Load player skins into SDK??

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Vic Marrow
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Load player skins into SDK??

Post by Vic Marrow »

Is there a way to load custom player skins (some of the ones I down loaded from Planet MOH) into the Spearhead SDK so I can use them in a sp map I'm making. I'd like to use a german falschfrmjager type solder for the enemy. I know the game has one too that you can use for multiplayer. Is there some way to get them into the SDK?
Vic Marrow
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Post by Vic Marrow »

Sorry I didn't read the threads first :oops: This thread did the trick.

viewtopic.php?t=2410


Thanks jv_map
Vic Marrow
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Post by Vic Marrow »

Still having trouble. Got the model into the radiant SDK. Got the model into my map, but he dosen't move and I can walk right through him. In console it says:


Channel named Bip01 Spine pos not added. (Bone will not work without it)
Channel named Bip01 Spine1 pos not added. (Bone will not work without it)
Channel named Bip01 Spine2 pos not added. (Bone will not work without it)
Channel named Bip01 Neck pos not added. (Bone will not work without it)
Channel named Bip01 Head pos not added. (Bone will not work without it)
Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
Channel named Bip01 L UpperArm pos not added. (Bone will not work without it)
Channel named Bip01 L Forearm pos not added. (Bone will not work without it)
Channel named Bip01 L Hand pos not added. (Bone will not work without it)
Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
Channel named Bip01 R UpperArm pos not added. (Bone will not work without it)
Channel named Bip01 R Forearm pos not added. (Bone will not work without it)
Channel named Bip01 R Hand pos not added. (Bone will not work without it)
Channel named Bip01 Spine pos not added. (Bone will not work without it)
Channel named Bip01 Spine1 pos not added. (Bone will not work without it)
Channel named Bip01 Spine2 pos not added. (Bone will not work without it)
Channel named Bip01 Neck pos not added. (Bone will not work without it)
Channel named Bip01 Head pos not added. (Bone will not work without it)
Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
Channel named Bip01 L UpperArm pos not added. (Bone will not work without it)
Channel named Bip01 L Forearm pos not added. (Bone will not work without it)
Channel named Bip01 L Hand pos not added. (Bone will not work without it)
Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
Channel named Bip01 R UpperArm pos not added. (Bone will not work without it)
Channel named Bip01 R Forearm pos not added. (Bone will not work without it)
Channel named Bip01 R Hand pos not added. (Bone will not work without it)
Channel named Bip01 Spine pos not added. (Bone will not work without it)
Channel named Bip01 Spine1 pos not added. (Bone will not work without it)
Channel named Bip01 Spine2 pos not added. (Bone will not work without it)
Channel named Bip01 Neck pos not added. (Bone will not work without it)
Channel named Bip01 Head pos not added. (Bone will not work without it)
Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
Channel named Bip01 L UpperArm pos not added. (Bone will not work without it)
Channel named Bip01 L Forearm pos not added. (Bone will not work without it)
Channel named Bip01 L Hand pos not added. (Bone will not work without it)
Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
Channel named Bip01 R UpperArm pos not added. (Bone will not work without it)
Channel named Bip01 R Forearm pos not added. (Bone will not work without it)
Channel named Bip01 R Hand pos not added. (Bone will not work without it)
Channel named Bip01 Spine pos not added. (Bone will not work without it)
Channel named Bip01 Spine1 pos not added. (Bone will not work without it)
Channel named Bip01 Spine2 pos not added. (Bone will not work without it)
Channel named Bip01 Neck pos not added. (Bone will not work without it)
Channel named Bip01 Head pos not added. (Bone will not work without it)
Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
Channel named Bip01 L UpperArm pos not added. (Bone will not work without it)
Channel named Bip01 L Forearm pos not added. (Bone will not work without it)
Channel named Bip01 L Hand pos not added. (Bone will not work without it)
Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
Channel named Bip01 R UpperArm pos not added. (Bone will not work without it)
Channel named Bip01 R Forearm pos not added. (Bone will not work without it)
Channel named Bip01 R Hand pos not added. (Bone will not work without it)
Channel named Bip01 Spine pos not added. (Bone will not work without it)
Channel named Bip01 Spine1 pos not added. (Bone will not work without it)
Channel named Bip01 Spine2 pos not added. (Bone will not work without it)
Channel named Bip01 Neck pos not added. (Bone will not work without it)
Channel named Bip01 Head pos not added. (Bone will not work without it)
Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
Channel named Bip01 L UpperArm pos not added. (Bone will not work without it)
Channel named Bip01 L Forearm pos not added. (Bone will not work without it)
Channel named Bip01 L Hand pos not added. (Bone will not work without it)
Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
Channel named Bip01 R UpperArm pos not added. (Bone will not work without it)
Channel named Bip01 R Forearm pos not added. (Bone will not work without it)
Channel named Bip01 R Hand pos not added. (Bone will not work without it)
TIKI_InitTiki: could not find surface 'inside' in 'models/player/german_luftwaffe_falschirmjager_gasmask.tik' (check referenced skb/skd files).
Loading shader falsh_top - german_luftwaffe_falschirmjager.shader...done.
Loading shader falsh_pants - german_luftwaffe_falschirmjager.shader...done.

