darth maul race?
 Kengo
11-23-2003, 10:42 AM
#102
BTW everyone, this great tutorial can also be found here:
http://map-review.ravencommunity.net/index.php?page=tutorial_view&id=7)

Also, Prime's excellent tutorial on Adding New Character Classes to JA Singleplayer can be found here:
http://map-review.ravencommunity.net/index.php?page=tutorial_view&id=8)

Just a little bit of general pluggage there Prime, hope ya don't mind :)

This might be a cool one to sticky or at least provide a link to in a stickied thread? Anyway, great stuff!
 eidospsogos
11-23-2003, 2:22 PM
#103
Prime's tutorial on hoe to get a new SP class into JA huh?

nice ;)

guess that will teach me to be helpul :)
 Prime
11-24-2003, 8:14 PM
#104
Originally posted by Kengo
Just a little bit of general pluggage there Prime, hope ya don't mind :) Thanks for the plug! I hope it makes sense to people :D

Originally posted by eidospsogos
Prime's tutorial on hoe to get a new SP class into JA huh?

nice

guess that will teach me to be helpul I certainly couldn't have done it without people like you eidospsogos! I certainly don't take credit for figuring all this stuff out myself.

I give a big thanks to everyone around these forums who has spent a lot of time figuring out the inner workings of JA. As I said at the end of the tutorials:

"A big shout out to everyone who has helped me learn how to edit Jedi Outcast and Jedi Academy over at Lucasforums. You guys have helped me solve many annoying problems, and I really appreciate all your hard work. A lot of my knowledge comes from those great people."

You're a big part of that "thank you" eidospsogos! :D
 Vile
11-25-2003, 12:22 PM
#105
nice!, FP_Telepathy <- that is Force Sight for NPCs (unless you know already than sorry for re-stating that)

question, for model dismemberment.....is there a way to have that in multiplayer? or it is already in multiplayer? As so far I have never cut anyone anywhere in multiplayer.
 Azrael666
12-04-2003, 10:18 PM
#106
I cant get my Trandoshan Jedi to work. Heres the .npc:

TrandoshanJedi
{
playerModel trandoshanjedi
saber dual_1
sabercolor orange
weapon WP_SABER
saberStyle 7
saberStyle 3
saberStyle 2
saberstyle 4
FP_HEAL 3
FP_LEVITATION 3
FP_SPEED 3
FP_PUSH 3
FP_PULL 3
FP_TELEPATHY 0
FP_GRIP 3
FP_LIGHTNING 3
FP_SABERTHROW 3
FP_RAGE 0
FP_PROTECT 0
FP_ABSORB 0
FP_DRAIN 3
FP_SEE 0
FP_SABER_DEFENSE 3
FP_SABER_OFFENSE 3
forcePowerMax 200
rank captain
reactions 3
aim 3
move 3
aggression 3
evasion 5
intelligence 3
playerTeam TEAM_PLAYER
enemyTeam TEAM_ENEMY
class CLASS_TRANDOSHAN
yawSpeed 140
walkSpeed 55
runSpeed 200
// race trandoshan
snd trandoshan
sndcombat trandoshan
sndjedi trandoshan
health 200
dismemberProbHead 0
dismemberProbArms 0
dismemberProbLegs 0
dismemberProbHands 0
dismemberProbWaist 0
}

The pk3, called trandoshanjedi.pk3, is in the gamedata/base folder. Can i have a list of the files that should be in there?


And can you show what I need to add so it will apear in cutscenes?
 Azrael666
12-04-2003, 11:35 PM
#107
Okay, I think ive got it mostly sorted, but it now complains about the model.glm file. I got excited coz it paused like when a playermodel change works, but got the error message. Thave the version was wrong or something.
 Azrael666
12-04-2003, 11:45 PM
#108
okay, the "model.glm file has wrong version (538976262 should be 6)"

Whats is the verision and how do i fix it, i dont think i can open that .glm properly?
 Higginson
12-14-2003, 8:09 PM
#109
ive been adding quite a few races myself, which are all the jedi models from JK2, (qui-gon, obi-wan, kevincoyle's anakin, plo koon, shaak ti, saesee tiin, eeth koth, mace windu, kit fisto, coleman trebor and ki adi mundi).

they all work, have proper icons, but i thought it would be a good idea to add the robe selection to the head section, so all the models with robes have an option to turn the robe on for whatever torso and legs they have.

The only thing is, i cannot get yoda to work. i have a strong suspicion it is to do with his size. the thing is, there are models that are bigger than eachother, e.g. plo koon is bigger than obi-wan (who is a short ass), but they still work.

If anyone has any questions about icons, SP selection screen and stuff like that, drop me a PM or contact me on MSN.
 Prime
12-18-2003, 5:21 PM
#110
Originally posted by Azrael666
okay, the "model.glm file has wrong version (538976262 should be 6)"

Whats is the verision and how do i fix it, i dont think i can open that .glm properly? Hmm. I haven't seen this problem before. JO models should work fine in JA, as well as the JA models obviously.

Does the model work okay in MP? If so, it should work in SP.
 Kelvin C. Perez
12-20-2003, 11:19 AM
#111
I'm trying to use an old JO skin (Dark Empire's Dark Luke). I've created the npc file but when i call it from the console it brings the standard Luke from the game....
:confused:

Any ideas?????

Kind Regards....
:saberb:
 Prime
12-22-2003, 4:07 PM
#112
It sounds like the playermodel directory is pointing to the normal Luke directory and not the new Luke directory...
 Kelvin C. Perez
12-24-2003, 10:48 AM
#113
Hi:

Thanks for your help. I got that one almost figured out. At least it comes as the DE_DarkLuke. The problem now is when I load a saved game using that skin, it comes back with the default (old) Luke skin.

