JK and MotS Editing >> Animation >> help! Can't replace Kyle character in single player     (Moderator: Admins) Previous Topic | Next Topic
Page 1 of 1
 Author 
 Post 
Post 27-Nov-2006 02:39        

Firstly I'm editing in MotS.

This is what I have tried:

Replaced in walkplayer template are:

▐ kk.3do with pi.3do from JK
▐ kyle_m.cog with PIkyle_m.cog
Changes to kyle_m.cog just refer to piblock.key instead of the kyle keys it had refered to.
▐ ky.pup with piEDIT.pup

# DESC:
# BBOX: -.037301 -.013874 -.118461 .038114 .03984 .064544
walkplayer _actor type=player thingflags=0x20000401 light=.2 model3d=pi.3do size=.065 movesize=.065 puppet=piEDIT.pup soundclass=ky.snd cog=PIkyle_m.cog surfdrag=3 airdrag=.5 staticdrag=.3 health=100 maxhealth=100 maxthrust=2 typeflags=0x1 error=.5 fov=.71 chance=1

I have those new files in the project directory where they should be, and also the keys refered to from JK for pic.

Here is the piEDIT.pup:

#puppet file for Pic (pi.3do)
#puppet file for Pic (pi.3do)
Mode=0               # Idle
stand           pistand.key   0x00   0   0   # standing
walk            piwalk.key   0x01   2   2   # walk
run           piwalk.key   0x01   2   2   # run
walkback        piback.key   0x01   2   2   # walk backwards
strafeleft      piwalk.key   0x01   2   2   # strafe left
straferight     piwalk.key   0x01   2   2   # strafe right
death           picrumpl.key   0x14   5   5   # die
death2          picrumpl.key   0x14   5   5   # alt. die
fire      pisaber.key   0x28   1   4   # Small
fire2      pislice.key   0x2c   1   3   # Small
hit             pihit.key   0x28   1   3   # hit (recoil)
rising          pijump.key      0x00   2   2
drop            piland.key   0x00   2   2
fall      pijump.key   0x00   2   2
land            piland.key   0x38   3   3
activate        pihit.key       0x28   1   3
crouchforward   pistand.key   0x01    2       2
windup      pistand.key   0x14    1       3
toss           pistand.key   0x28    1       3
place      pistand.key   0x28    1       2
magic           pistand.key   0x2c    1       3
magic2          pistand.key   0x28    1       3
magic3       pistand.key     0x28    1       3
choke         pichoke.key   0x28   4   4   # choke
leap      pijump.key      0x00   3   3
turnleft      pishuffl.key   0x01   3   2   # shufflin' left
turnright     pishuffl.key   0x01   3   2   # shufflin' right
crouchback   pistand.key     0x01    2       2
fidget          pistand.key   0x20   1   1
fidget2      pistand.key   0x20   1   1
holster      pistand.key   0x04   1   3
drawfists   pistand.key   0x22   1   3
drawgun      pistand.key   0x22   1   3
drawsaber       pistand.key   0x22   1   3
buttpunch       piblock.key     0X28    1       3





mode=1, basedon=0         #  weapon drawn
mode=2, basedon=0            #  weapon drawn
Mode=3, BasedOn=0      # Mode 3 = unarmed swimming
Mode=4, BasedOn=0      # Mode 4 = gun swimming
Mode=5, BasedOn=0      # Mode 5 = saber swim



joints
0=1   # 0 = head
1=10   # 1 = neck
2=20   # 2 = torso
3=19   # 3 = primary weapon fire
4=19   # 4 = secondard weapon fire
5=4   # 5 = primary weapon aiming joint
6=13   # 6 = secondary weapon aiming joint
end




SO, this is what I have tried but the level cannot load.
Post 15-Dec-2006 05:56        

I've got patch commander to replace Kyle. Why can't I just have it work just through the level gob?
ZeqMacaw
Site Admin
Post 15-Dec-2006 15:00        

I am going to guess and suggest changing a line in the startup handler of kyle_m.cog (your PIkyle_m.cog).

Change this line from:
SetInv(player, 67, 0.0);
To:
SetInv(player, 67, 1);

I suggest this based on seeing both the "Luke" and "Mara" cogs using that.

Post 18-Dec-2006 02:35        

Thanks! Mr Green
*** Post commands are unavailable for guests. ***