Whats the next step? What do I do now?
Vic Marrow
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Post by Vic Marrow »

I tried changing the script. Still coulden't make it work (I don't know much about scripting, just enough to make me dangerous!!! After changing the script, Just for the hell of I loaded up Spearhead and went to multiplayer to the room where you change your players uniforms because I wanted to see this player skin move (he woulden't in my map) ya know, how they do push ups and cross their arms wipe their boots and stuff. And when I clicked on the player (the one I'm trying to use in radiant) HE WAS LAYING ON THE FLOOR DEAD!!!!!!!!! :shock: wow I fucking killed him with my script LOL. There must a way to get him to animate in my map. Please help this is driving me nuts!!!!!!! :evil:
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mohaa_rox
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Post by mohaa_rox »

ok, u just need to open an AI tiki, e.g. airborne, and u copy ur own skin properties, like skelmodels, shaders, equipments, and paste it over the airborne models. i mean, just over write the AI model, and leave the rest.
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Vic Marrow
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Post by Vic Marrow »

Ok I tried this:
This is the orginal tik file for the custom skin:

TIKI
setup
{
path models/human/german_winter_type1
skelmodel wintersoldier1.skd

surface top shader falsh_top
surface cullskirt shader falsh_pants
surface skirt shader falsh_pants
surface inside shader falsh_pants

// $include models/human/heads/german_young_heads.tik
path models/human/heads
skelmodel head1.skd
// surface head shader falsh_face
surface head shader falsh_face

path models/falsh
skelmodel falsh_loadout.skd
surface loadout shader falsh_gear

path models/gp
skelmodel german_para_holster.skd
surface gerparahol shader gerparahol

path models/human/hands
skelmodel hand.skd
surface hand shader knitgloves1


path models/gp
skelmodel german_para_helmet.skd
surface gerpara shader gerpara1

path models/gp
skelmodel german_para_ammopouch.skd
surface ammopo shader gerparaammo

path models/gp
skelmodel german_para_binoculars.skd
surface gerparabin shader gerparabin

path models/gp
skelmodel gasmask.skd
surface gasmask shader gasmask1

}

//
// define what folder to get specific sound from for the player mode 1
//
$define pulloutdir sound/weapons/pullout


init
{
client
{
// Cache sounds here
}
server
{
voicetype axis5 // set the voicetype to use for multiplayer instant messaging
}
}


//
// include the base player model definition
//
$include models/player/base/include.txt





/*QUAKED ai_german_luftwaffe_falschirmjager_gasmask (1.0 0.5 0.0) (-16 -16 0) (16 16 92)
*/


// need to indicate the end of the tiki file because we have a tiki command at the end
//end


minus the ouaked command an this is the file I think you told me to open and copy over:


TIKI
setup
{
scale 0.52
path models/human/allied_airborne // Set path to set skelmodel from
skelmodel airborne.skd // Set body model

surface shirt shader airborne_top
surface pants shader airborne_pants
surface sleeve shader airborne_top_cull

