Post by solidcal on Jul 4, 2013 19:22:33 GMT -5
Now with an added video showing off the improved version 1 release of Phoenix Wright in OTR!
Well here he is! The defence attorney Phoenix Wright! I have rigged him to the best of my ability but I still think bugs may come up. I haven't see any when I tested him. So this is a Version 1 release for now just in case you guys notice any bugs I need to fix. This model import also comes with a rigged mouth. The model was rigged from a model rigged for the XNAlara program so the mouth may not be all that great but at least it moves. So make sure you have gibbs tools and follow the instructions below to install and use this.
Download link: dl.dropboxusercontent.com/u/71327294/Phoenix%20Wright%20OTR.zip
1. Unpack you npcs.big and drop all 8 files in the npcs.big
2. Open the npcs.big bigfile.xml with a editor like editpad light or notepad and copy and paste the codes into the big file. Just make sure you put the codes in between an already existing models coding like how all the others are set out. (Please note that the files called empty are files that are used to hide the other bits of Frank when changing into Phoenix)
3. Pack up your npcs.big then go and open your datafile.big
4. In there open items.txt and copy the code provided into it then save it.
5. Now open safehouse.txt and do the same for the provided code that you need to put in here.
6. Pack the datafile.big back up then replace the two bigs in your DR2 OTR directory.
7. Load up the game and play! You can change into Phoenix Wright via the cardboard box in the room Stacey is in, in the security room.
(I may work on a mission code to allow you to have Phoenix as a survivor who follows you one day)
The code for the npcs.big Bigfile.xml <entry name="empty.big" scheme="zlib" alignment="2048">empty.big</entry>
<entry name="empty.tex" scheme="zlib" alignment="2048">empty.tex</entry>
<entry name="empty_f.big" scheme="zlib" alignment="2048">empty_f.big</entry>
<entry name="empty.big" scheme="zlib" alignment="2048">empty.big</entry>
<entry name="srv_nick.tex" scheme="zlib" alignment="2048">srv_nick.tex</entry>
<entry name="srv_nick_f.big" scheme="zlib" alignment="2048">srv_nick_f.big</entry>
The code for items.txtcClothingDispenserItem pwdispenser
{
AchievementCategory = "-1"
AssetFilename = "data/models/interactables/cardboardbox"
ClothingEmote = "1"
CollidableQuality = "0"
CollisionType = "3"
DisplayName = "50821"
DR2 = "true"
InteractDistance = "2"
IsChest = "true"
IsFacewear = "true"
IsFeet = "true"
IsHands = "true"
IsHead = "true"
IsHeadwear = "true"
IsLegs = "true"
MergedFilename = "data/dynamicprops/cardboardbox"
OutfitId = "OUTFIT_PW"
OutfitIdFrank = "OUTFIT_PW"
Restitution = "0.05"
RestrictedByRegion = "false"
Unmoveable = "true"
Weight = "100"
}
cOutfitItem OUTFIT_PW
{
BodyItem = "body_pw"
FacewearItem = "empty"
FeetOverItem = "empty"
FeetUnderItem = "empty"
HeadwearItem = "empty"
}
cBodyItem body_pw
{
ChestAssetFilename = "cast_sullivan_t1"
ChestAudioName = "ClothChest"
CoversShin = "true"
HandsAssetFilename = "empty"
LegsAssetFilename = "empty"
LegsAudioName = "ClothLegs"
}
cHeadwearItem empty
{
HeadwearAssetFilename = "empty"
}
cFacewearItem empty
{
FacewearAssetFilename = "empty"
HeadAssetFilename = "empty"
}
cFeetItem empty
{
AssetFilename = "empty"
AudioName = "LeatherShoe"
FootstepType = "40"
}
cFeetItem empty
{
AssetFilename = "empty"
AudioName = "LeatherShoe"
FootstepType = "40"
}
The code for the safehouse.txt cItemPlacement pwdispenser
{
ItemName = "pwdispenser"
Location = "-7.5,-0.900,14.6"
PropState = "-2"
Rotation = "-0.000,0.002,0.000,1.000"
}