djlarryt
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Post by djlarryt on Dec 1, 2013 10:23:47 GMT -5
You're missing a couple of lines in the code to put the "items.txt" file- you can't start your entry with "IsFeet = false" and no opening bracket/ description....
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djlarryt
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Post by djlarryt on Sept 17, 2013 8:05:02 GMT -5
Wow this is great- Hmm...
Can you do me a favour and isolate the part where you successfully added a survivor to Sandbox mode? I've been trying to figure out how to do this.
I'd like to try adding one survivor for starters... let me know where you put in the code and what you had to change. Maybe I can figure out why the ghosting occurs.
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djlarryt
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Post by djlarryt on Jun 8, 2013 11:36:45 GMT -5
Hi modders,
Every time I play the game I have to go to settings and click "Turn Tutorials Off" and "Play Private" (I don't want to play online most of the time).
Does anyone know if these settings are kept in a .doc or .cfg file somewhere, so that I can set them permanently there and not have to do this every time?
Thanks for any advice..
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djlarryt
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Post by djlarryt on Jul 13, 2012 11:51:36 GMT -5
First try putting just a hat in the game. Once you succeed with that, then try something bigger. One fedora coming right up. Cheeb, if you're adding a brand new character into the game, you will need to add references to the model files in the .big file menu so the game knows where to go get them. I've ported several non-OTR chars into OTR successfully (RE5 Barry, L4D2 Francis + Nick, Duke Nukem, etc) and even created a few new ones (UFC fighter, Prize Fighter Boxer....) and have written brand new missions around them as well. This is the best way to go step-by-step to make sure they get into the game properly. 1. Pick another character model to use as a base. I chose boss_postman because i) he has several model parts that are available to match the model parts of the character you want to import, ii) the textures maps are big, and iii) there are also alpha-channel maps if you need them. 2. Bring your mesh of the new model into 3Ds using MarioKart's tool. Make sure it has NO skeleton or skin attached. HIDE IT. 3. Import boss_postman.big into the project and save it. Then you need to reset the Xform of your model. Create a box on the floor at 0, 0, 0 and make sure it's an editable mesh. Attach your model to it and verify the position is 0, 0, 0 of the entire thing. Then go to editable mesh and select the box by polygon. You can just delete the box and the model should still have co-ordinates of 0,0,0. THIS IS IMPORTANT as it will prevent the model parts from flying out into space when you attach it to an OTR skeleton/skin. You may need to resize your _Shepard model to fit over top of the boss_postman skeleton so it will operate OK in-game. Just select the model by vertices and use the global resize tool (the yellow triangle) to match them as close as you can to the boss-postman model. Select_Inverse and freeze/hide the boss_postman model/bones/skin. Then make sure _shepard is broken into pieces that you can match onto existing pieces that the boss_postman has (Max tools to detach items to objects) like hands <=> hands, feet <=> feet, head <=> head, eyeballs <=> eyeballs (believe me, you save yourself a LOT of trouble doing this). Any additional pieces of mesh you can attach as the "mailbag", "belt", etc it doesn't matter, whatever's leftover. THEN NAME (eg "_shepardHands","_shepardBoots", etc) AND HIDE THE MODEL PARTS as you do them. 4. NOW... once you're done, there should be nothing showing in the screen. Open the boss_postman texture multimap (the checkered ball with all the patterns on it) and then UNHIDE your _shepard parts. Select All and then apply the multimap to the _shepard parts. 5. The model will look all messed up so you will need to re-map the textures before you attach to the boss_postman. Remember the same map you use for the postman bodypart is going to match the same bodypart you intend to align it to. Also remember that the _shepard bodypart ALREADY has mapping co-ordinates, so you can just copy/paste the shepard map in Photoshop for the item you're texturing over the current map being used by the postman and it will look correct when its saved. You might have to go into editable mesh/faces/ select all per bodyPart and change the mapID (halfway down the screen) to the proper ID value (1, 2, 3, etc whichever one it corresponds to in the texture Multi-map ball). I know in the postman Id 1 = arms/hands, 2 = face/head, 3 = eyeball, etc. 6. OK now here's where you make sure what you're doing is going to work before you waste a ton of time on frustration... As Freako said, pick a bodypart and try exchanging it. The head is a good place to start. Select the boss_postmanHead and copy the name of the item to the clipboard. Then right-click on the skin and "copy" it. Go back to the model and DELETE the boss_postmanHead because it HAS to be removed before you can re-assign the skin/bodypart to your model. Now select your model and select the detached component which should be "_shepardHead". Paste the boss_postmanHead ("geo_HeadShape" or something like that) name over the old name you gave it and then past the skin in the modifier stack. If you're comfortable using the animation tool you can check to make sure it's attached to the bones properly, I don't have time to explain that here. Now as a quick check you can export the new head into the unpacked boss_postman.big file onto the "persistent.big" file and overwrite the current one. Make sure you port your new texture into the boss_postman.tex file too, or it will still use the postman face map on your new model and look bizarre. Re-pack the .tex and .big file and put back into npcs.big and then repack that (make sure you SAVE a COPY of the original postman file, or just rename it to "boss_postman.big.ORIGINAL" or something like that.... OTR won't care if there's unused files in the npcs.big file, it only cares if it's looking for a file that's not there. Now go to the mission "postman" and when the postman runs out, he should have Shepard's head. if this works, go back into your Max File and finish off the rest of the body parts. If you have leftover parts from the postman model, just select them one-at-a-time by polygon and delete all polygons EXCEPT one. Shrink the one polygon to almost invisible and re-inject back into the .big file. There has to be a 1-to-1 match for every component part in the expected model file. If you want to add the file as a new character, rename it (eg "srv_Shepard" and make sure you add an entry to the .xml file in npcs.big. Then you need to create a "srv_Shepard" item in "items.txt". Now you can refer to the model in any missions, so the character doesn't have to replace the postman any more. Then you can create a new mission and use your new character. Hope this helps.