Anyway, I have another problem. I decided that I would like to use my default character but using Luke's clothes. I've extracted all the necesary files from the PK3 file and compiled into my own pk3 file. Everything seems to be in order except that the face and head graphics are all messed up.

I've checked with a couple of "skin" files that I've found and everything seems to be in order. The only difference is that the face and head geaphics I've extracted from the JS pk3 file are different from all the other skins I've DL.

How can I fix this???? The face / head that I would like to use are from human male character (with black hair).

Kind Regards:
Kelvin
:confused:
 Prime
12-26-2003, 5:13 PM
#114
You will probably have to alter the texture files so that they map correctly on the different model. Each model has different mappings, so just applying textures from one model to another can screw things up.
 Kelvin C. Perez
12-26-2003, 10:33 PM
#115
Hi Prime:

Thanks a lot for your feedback! Do you have an idea of which model file I can use or a link to the info? I'm a beginer at this and I'm still trying to figure out most of the things....
:confused:

I would like some more feedback on the face and model skining....

Kind Regards:
KC

PS: If you would like to contact me directly, please do so at punisher "at" coqui "dot" net........
;)
 Prime
12-27-2003, 4:04 AM
#116
What I would do is take a look at head and/or face texture files for both of the models. Compare how they are layed out. If you are lucky, they will be shaped in similar ways.

To replace the old face with the new one, what I usually do is copy parts of the new texture and place them over the corresponding parts on the old one (using paintshop pro or something). It may take some playing around, but you should be able to get everything lined up right. Make sure to check your changes using ModView (a tool that was released by Raven).
 Kelvin C. Perez
12-27-2003, 11:21 AM
#117
Hi Prime:

Thanks a lot for your feedback. Just one more Q:

Where can I find this ModView???? I was looking all over JK3 file but couldn't find it....

Kind Regards:
KC
 Prime
12-27-2003, 1:44 PM
#118
I believe that it is included in this set of tools at
Lucasfiles.com (http://lucasfiles.com/?s=&action=file&id=108).
 shukrallah
01-18-2004, 11:41 PM
#119
Prime, a bit late, but if your making a custom SP level, you could just make an icarus script to change the playermodel ;)

like this:

make your model, set the .NPC file up, very simple to do... then

make a script, that starts right when you spaw (by place the info_player_start inside a trigger_once, which is connected to a target_scriptrunner)

the script should be like this:

//(BHVD)
rem ( "Changes playermodel!" );
set ( /*@SET_TYPES*/ "SET_PLAYERMODEL", "YOUR_MODEL_NAME_HERE!!" );


Easy as pie ;) At least, thats what im thinking, since i havnt tested it out yet :|

/\/ote: the rem command, can be anything you want... it doesnt affect the script!
 Prime
01-19-2004, 4:43 PM
#120
Thanks for the tip, lukeskywalker1 :)
 vas_zag
02-13-2004, 3:39 PM
#121
well if your making a custom sp level i would make a .cfg file and chuck it in a pk3 that goes in gamedata
then i would make a dos batch file that opens up jasp, loads the map and runs the .cfg

then you just put "playermodel npcname" in the cfg along with w/e else you want

would that work?
i think it would probably fix the problem of reloading the level in the defult skin......
 FainDinoth
02-15-2004, 1:30 AM
#122
ok. im having ALOT more trouble with this than i was with JO modding... im trying to make an NPC of Vader, so i used the NPC Generator... imake the NPC file, then throw it in the ext_data/npcs data, and pack it in a zip/pk3... i put it in the base folder, start the game, get into a level, but when i try to summon him,. it says "Npc vader not found" does anyone know where to find an in-depth tutorial on using the NPC Generator to make an NPC? i lost just abopuit all JK2 modding knowledge i had.
 Prime
02-15-2004, 11:01 PM
#123
I don't have a tutorial for the NPC tool, but I did write a tutorial about adding models to the game, and a bit about .npc files. You could have a look in there and see if you can find the problem with your .npc file.

Tutorial (http://map-review.com/index.php?page=tutorial_view&id=7)
 WoLFF
10-08-2004, 9:42 PM
#124
however Im having a small problem, whenever I load my character model I always get the red team color instead of my default, whats going on?

Heres my .NPC if it helps....

ZenixWolffX
{
playerModel zenixwolffx
customSkin default
saber_8
saber2_7
weapon WP_SABER
saberStyle 1
saberStyle 3
saberStyle 2
FP_HEAL 3
FP_LEVITATION 3
FP_SPEED 3
FP_PUSH 3
FP_PULL 3
FP_TELEPATHY 3
FP_GRIP 3
FP_LIGHTNING 3
FP_SABERTHROW 3
FP_RAGE 3
FP_PROTECT 3
FP_ABSORB 3
FP_DRAIN 3
FP_SEE 3
FP_SABER_DEFENSE 3
FP_SABER_OFFENSE 3
forcePowerMax 300
rank captain
reactions 5
aim 5
move 5
aggression 5
evasion 5
intelligence 5
playerTeam TEAM_FREE
enemyTeam TEAM_ENEMY
class CLASS_REBORN_NEW
yawSpeed 140
walkSpeed 55
runSpeed 300
// race human
snd reborn_new
sndcombat reborn_new
sndjedi reborn_new
health 999
dismemberProbHead 0
dismemberProbArms 0
dismemberProbLegs 0
dismemberProbHands 0
dismemberProbWaist 0
}
 ShadowDelta92
09-07-2011, 8:12 PM
#125
Guys guys guys, Do it the classic way :D Download pakscape and NPCtool. That is the best tools to use for making custom npc files if you skin/download a new skin that has no NPC support.
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