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Post by progarbageman on Dec 20, 2016 13:09:47 GMT -5
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Post by progarbageman on Dec 21, 2016 10:06:08 GMT -5
Simplest AnswerIt's not possible. End of Story. Simple AnswerFrank's model is separated into 5 parts/files while Paul's (and all other models) are presented as one whole model/file. (Combining Frank's five parts into one entire model is something that I CAN NOT do due to my lack of knowledge in modding.) Complex AnswerAs we can see here (Link: deadrisingwiki.wikia.com/wiki/Mod:Dead_Rising_1_Models ), Frank is divided into 5 parts. cos001: the suit/outfit cos201: the hair cos101: the shoes pl01: the face system_common: the facial animations and the hand (I think that is what it's called, I'll edit later if needed.) (Now compare this with Burt Thompson, the survivor who hits you in Barricade Pair.) npc00: Brad Thompson's entire model (suit/outfit, hair, shoes, face, etc)
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Post by solidcal on Dec 22, 2016 7:13:16 GMT -5
Simple answer is until we can either A. Get a model importer/exporter script done or find someway to compile more than one model bit in to a npc arc, you won't be seeing Frank as a NPC in DR1 any time soon.
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Post by progarbageman on Dec 22, 2016 9:22:15 GMT -5
First, most if not all of the (Male) survivors use some form of Xbox Summit/E3 2005 animations to begin with. (For example, Jeff Meyer uses the idle animation and thus, as a result, most of his attacks flow back smoothly (to his initial animation) without any lag or delay.) (Of course, despite the fact that Jeff is the first survivor you meet, he does have a different running animation. Thus, I've also made one for Burt Thompson, which as shown above, already has the Xbox Summit Running Animation to begin with.) Second, since (I thought) that Stipo was having a hard time with his "Regression" Mod (especially with the animations and the exe), I thought it would have been fine to switch a survivor with Frank West for the sake of it. (And when you think about it, it does make sense...you don't have to change any animations...all you have to do is change the model...) Third, the survivors aren't useless, they're just extremely flawed (in a sense). If you don't get them surrounded (by zombies), give them good weapons, and mainly use way-points to guide them, you should be fine. (Of course, a trainer does help though.) (Link: deadrising2mods.proboards.com/thread/2576/rising-trainer-warning-contain-virus ) Fourth, as I (and Solidcal) told you, this is the best it's gonna get right now. (At least be praising me that I didn't screw up the textures...) Fifth and Finally, again, the mod is not fully complete. But, again, it is still functional as it doesn't crash every time you use it....
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Post by progarbageman on Dec 22, 2016 14:54:43 GMT -5
Thanks!
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Deleted
Deleted Member
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Post by Deleted on Mar 18, 2017 15:42:52 GMT -5
One of the things you can do, is give the NPC the PL00 model and then place Frank's default model on top of it, i'm not sure how it can be done though.
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Post by quarter187 on Aug 14, 2022 13:18:55 GMT -5
I have an idea on how to get it to be the complete Frank but it will take a lot of extra work. If you modded 5 different survivors with all of Franks different parts, used a trainer and disabled character collisions and then got those 5 survivors following you at once, you could use Cheat Engine to find those individual survivors XYZ coordinates and "snap" them all to be forced to one of the fives coords. End result it will create the illusion that there is one Frank there. It would probably be a little wacky and separate a bit as you ran (sounds funny to think of) but hey there you go. If you modded these parts on 5 different survivors and uploaded it I would gladly do all the extensive Cheat Engine work.
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