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djlarryt
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Post by djlarryt on Jun 3, 2012 3:46:47 GMT -5
The gloves model in "streamedassets" won't import. I can open the texture fine, so there must be some dynamic property on it since it's also used for combos.
Maybe I can get it out of DR2's file- guess I'll have to finally re-install that one...
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djlarryt
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Post by djlarryt on Jun 2, 2012 17:41:13 GMT -5
Try looking at the code for it in items.txt...it should point to the file being used. AssetFilename is what you are looking for. Thanks Cheeb- weird, it points to "models/weapons/boxinggloves" which doesn't exist. The only thing in my weapons folder are "_zombie" files.
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djlarryt
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Post by djlarryt on Jun 2, 2012 15:20:46 GMT -5
Hey does anyone know where the model files are for the boxing gloves?
Eg when Frank puts them on, they're attached to his hands. I thought they might be in a "hands_boxing.big" file like any other piece of clothing but they aren't.
Checked in "streamedassests.big" there's a model in there but it can't be imported into 3DsMax... anyway I'm thinking this is only the model that sits on a table until Frank picks them up, not the ones he wears when he's fighting.
Anyone know? Thanks
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djlarryt
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Post by djlarryt on May 30, 2012 5:55:44 GMT -5
How do you get Frank to not grab his camera when he's running?
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djlarryt
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Post by djlarryt on May 27, 2012 20:20:01 GMT -5
Added onto an existing mission for an extra bit of PP, some $$, and a little bit of fun. Katey is lost in the amusement park and Frank can bring her back to safety. She can handle weapons and will not take any damage. I won't give away her location but I will say, look for her when you pick up Eric. First, put this in your items.txt file:
cSurvivorItem srv_katey { Age = "6" AssetFilename = "data/models/npcs/srv_katey" AttackZombiesAndBosses = "true" AudioShoeType = "3" BossType = "0" CanDefect = "false" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicFemale" ClearPrejoinWhenHitByPlayer = "false" DamagePerMeleeAttack = "200" DefectsCowardly = "false" Description = "65495" DisablePhysicsInPrejoin = "false" DisplayName = "50051" DR2 = "true" FullName = "00015" GiftMoney = "50000" GiftQuote = "65128" HasPersistentInfo = "true" HealthAmount = "99999" HealthState = "0" Height = "1.25" IdleChooser = "0" InitialMoraleScore = "100" InteractDistance = "1.5" InteractThroughWallsInPreJoin = "false" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" LocatedPrestigePoints = "17000" Nature = "3" NPCAnimationChooser = "10" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_katey.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "77725" SafeHouseRoom = "3" SavedPrestigePoints = "34000" SkeletonSlotName = "SkeletonFemale" StaysPutOnIdle = "false" SubmitsSurvivorCall = "false" SubmitsSurvivorHelp = "false" SuppressTurnedMsg = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "40" cGunAttackBehaviour x40 { MaxShotInterval = "20" MinShotInterval = "0" RangedAttackDistance = "15" RangedEngagementDistance = "15" }
cMeleeAttackBehaviour x86 { DamageCap = "200" DamageMultiplier = "4" DelayBetweenAttacks = "0.001" } cAnimationBehaviour PreJoinWave { AnimName = "female_survivor_idle_scared" Type = "1" } }
Next, add this to your npcs bigfile:
<entry name="srv_katey.big" scheme="zlib" alignment="2048">srv_katey.big</entry> <entry name="srv_katey.tex" scheme="zlib" alignment="2048">srv_katey.tex</entry>
Then, add this to your missions.txt file:
cMissionDefinition DontForgetTheKids { DescriptionSummary = "80634" DisplayName = "80011" Duration = "36000" ExplicitStart = "true" MissionType = "3" StartTime = "118800" cMissionObjective PickUpTheKidsObjective { cMissionObjectiveNPCState KateyComesAlong { MissionWaypoint = "THEME_PARK,-105.896,4.676,135.980" Name = "srv_katey" Target_state = "3" } }
cMissionLevelReady PickUpTheKidsStart { LevelName = "LEVEL_THEME_PARK" cMissionSpawnNPC SpawnKatey { DefaultBehaviour = "Idle" NPCName = "srv_katey" Rotation = "2.384" SpawnPoint = "-107.896,4.676,143.5" cMissionDialogue TalkToKatey1 { Dialogue0 = "70151" Dialogue1 = "65244" Dialogue2 = "65243" LoopThisNode = "false" ReactionAnim = "7" Speaker0 = "srv_katey" Speaker1 = "cast_frank" Speaker2 = "srv_katey" SpeakerID0 = "65634" SpeakerID1 = "65167" SpeakerID2 = "65634" }
