Add new skins to bots?
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Vic Marrow
- Colour Sergeant
- Posts: 95
- Joined: Wed Aug 20, 2003 2:31 pm
Add new skins to bots?
Is it possible to add new player skins to jvbots. I tried by going into the human folder and adding a new skin .tik but this didn't seem to work. Also is it possible to force models of your choice from the console? I read the part about force models and the way I understand it is that what ever human model the map was compiled with will be the model that is used when you type the command "jvbot_forcemodels 1" Do I got this right ?
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Krane
- Lieutenant General
- Posts: 782
- Joined: Sat May 31, 2003 4:18 pm
- Location: California, USA
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Yeah, it is possible
But first tell me: You have some player skins and want these skins on the bots? And what you mean by a skin .tik (a moidified version of another tik)?
About the force models: every bots map have these models placed on the map. They have targetname "alliesspawnpreset" and "axisspawnpreset" (the script gets rid of them before your map loads.
). When you type jv_forcemodels 1, you're telling the game to choose the first model from the array, so every axis/allies bots will have that skin. This increases fps 
ps: try d/l the russian bots and mess around with it
! There a lot of things there that can clarify your views
!
About the force models: every bots map have these models placed on the map. They have targetname "alliesspawnpreset" and "axisspawnpreset" (the script gets rid of them before your map loads.
ps: try d/l the russian bots and mess around with it
- small_sumo
- Lieutenant General
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Basicly get a bot tik and a custom player tik and make the changes nessisary to the player tik and put it in the human folder and add it in radient, if eyr makin bot maps that is. Like just look at the bot tik and add stuff from it ot the player one to get yer new ai tik.
Sorry if that sounds confusing.
Sorry if that sounds confusing.
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Vic Marrow
- Colour Sergeant
- Posts: 95
- Joined: Wed Aug 20, 2003 2:31 pm
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Krane
- Lieutenant General
- Posts: 782
- Joined: Sat May 31, 2003 4:18 pm
- Location: California, USA
- Contact:
Ok!
. First step is to create the bot tik. If you already have the player skin, you already have these jpgs or tgas properly setted in a shader.
Open jv_bots01.pk3 and find models/human/multiplayer_allied_1st-ranger_captain.tik . Extract this file to your desktop, rename it to multiplayer_allied_mybot.tik . Open it! Now let's change some lines:
1) Down on the bottom of the file you'll see
/*QUAKED ai_multiplayer_allied_1st-ranger_captain
Change it to:
/*QUAKED ai_multiplayer_allied_mybot
2) Now open your player skin tik file. On the top of the file you'll see the paths to the models. I'll take the oss_man model as an example ( allied_SAS.tik). In this file, you'll see, on the top:
Now carefully! Copy this, open our mybot tik, and paste this OVER this:
NOTE: Leave the "{" and the "}" in peace! Do the copy and paste very carefully!
See what I did? I just changed the paths this model will use, instead of the captain model, the oss-man model.
(while you're here, check the differences between the files)
Cool! We have now Major Grillo wearing american helmets and stuff
(you can comment the lines below the tik where it says equipment if you don't want gear on him). Now we have to put him on a map. You can open Radiant and he will be at ai_multiplayer_allied_mybot. Place him on the map and don't forget to give him a targetname "alliesspawnpreset". Or, better method, add these lines to your map script just below level waittill spawn:
Start the map. Mybot suppose to be one of the soldiers!
(I hope hehe). Remember that he is ONE option in the middle of other options, so be patient if he didn't show up in the first time. Try a couple of times before coming back...
Hope it helps!
Open jv_bots01.pk3 and find models/human/multiplayer_allied_1st-ranger_captain.tik . Extract this file to your desktop, rename it to multiplayer_allied_mybot.tik . Open it! Now let's change some lines:
1) Down on the bottom of the file you'll see
/*QUAKED ai_multiplayer_allied_1st-ranger_captain
Change it to:
/*QUAKED ai_multiplayer_allied_mybot
2) Now open your player skin tik file. On the top of the file you'll see the paths to the models. I'll take the oss_man model as an example ( allied_SAS.tik). In this file, you'll see, on the top:
Code: Select all
path models/human/french_resistance // Set path to set skelmodel from
skelmodel resistance.skd // Set body model
surface pants shader brownpants
surface cullpants shader cull_brownpants
surface shirt shader browncoat
surface cullshirt shader cull_browncoat
surface inside shader browncoat
// $include models/human/heads/us_young_heads.tik
path models/human/heads
skelmodel head2.skd
surface head shader jeff_c
path models/human/hands
skelmodel hand.skd
surface hand shader handsnewCode: Select all
path models/human/allied_ranger_soldier // Set path
to set skelmodel from
skelmodel assaultvest.skd // Set body model
surface ranger_pants shader ranger_pants
surface ranger_top shader ranger_top
surface armband shader av_ltnt_cap
$include models/human/heads/us_old_heads.tik
path models/human/hands
skelmodel hand.skd
surface hand shader handsnewCool! We have now Major Grillo wearing american helmets and stuff
Code: Select all
level.mybot = spawn script_model "targetname" "alliesspawnpreset"
level.mybot model "models/human/multiplayer_allied_mybot.tik"
level.mybot solid // this line seems to be uselessHope it helps!