// path models/human/heads // Set new path for head model
// skelmodel head2.skd // Set head model
// surface head shader srg_dirty
$include models/human/heads/us_young_heads.tik

path models/human/hands
skelmodel hand.skd
surface hand shader handsnew

path models/equipment/USGear/airborne
skelmodel airborne_gear.skd
surface gear shader airborne_gear


path models/equipment/USGear/helmets
skelmodel us_helmet.skd
surface us_helmet shader blank_web



scale 0.52 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
path models/human/protoanimations // Set path to set animations from

radius 20 // defines size of shadow
}

init
{
server
{
classname Actor
american
setsize "-16 -16 0" "16 16 92"
health 100
weapon "M1 Garand"

// Set up the helmet for popping off
// <model to spawn> <speed to throw it at> <damage multiplier for helmet shots> <surface(s) to turn off>
sethelmet "models/equipment/usgear/helmet_ranger_private.tik" 150 0.1 "us_helmet"
}
}

//
// include the base animations definition
//
$include models/human/new_generic_human.tik
$include models/human/animation/dialogue/generic_dialogue_US.tik
//$include models/human/animation/dialogue/m1l1_dialogue_us.tik

/*QUAKED ai_allied_airborne_soldier (1.0 0.5 0.0) (-16 -16 0) (16 16 96)
*/



And this is the file I made trying to go by what you said:


TIKI
setup
{
path models/human/german_winter_type1
skelmodel wintersoldier1.skd

surface top shader falsh_top
surface cullskirt shader falsh_pants
surface skirt shader falsh_pants
surface inside shader falsh_pants

// $include models/human/heads/german_young_heads.tik
path models/human/heads
skelmodel head1.skd
// surface head shader falsh_face
surface head shader falsh_face

path models/falsh
skelmodel falsh_loadout.skd
surface loadout shader falsh_gear

path models/gp
skelmodel german_para_holster.skd
surface gerparahol shader gerparahol

path models/human/hands
skelmodel hand.skd
surface hand shader knitgloves1


path models/gp
skelmodel german_para_helmet.skd
surface gerpara shader gerpara1

path models/gp
skelmodel german_para_ammopouch.skd
surface ammopo shader gerparaammo

path models/gp
skelmodel german_para_binoculars.skd
surface gerparabin shader gerparabin

path models/gp
skelmodel gasmask.skd
surface gasmask shader gasmask1




scale 0.52 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
path models/human/protoanimations // Set path to set animations from

radius 20 // defines size of shadow
}

init
{
server
{
classname Actor
german
setsize "-16 -16 0" "16 16 92"
health 100
weapon "StG44"

// Set up the helmet for popping off
// <model to spawn> <speed to throw it at> <damage multiplier for helmet shots> <surface(s) to turn off>
sethelmet "models/equipment/german_para_helmet.tik" 150 0.1 "german_para_helmet"
}
}

//
// include the base animations definition
//
$include models/human/new_generic_human.tik
$include models/human/animation/dialogue/generic_dialogue_german.tik
//$include models/human/animation/dialogue/m1l1_dialogue_german.tik

/*QUAKED ai_german_luftwaffe_falschirmjager_gasmask (1.0 0.5 0.0) (-16 -16 0) (16 16 96)
*/


So now in radiant I still get the same error in the console. I can see and place the the custom skin. When I went in game theres nothing there no custom skin, before I could see it in game but it didn"t move. And when I go to the multiplayer room. I bring up that custom skin and he's laying dead on the floor. What am I missing?
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Post by Random »

Vic Marrow wrote:Sorry I didn't read the threads first :oops: This thread did the trick.

viewtopic.php?t=2410


Thanks jv_map
Yeah i did just what he said here add the quake comment at the end and wouldnt you know it worked like a charm dam fools were blasting away at each other and me. I noticed in your last post you mention that you didnt add the quake comment:
minus the ouaked command an this is the file I think you told me to open and copy over:
so maybe try adding it this time. :wink:
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Vic Marrow
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Post by Vic Marrow »

I did add the quaked command originally, and thats when I could get the skin in the radiant and in my map and in the game but the skin didn' t move just stood there. I put "minus the quake command" to show mohaa_ rox what the orignal downloaded custom skin tik looked like.

Dam! I'm about ready to give up maybe this skin can't be animated. Too bad its pretty awesome. Got the skin moving again in the multiplayer room. If he moves here theres got to be a way to get him moving in my spmap. By the way what does bipo1 mean. From what I've been reading the skin has to have "bones" to work. Why does he have bones in the multiplayer room? The error message in radiant says he dosen't have bones.
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Post by Random »

A crude explanation would be that bones are what helps move the models the skins are on so no bones, no movement. This is an example of what i did for a custom skin i made to load it into A map as an ai.

