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SP AI skins
Posted: Mon Jun 28, 2004 4:45 pm
by lizardkid
okay, well i want to convert some awesome MP skins that can only be used for the player to Sp AI. because there are some truly good skins out there and i'd like to use them personally. i've downloaded a bunch but Small_Sumo seems to be the only one who knows how to create good SP AI skins. any help plz?
Posted: Mon Jun 28, 2004 5:36 pm
by Krane
You need to create a custom tik. Open an existing SP AI tik and replace the parts concern to the new skin.
Ex: I have some
ninja skins, both for players and bots. Here's the tik for the player skin:
TIKI
setup
{
scale 0.52
path models/human/allied_ranger_soldier // Set path to set skelmodel from
skelmodel assaultvest.skd // Set body model
surface ranger_pants shader Ninja_Black_pants
surface ranger_top shader NInja_Black_top
surface armband shader av_Ninja_Black
path models/human/heads
skelmodel head2.skd
surface head shader spy
path models/human/hands
skelmodel hand.skd
surface hand shader l_gloves
}
//
// define what folder to get specific sound from for the player model
//
$define pulloutdir sound/weapons/pullout
init
{
client
{
// Cache sounds here
}
server
{
voicetype airbone // set the voicetype to use for multiplayer instant messaging
}
}
//
// include the base player model definition
//
$include models/player/base/include.txt
// need to indicate the end of the tiki file because we have a tiki command at the end
//end
Now I'll open a regular SP AI (allied_airbone_soldier.tik)
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)
*/
Now the ninja SP AI:
TIKI
setup
{
scale 0.52
path models/human/allied_ranger_soldier // Set path to set skelmodel from
skelmodel assaultvest.skd // Set body model
surface ranger_pants shader Ninja_Black_pants
surface ranger_top shader NInja_Black_top
surface armband shader av_Ninja_Black
path models/human/heads
skelmodel head2.skd
surface head shader spy
path models/human/hands
skelmodel hand.skd
surface hand shader l_gloves
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_ninja_black (1.0 0.5 0.0) (-16 -16 0) (16 16 96)
*/
Copy the green part over the yelow. Cyan is the result

Change the QUAKED part (violet) to match your new tik.
Posted: Mon Jun 28, 2004 8:26 pm
by lizardkid
okay, noob Q, i open a .tik with Notepad right? sorry, i've only jsut started learning about al lthis....
Posted: Mon Jun 28, 2004 8:37 pm
by blue60007
Yeeahhh...When in doubt, use notepad.

Posted: Tue Jun 29, 2004 3:59 pm
by small_sumo
I wrote a tutorial on it at this page
http://smallsumo.leveledit.com/moh_tutorials1.htm
You might have missed it, my site isnt the easiest to navigate ....... so I'm told

. Its quite easy follow the tut you will be fine.

Posted: Tue Jun 29, 2004 6:50 pm
by lizardkid
well, i have the tiki files to mod into SP, but ihave no clue at all about the skin or anything like that, here is a sample....
Code: Select all
TIKI
setup
{
path models/human/allied_ranger_soldier // Set path to set skelmodel from
skelmodel assaultvest.skd // Set body model
surface ranger_pants shader co_newboots
surface ranger_top shader co_assaultvestcolonel
surface armband shader 17thairb_army_sfc
//surface us_top_c shader us_top_c
// $include models/human/heads/us_old_heads.tik
path models/human/heads
skelmodel head4.skd
surface head shader face_colonel
path models/human/hands
skelmodel hand.skd
surface hand shader hands_luitenant
path models/equipment/USGear/helmets
skelmodel us_helmet.skd
surface us_helmet shader helmet_col
}
//
// define what folder to get specific sound from for the player model
//
$define pulloutdir sound/weapons/pullout
init
{
client
{
// Cache sounds here
}
server
{
voicetype airborne // set the voicetype to use for multiplayer instant messaging
}
}
//
// include the base player model definition
//
$include models/player/base/include.txt
// need to indicate the end of the tiki file because we have a tiki command at the end
//end
and i'm thinking that i only need to add the Actor thing, so is this right?
Code: Select all
TIKI
setup
{
path models/human/allied_ranger_soldier // Set path to set skelmodel from
skelmodel assaultvest.skd // Set body model
surface ranger_pants shader co_newboots
surface ranger_top shader co_assaultvestcolonel
surface armband shader 17thairb_army_sfc
//surface us_top_c shader us_top_c
// $include models/human/heads/us_old_heads.tik
path models/human/heads
skelmodel head4.skd
surface head shader face_colonel
path models/human/hands
skelmodel hand.skd
surface hand shader hands_luitenant
path models/equipment/USGear/helmets
skelmodel us_helmet.skd
surface us_helmet shader helmet_col
}
//
// define what folder to get specific sound from for the player model
//
$define pulloutdir sound/weapons/pullout
init
{
client
{
// Cache sounds here
}
server
{
voicetype airborne // set the voicetype to use for multiplayer instant messaging
}
}
//
// include the base player model definition
//
$include models/player/base/include.txt
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_airborne2_soldier (1.0 0.5 0.0) (-16 -16 0) (16 16 96)
*/
??? i'm totally new to all this graphical stuff so hopefully when i get one finished it'll all snap into place.