cMissionDialogue KateyJoins { ClearPreJoinAfterReaction = "true" Dialogue0 = "65120" JoinChuckAfter = "true" Speaker0 = "srv_katey" SpeakerID0 = "65634" } } } }
To play the mission with Katey's text, replace your str_en.bcs file with the one attached to this thread. The model is in the link, along with all other instructions and related material. Get it here: www.mediafire.com/?r146j4cd34i24jg
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djlarryt
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Post by djlarryt on May 25, 2012 20:06:14 GMT -5
You can change his idle behaviour but it won't work if he spawns in the Safehouse (don't know why this happens, I've tried every which way and it doesn't work... as soon as you put your recruit somewhere out in the regular environment, it works).
For example, look in your items.txt file and get the idle behaviour for one of the "Brains Over Brawn" players, this is the code to influence what he's doing before he joins- find one you want and add this to the bottom of your srv_Chuck code (this one has him on the ground on all fours):
cAnimationBehaviour PreJoinAnimCharacter { AnimName = "brains_male_survivor_game_2" Type = "0" } cAnimationBehaviour GetUpCharacter { AnimName = "brains_male_survivor_game_getup_1" Type = "1" }
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djlarryt
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Post by djlarryt on Apr 26, 2012 11:18:42 GMT -5
Back on topic,
Thanks for this mod, it suits Frank better than for Chuck...I was getting tired seeing of Frank cutting his finger every time he makes something.
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djlarryt
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Post by djlarryt on Apr 19, 2012 21:09:20 GMT -5
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djlarryt
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Post by djlarryt on Mar 24, 2012 21:56:38 GMT -5
Thanks etruis. Not sure if this is it or not, but the files appear to be there. I will look for a converter tutorial and report back later... apparently it's quite a drawn-out procedure to transfer but I'll give it a shot
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djlarryt
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Post by djlarryt on Mar 24, 2012 21:14:11 GMT -5
Is there anyone here with a sign-in to Steam that could download this Nick model for me? I don't play through Steam so I haven't got any Steam files on my computer. This is Step 1: Once I get this I will try to (2) convert the files using a tutorial somewhere, and see where it goes. Maybe I'll actually get it in-game... it's a start anyway.
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djlarryt
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Post by djlarryt on Mar 24, 2012 6:53:42 GMT -5
Oh but we gotta have Nick and Rochelle! I'd love to get to work on Nick if someone could find a 3DsMax model to pass along. It seems there were a few of them floating around late last year when the game came out, but I can't seem to get on the forums where people have them.
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djlarryt
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Post by djlarryt on Mar 23, 2012 21:18:32 GMT -5
I'm almost done Francis as a survivor.... trying to fix some clipping on the jacket.
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djlarryt
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Post by djlarryt on Mar 23, 2012 21:17:07 GMT -5
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Post by djlarryt on Mar 23, 2012 13:10:26 GMT -5
Tommah, aren't you using Debug mode to warp right to the mission you want (or the one right before your new one so you can be there when it activates)?
I have almost finished totally hacking Ante Up and the only way I could get there to quickly test my mods is in Debug mode....
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djlarryt
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Post by djlarryt on Mar 16, 2012 10:56:53 GMT -5
Hi Tommah,
Excellent! It works now. Bill is waiting just outside the door where the breach occurs and is ready to come along for the fight!
I might adjust your model a bit, Tommah, if that's OK- if you look from behind, Bill's mesh tears open and floats in a few places, where the legs meet the hips and where the waist meets the jacket. This can be fixed by changing the meshes to fit to OTR standards, I'm doing it with Francis and he's working OK.
Has anyone got a 3dsMax model of Nick with textures? I can give him a try if so.