Code: Select all

TIKI
setup
{
	path models/human/german_wehrmact_officer	// Set path to set skelmodel from
	skelmodel german_officer.skd			// Set body model

	surface tunic shader red_skull_tunic_officer
	surface pants shader red_skull_pants_officer
	surface tunic_c shader red_skull_tunic_officer_c

	path models/human/heads
	skelmodel head7.skd
	surface head shader red_skull

	path models/human/hands			
	skelmodel hand.skd		
	surface hand shader urban_gloves

	

//************************************
//*** weapon equipment assignment - Justin modify the equipment skelmodels in here
	path models/equipment/germangear

	//*** no weapon assigned
	case weapon "none"
	{
		//skelmodel german_holster.skd
		//surface german_holster shader german_holster
	}

	//*** p-38 pistol
	case weapon  "Walter P38"
	{
		path models/gear/g_headgear

		skelmodel officercap.skd
		surface officercap shader officer_hat
		

		path models/gear/officer
		
		skelmodel holster.skd
		surface holster shader german_holster
	}

	//*** MP40 submachinegun
	case weapon "MP 40"
	{
		path models/gear/g_headgear

		skelmodel officercap.skd
		surface officercap shader officer_hat

		
		path models/gear/officer
		
		skelmodel holster.skd
		surface holster shader german_holster

		skelmodel mp40clips.skd
		surface mp40clips shader ammo_pouch
	}
//*** end weapon equipment assignment
//************************************


	scale 0.52				// Set default scale to 16/30.5 since world is
						// in 16 units per foot and model is in cm's
	path models/human/protoanimations	// Set path to set animations from

	radius 20				// Defines size of shadow
}

init
{
	server
	{
      	classname Actor
		setsize "-16 -16 0" "16 16 92"
		german
		health 100
		weapon "MP 40"

		// Make him mumble but not breathe steam
		exec global/breathe.scr 0 1

		// Set up the helmet for popping off
		// <surface to turn off> <model to spawn> <speed to throw it at> <damage multiplier for helmet shots>
		sethelmet "models/gear/german_officercap.tik" 200 4 "officercap" 
	}
}

//
// include the base animations definition
//

$include models/human/animation/dialogue/generic_dialogue_german.tik
$include models/human/new_generic_human.tik
//$include models/human/animation/helmet_flyoff/helmet_flyoff_german_officer.tik

/*QUAKED ai_german_Red-Skull (1.0 0.5 0.0) (-16 -16 0) (16 16 96)
*/
In this example towards the end take note of the quake comments as well as the human animations. Note here i have included human animations which are associated with ai where as i believe the animations you used are player animations which are associated with multiplayer models.

Hope this helps
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mohaa_rox
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Post by mohaa_rox »

it looks good, but remember u'll have to put it in models/human/
Live to map, not map to live.
-mohaa_rox, .map
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Post by Random »

mohaa_rox wrote:it looks good, but remember u'll have to put it in models/human/
DOH!! yes if you dont do that as well you wont get very far. THanks Rox
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Vic Marrow
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Post by Vic Marrow »

I did that and still no go. I think I'll give up now. My last attempt I put the enity in radiant I could see it in there, still got the error message. I gave him a StG44 with the i key. Compiled, went in game and there was a StG44 on the ground shooting at me (it was a good shot too!) So I shot the StG and blood squirted out of nowhere. Wow what a trip! I don't think you can use these skins in spmaps, just for multiplayer. If theres a MOH radiant SKD pro out there do me a favor and try it for yourself. I got the skins from Planet MOH Its the user_german_luftwaffe_ardenns.pak3 file. You get 3 skins and their all real cool. Maybe you can make them work. If so pleassssssssse tell me how you did it. Oh by the way one of the files in the pak3 file is one called flash_loadout.skd I opened it up some of it was encripted and some was readable. The parts I could read said things like Bip01 Spine, neck,head etc. Seems like all the stuff I was getting error messages about in radiant.


