dummy.skd (allied_pilot.skd)

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PKM
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dummy.skd (allied_pilot.skd)

Post by PKM »

where am i going wrong ? looking to create a custom non animated human model (from allied_pilot) by just changing the textures to be used as a manniquin in a custom map.

in the map .pk3 is this directory:

models/dummy/dummy_base

dummy folder contains dummy_base folder and allied_dummy.tik

dummy_base folder contains dummy.skd, dummy.skc, dummy.lod (all originally allied_pilot)

within radient when opening entities window and tiking on ai, there are now three additional pilot models but when placed in the game, they are nothing more than copies of the original ai/allied_pilot. the custom script and custom tik files have all been changed to point to custom textures.


Code: Select all

TIKI
setup
{
	scale 0.52
	path models/dummy/dummy_base
	skelmodel dummy.skd


	surface pants shader dummy1_pants
	surface coat shader dummy1_top
	surface cullpants shader cull_dummy1_pants

	path models/human/heads			// Set new path for head model
	skelmodel head1.skd			// Set head model
	surface head shader dummy1_face


	path models/human/hands
	skelmodel hand.skd
	surface hand shader dummy1_hands


	path models/equipment/USGear/helmets

	//skelmodel us_helmet.skd
	//surface us_helmet shader us-helmet_ltnt

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

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

	//*** colt 45 pistol
	case weapon "colt 45"
	{
		//skelmodel german_holster.skd
		//surface german_holster shader german_holster
	}

	//*** m1 garand rifle
	case weapon "m1 garand"
	{
		//skelmodel k98clips.skd
		//surface k98clips shader german_riflebelt
	}
	
	//*** thompson
	case weapon "thompson"
	{
		//skelmodel k98clips.skd
		//surface k98clips shader german_riflebelt
	}

	//*** bar machinegune
	case weapon "bar"
	{
		//skelmodel mp40clips.skd
		//surface mp40clips shader ammo_pouch_tan
	}
	
	//*** shotgun
	case weapon "shotgun"
	{
		//skelmodel mp40clips.skd
		//surface mp40clips shader ammo_pouch_tan
	}
//*** 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
   	   	american
		setsize "-16 -16 0" "16 16 92"
		health 100
		weapon "M1 Garand"
	}
}

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

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

Code: Select all

dummy1_top
{
	qer_editorimage textures/dummy1/dummy1_top.tga
	{
		map textures/dummy1/dummy1_top.tga
		rgbGen lightingSpherical
	}
}

dummy1_pants
{
	qer_editorimage textures/dummy1/dummy1_pants.tga
	{
		map textures/dummy1/dummy1_pants.tga
		rgbGen lightingSpherical
	}
}
cull_dummy1_pants
{
	qer_editorimage textures/dummy1/dummy1_pants.tga
	cull none
	{
		map textures/dummy1/dummy1_pants.tga
		rgbGen lightingSpherical
	}
}
dummy1_face
{
	qer_editorimage textures/dummy1/dummy1_face.tga
	{
		map textures/dummy1/dummy1_face.tga
		rgbGen lightingSpherical
	}
}
dummy1_hands
{
	qer_editorimage textures/dummy1/dummy1_hands.tga
	{
		map textures/dummy1/dummy1_hands.tga
		rgbGen lightingSpherical
	}
}
i'm not f****** angry, i'm from philadelphia .
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Rookie One.pl
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Post by Rookie One.pl »

Code: Select all

TIKI
setup
{
   scale 0.52
   path models/dummy/dummy_base
   skelmodel dummy.skd

   surface pants shader dummy1_pants
   surface coat shader dummy1_top
   surface cullpants shader cull_dummy1_pants

   path models/human/heads         // Set new path for head model
   skelmodel head1.skd         // Set head model
   surface head shader dummy1_face

   path models/human/hands
   skelmodel hand.skd
   surface hand shader dummy1_hands

   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
   }
}

$include models/human/new_generic_human.tik

/*QUAKED ai_dummy (1.0 0.5 0.0) (-16 -16 0) (16 16 96)
*/
I removed all the unnecessary stuff (+weapons). You have to change the QUAKED bit or you will keep useing the original model. Now you will have this in ai->dummy in Radiant.
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PKM
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Location: Philadelpia but stuck in San Antonio TX (hell)

Post by PKM »

lol rook you the man, never would have figured that out. thank you ever so much.
i'm not f****** angry, i'm from philadelphia .
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Rookie One.pl
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Post by Rookie One.pl »

You're welcome. ;)
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PKM
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Posts: 1888
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Location: Philadelpia but stuck in San Antonio TX (hell)

Post by PKM »

i'll have to double check myself but though the model (actually models, i made additonal versions of the original) showed up in radient just fine, show up in the map file as entities, they do not show up in the map when compiled.
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PKM
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Posts: 1888
Joined: Tue Aug 09, 2005 4:43 pm
Location: Philadelpia but stuck in San Antonio TX (hell)

Post by PKM »

hey rook, is the script you made ok ? the models are still showing up in radient but not even listed durring the compile. i'm going to try and use an original ai model script and just change the quake line on the bottom like you said. still thankful that you took the time to point that out.
i'm not f****** angry, i'm from philadelphia .
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Rookie One.pl
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Post by Rookie One.pl »

I don't know, looks OK to me but I might have made a mistake. Yeah, that's a good idea, do so and see what happens.
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PKM
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Post by PKM »

same thing boss, okay in radient no show in compile. thanks again.
i'm not f****** angry, i'm from philadelphia .
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Rookie One.pl
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Post by Rookie One.pl »

Model path? Models/human/dummy.tik?
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PKM
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Location: Philadelpia but stuck in San Antonio TX (hell)

Post by PKM »

Rookie One.pl wrote:Model path? Models/human/dummy.tik?
yep, models/dummy/allied_dummy1.tik

the .pk3 is over at TMT (scripting mohaa) if you want to look at it, brother. one thing though, i radient entities ai, they're listed as just
  • dummy
    dummy
    dummy
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Rookie One.pl
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Post by Rookie One.pl »

Replied @ TMT. ;)
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Post by PKM »

i didn't even see that line, my apologies boss. thanks again. hey, want some eagles sky box tickets for the rest of the year ? you'll get to see four visiting teams play well.
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PKM
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Location: Philadelpia but stuck in San Antonio TX (hell)

Post by PKM »

worked rook. smooth.

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Rookie One.pl
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Post by Rookie One.pl »

Good to hear. :) These dummies make me go lol, though. :P
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Posts: 1888
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Location: Philadelpia but stuck in San Antonio TX (hell)

Post by PKM »

you no like the priest ? figured the .map one would get me some major airtime here on .......... .map

lol
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