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djlarryt
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Post by djlarryt on Mar 13, 2012 11:48:00 GMT -5
Hey Tommah, About what time (or other coinciding mission) does this Bill mission start? I'm trying to debug and am not sure when to select/start the mission when I can see yours activate. Where will Bill show up when this starts? Thanks right from the beginning of the game In the boiler room outside the duct? He's not there...
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djlarryt
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Post by djlarryt on Mar 13, 2012 10:51:33 GMT -5
Hey Tommah,
About what time (or other coinciding mission) does this Bill mission start?
I'm trying to debug and am not sure when to select/start the mission when I can see yours activate.
Where will Bill show up when this starts? Thanks
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djlarryt
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Post by djlarryt on Mar 13, 2012 5:59:34 GMT -5
Wow, awesome job, Tommah! I am currently working on Francis- as a recruitable survivor... so hopefully you haven't started him yet...
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djlarryt
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Post by djlarryt on Mar 8, 2012 11:14:16 GMT -5
Still not completely rigged, I'll leave it until I know how to fix the random black polys. I've come across this as well, you have to either: 1. Re-import the meshes and re-unwrap their UVWs. If they're already rigged then copy/paste names/skins, delete the old ones, replace with new meshes and re-export 2. Get rid of any polys that are either overlapped or spread out the extruded ones. Then re-unwrap UVWs again. It does this when the original mapping co-ordinates get messed up or lost in conversion or import. If you try clearing UVWs and re-applying them again, you will be able to map to these polys but the pelt mapping will be gone and you will get a headache trying to re-map them yourself.
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djlarryt
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Post by djlarryt on Mar 3, 2012 8:46:21 GMT -5
Texture modding or model modding? The errors above refer to model pieces missing. I've modded both textures and models for Frank's upper body safely and the camera still functions as it should.
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djlarryt
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Post by djlarryt on Mar 2, 2012 22:45:03 GMT -5
Thanks for the heads-up, goblinglasses! Grabbed the model, I think this will work just fine now to get to work!
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djlarryt
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Post by djlarryt on Mar 2, 2012 15:12:10 GMT -5
It keeps crashing on the line: mshNames=#();mshNames[msh_count]="" And I have no idea what that means. I don't write Max scripts but I know how to read code and I'm pretty sure it crashes there because it's looking for a particular list of mesh names ==> #() usually denotes an array of names and if there were meshes found this would look like ==> items(blahblah)... and since [_count]='' shows no value, obviously it's expecting to use something that's not there. So it either can't find the model properties (by directory or by names) or the model just doesn't exist... About your previous statement with Frank's camera Freako- I've modded several of Frank's costumes and the camera is fine. A couple of times it turns invisible during cutscenes, but it's completely functional during gameplay... Sounds like your setup is FUBAR...
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djlarryt
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Post by djlarryt on Mar 2, 2012 14:41:47 GMT -5
No they must be converted to .tga. You can do this by downloading a program called VTFedit...then opening the body_main vtf in it, then pressing export in the file tab and saving it as .tga They are in .mdl form. Don't use the anim_ model files. Sorry Cheeb, looks like I won't be able to get this to work. Any of the .mdl decompilers I'm trying out all require the previous installation of Steam for reference along the way. I'm not using Steam, so these decompilers are all throwing errors. If I could get the files in .smd format I could import them to Max with some plugins... or any other Max import format would work (.3ds, .obj, etc). From there I could do what needs to be done...
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djlarryt
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Post by djlarryt on Mar 1, 2012 12:20:20 GMT -5
Anyone got a Francis model? I'll try putting him in-game. Yeah sure. let me grab him real quick... edit: Here's the 4 survivors from the game. Their textures are in the materials folder under their respective names. teenangst- zoey manager - louis biker - francis namvet - bill textures are in .vtf format. If needed I can convert them to tga or something else. dl.dropbox.com/u/13825278/francis.rarThanks, Cheeb! Hmm they're in .mdl format. I'm going to have to find a file to import the meshes into 3DsMax I'm not at home right now so I can't try this myself... is it possible to open .vtf files in PS?
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djlarryt
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Post by djlarryt on Mar 1, 2012 7:38:16 GMT -5
do Nick from Left 4 Dead 2. He's a badass. Anyone got a Francis model? I'll try putting him in-game.
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djlarryt
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Post by djlarryt on Mar 1, 2012 7:19:40 GMT -5
you could try the files dc_chk and dc_chuck in npcs.big T was something I tried soon after I saw that it didn;t work the first time round.Still the sane result sadly. Hmm- I totally replaced the boss Chuck in both the game and the cutscenes and this was done by replacing the three files: boss_chuck.big, dc_chk.big, and dc_chuck.big I modded boss_chuck.big and just copied/renamed it to the other two, dropped them into npcs.big and it worked.
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