Here's a copy of my last and final tiki



TIKI
setup
{
path models/human/german_luftwaffe_falschirmjager_gasmask
skelmodel wintersoldier1.skd

surface top shader falsh_top
surface cullskirt shader falsh_pants
surface skirt shader falsh_pants
surface inside shader falsh_pants

// $include models/human/heads/german_young_heads.tik
path models/human/heads
skelmodel head1.skd
// surface head shader falsh_face
surface head shader falsh_face

path models/human/hands
skelmodel hand.skd
surface hand shader knitgloves1


path models/gp
skelmodel gasmask.skd
surface gasmask shader gasmask1


//************************************
//*** weapon equipment assignment - Justin modify the equipment skelmodels in here


//*** no weapon assigned
case weapon "none"
{
//skelmodel german_holster.skd
//surface german_holster shader german_holster
}

//*** p-38 pistol
case weapon "Walter P38"
{
path models/gp

skelmodel german_para_helmet.skd
surface gerpara shader gerpara1



path models/gp

skelmodel german_para_holster.skd
surface gerparahol shader gerparahol

path models/flash

skelmodel flash_loadout.skd
surface loadout shader flash_gear


}

//*** regular KAR 98
case weapon "Mauser KAR 98K"
{
path models/gp

skelmodel german_para_helmet.skd
surface gerpara shader gerpara1



path models/gp

skelmodel german_para_bandoliera.skd
surface gerparabando shader gerparabando

path models/flash

skelmodel flash_loadout.skd
surface loadout shader flash_gear

}

//*** KAR 98 sniper
case weapon "Mauser KAR 98D Sniper"
{
path models/gp

skelmodel german_para_helmet.skd
surface gerpara shader gerpara1

path models/gp

skelmodel german_para_bandoliera.skd
surface gerparabando shader gerparabando

path models/flash

skelmodel flash_loadout.skd
surface loadout shader flash_gear

}


//*** MP40 submachinegun
case weapon "MP40"
{
path models/gp

skelmodel german_para_helmet.skd
surface gerpara shader gerpara1

path models/flash

skelmodel flash_loadout.skd
surface loadout shader flash_gear

path models/gp

skelmodel german_para_ammopouch.skd
surface ammopo shader gerparaammo

}

//*** mp44 / stg44 machinegun
case weapon "StG44"
{
path models/gp

skelmodel german_para_helmet.skd
surface gerpara shader gerpara1

path models/flash

skelmodel flash_loadout.skd
surface loadout shader flash_gear

path models/gp

skelmodel german_para_ammopouch.sdk
surface ammopo shader gerparaammo

}

//*** panzerschrek
case weapon "Panzerschrek"
{
path models/gp

skelmodel german_para_helmet.skd
surface gerpara shader gerpara1



path models/flash

skelmodel panzerholster.skd
surface panzerholster shader german_holster

skelmodel flash_loadout.skd
surface loadout shader flash_gear

}
//*** end weapon equipment assignment
//************************************








scale 0.52 // Set default scale to 16/30.5 since world is
// in 16 units per foot and model is in cm's
path models/human/protoanimations // Set path to set animations from

radius 20 // Defines size of shadow
}

init
{
server
{
classname Actor
setsize "-16 -16 0" "16 16 92"
german
health 100
weapon "StG44"

// Make him mumble but not breathe steam
exec global/breathe.scr 0 1


}
}

//
// include the base animations definition
//

$include models/human/animation/dialogue/generic_dialogue_german.tik
$include models/human/new_generic_human.tik
//$include models/human/animation/dialogue/M3L1_dialogue_german.tik
//$include models/human/animation/helmet_flyoff/helmet_flyoff_german_sscovered.tik

/*QUAKED ai_german_luftwaffe_falschirmjager_gasmask (1.0 0.5 0.0) (-16 -16 0) (16 16 92)
*/
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Post by Random »

Code: Select all

path models/human/german_luftwaffe_falschirmjager_gasmask 
Wow didnt notice this before but is that one of the original models used in either AA or SH?.... I believe the reason this isnt working is (and this is purely a guess) because it may have a different bone structure than Stock single player human models.