Posted: Thu Jul 01, 2004 11:55 pm
by small_sumo
Wel your getting there but it needs more ........... I think. What custom model do you want to convert?
Posted: Sat Jul 03, 2004 4:48 pm
by lizardkid
it's a skin pack from Dagroove's Lair, it's only for personal use and won't be released so i won't hit any originality/copyright laws, the ORIGINAL .tik file is this.....
Code: Select all
TIKI
setup
{
path models/human/allied_ranger_soldier // Set path to set skelmodel from
skelmodel assaultvest.skd // Set body model
surface ranger_pants shader co_newboots
surface ranger_top shader co_assaultvestcolonel
surface armband shader 17thairb_army_sfc
//surface us_top_c shader us_top_c
// $include models/human/heads/us_old_heads.tik
path models/human/heads
skelmodel head4.skd
surface head shader face_colonel
path models/human/hands
skelmodel hand.skd
surface hand shader hands_luitenant
path models/equipment/USGear/helmets
skelmodel us_helmet.skd
surface us_helmet shader helmet_col
}
//
// define what folder to get specific sound from for the player model
//
$define pulloutdir sound/weapons/pullout
init
{
client
{
// Cache sounds here
}
server
{
voicetype airborne // set the voicetype to use for multiplayer instant messaging
}
}
//
// include the base player model definition
//
$include models/player/base/include.txt
// need to indicate the end of the tiki file because we have a tiki command at the end
//end
Posted: Mon Jul 05, 2004 7:43 pm
by lizardkid
well it's done, i've gotten it to work after some quick debugging. thanx for all your help guys!

Posted: Wed Jul 07, 2004 12:39 am
by small_sumo
Sorry mate I meant to get back to you. Here is how I would do the tik so it will work with my sumo_mp_new_generic_human.tik.
TIKI
setup
{
path models/human/allied_ranger_soldier // Set path to set skelmodel from
skelmodel assaultvest.skd // Set body model
surface ranger_pants shader co_newboots
surface ranger_top shader co_assaultvestcolonel
surface armband shader 17thairb_army_sfc
//surface us_top_c shader us_top_c
// $include models/human/heads/us_old_heads.tik
path models/human/heads
skelmodel head4.skd
surface head shader face_colonel
path models/human/hands
skelmodel hand.skd
surface hand shader hands_luitenant
path models/equipment/USGear/helmets
skelmodel us_helmet.skd
surface us_helmet shader helmet_col
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/animation/dialogue/sumo_generic_dialogue_US.tik
$include models/human/sumo_mp_new_generic_human.tik
//$include models/human/animation/dialogue/m1l1_dialogue_us.tik
/*QUAKED ai_sumo_mymodelstolenfromdagrooveslairLOL (1.0 0.5 0.0) (-16 -16 0) (16 16 96)
*/
**********************************************
**********************************************
Just remember you need these 2 files in your pk3 or your ai will crash the map.
$include models/human/animation/dialogue/sumo_generic_dialogue_US.tik
$include models/human/sumo_mp_new_generic_human.tik
Posted: Wed Jul 07, 2004 4:36 pm
by lizardkid
okay, it didn't work my way, they were inanimate with half the skinning and noclipped.
i'll let you know if this works.....
Posted: Thu Jul 08, 2004 2:10 pm
by small_sumo
Yeah do that I am interested, I want to help you over the line. Once you get it right you will be no stopping you.

Posted: Fri Jul 09, 2004 2:20 pm
by lizardkid
is it possible for me to make them regular stock SP AI skins and not Sumo skins? they wouldn't even appear in mine. and yes i cecked that i downlaoded your fancypants ai pack.

but nothing appears........
can i just replace
Code: Select all
$include models/human/animation/dialogue/sumo_generic_dialogue_US.tik
$include models/human/sumo_mp_new_generic_human.tik
with
Code: Select all
$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
?
not to mention i'd like this usable outside those who don't have the sumo pack.

Posted: Sun Jul 11, 2004 2:26 pm
by small_sumo
Yeah that should be fine, but you wont have the omaha anims thats all. Remember you don't need my entire pack you only have to add the files your tik points to.
Code:
$include models/human/animation/dialogue/sumo_generic_dialogue_US.tik
$include models/human/sumo_mp_new_generic_human.tik
I wont ever be modifying those files so you can add them to any pk3 you release and your fans wont ever get a conflict because there should never be a different version of the above tiks.
Glad to hear your getting there.