Wish i woulda noticed this first and it may have saved us all alot of time. BUt just so you know im not crazy try this out on something else and see if it works. My guess from what you just showed me is that you will get it to work if you just use a different and preferably a single player model type.
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Vic Marrow
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Post by Vic Marrow »

Thats a line I made because I created a file in pak0.pak3 file I moved all the stuff from the downloaded pak3 file into the games pak0.pak3 file just to see if it would make a difference. (It didn't) The orignal line said: path models/human/german_winter_type1. I know that I can create a german winter type 1 soldier in the game and he runs and shoots and everything. and he uses the skelmodel wintersoldier1.skd which is the same skelmodel that the falschirmjager uses but the game dosen't reconsize. I think all this has something to do with the flash file that came with the downloaded skin pak3 file. What is the flash file for? I know when you open the flash_loadout.skd it has things about spine, neck Bip01 etc. Just like wintersoldier1.skd, and all the equipment for the falschirmjager relates to the flash file. So I think the use of the flash file has everything to do with why this won't work.
Vic Marrow
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Post by Vic Marrow »

I DID IT!!!!!!!!!!!!!! I DID IT!!!!!!!!!!!!!! WOOOOOOOOOH HAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!!!! The German Luftwaffe Falschirmjaager Gasmask dude is running around shooting and trying to kill me I can shoot him he bleeds and he dies.


Heres a copy of my tiki file:


TIKI
setup
{

scale 0.52


path models/human/german_luftwaffe_falschirmjager_gasmask
skelmodel wintersoldier1.skd


surface top shader falsh_top
surface cullskirt shader falsh_pants
surface skirt shader falsh_pants
surface inside shader falsh_pants

// $include models/human/heads/german_young_heads.tik
path models/human/heads
skelmodel head1.skd
// surface head shader falsh_face
surface head shader falsh_face

path models/human/hands
skelmodel hand.skd
surface hand shader knitgloves1

path models/gp
skelmodel german_para_holster.skd
surface gerparahol shader gerparahol


path models/gp
skelmodel german_para_helmet.skd
surface gerpara shader gerpara1

path models/gp
skelmodel german_para_ammopouch.skd
surface ammopo shader gerparaammo

path models/gp
skelmodel german_para_binoculars.skd
surface gerparabin shader gerparabin


path models/gp
skelmodel gasmask.skd
surface gasmask shader gasmask1


//************************************









scale 0.52 // Set default scale to 16/30.5 since world is
// in 16 units per foot and model is in cm's
path models/human/protoanimations // Set path to set animations from

radius 20 // Defines size of shadow
}

init
{
server
{
classname Actor
setsize "-16 -16 0" "16 16 92"
german
health 100
weapon "StG44"

// Make him mumble but not breathe steam
exec global/breathe.scr 0 1


}
}

//
// include the base animations definition
//


$include models/player/base/enemy include.txt
$include models/human/new_generic_human.tik

/*QUAKED ai_german_luftwaffe_falschirmjager_gasmask (1.0 0.5 0.0) (-16 -16 0) (16 16 92)
*/




I had to make the "enemy include.txt" file all I did was copy the "include.txt " file and change "american // recognised by AI as a American" to german // recognised by AI as a German.


Here's a copy of my enemy include.txt file:




// Main include file for 3rd person player models
setup
{
scale 0.52 // Set default scale to 16/30.5 since world
// is in 16 units per foot and model is in cm's

radius 20 // defines size of shadow

ischaracter
}

init
{
server
{
setsize "-16 -16 0" "16 16 92"

german // recognised by AI as a German
}
client
{
// Cache sounds here
}
}

//
// base sound folder definitions
//

//
// include the animation files for the player
//
$include models/player/base/anims_pistol.txt
$include models/player/base/anims_rifle.txt
$include models/player/base/anims_smg.txt
$include models/player/base/anims_mg.txt
$include models/player/base/anims_grenade.txt
$include models/player/base/anims_steilhandgranate.txt
$include models/player/base/anims_bazooka.txt
$include models/player/base/anims_shotgun.txt
$include models/player/base/anims_mp40.txt
$include models/player/base/anims_mp44.txt
$include models/player/base/anims_misc.txt

$include models/player/base/anims_shared.txt

// need to indicate the end of the tiki file because we have a tiki command at the end
//end



Holey Fuck I can't beleive it!!!!!!!!!!!!!!! :D :D :D :P :P :P :P :D :D
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