Do this but this will have to be in a custom Species file for that character.
What about having custom fp models? Instead of replacing the texture, say I wanted to replace the entire fp hand model. Is this possible?
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Do this but this will have to be in a custom Species file for that character.
You will have to redo the first person model for the gun as it's made with the model on it.What about having custom fp models? Instead of replacing the texture, say I wanted to replace the entire fp hand model. Is this possible?
You will have to redo the first person model for the gun as it's made with the model on it.
Change a bone name would break the animations for it. For the mutator part, you will have to make a mutator and put this inside:That's fine, but how would one reference it to the mutator? Also, since I'm redoing the first person models, would a different bone name be fine?
function PostBeginPlay()
{
Class'KFMod.ZombieFleshPoundBase'.Default.Mesh = SkeletalMesh'YourMeshPackage.YourMesh';
}
#exec OBJ LOAD FILE=YourMeshPackage.uax
Each animation looks for the animation names are some other bits that im not too familiar with yet. The functions go by the bone names so you're probably looking at recoding thisReanimating everything with a new set of FP arms (with different fp bone names)...
Would this still break the animations (does KF weapons look for specific bone names to play animations and function)?
Each animation looks for the animation names are some other bits that im not too familiar with yet. The functions go by the bone names so you're probably looking at recoding this
P.S. If you really need help recoding it for your new bones etc, contact us and i'll try and help.
Marco any chance for some help with the custom characters? Basically if I do this, it breaks my perks like the whitelist is checking it and not liking it. When I load KF it loads like normal and if I tried to play in a whitelisted server or check the profile page (main menu) it will give me an error of not being able to connect. This is caused from the thing above. Any chance of a way around having to remove the file from system folder for perks to still be usable?You can alter skins within Species class, for example:
Code:static function bool Setup(Pawn P, xUtil.PlayerRecord rec) { P.Skins.Length = 3; P.Skins[2] = SomeTexture; return Super.Setup(P,rec); // Base function sets Skins[0] and [1] }
brother i do the same with some skins and works fine..., but how do u change the original name of the char on game play???I am testing your mod and Marcos.
I then ADDED Mechacarnivore by renaming the upl file to Merchacarnivore.upl so it does not overwrite Security_Officer_Thorne.upl, then added the line
CustomCharacters=Mechacarnivore
Soldier_1 extends PlayerRecordClass;
#exec obj load file="HalfDead_Soldiers.ukx"
#exec obj load file="HDSoldiers.utx"
simulated static function xUtil.PlayerRecord FillPlayerRecord()
{
local xUtil.PlayerRecord PRE;
PRE.Species = Class'SoldierSpecies'; // Species (can be used to replace sounds or misc stuff)
PRE.MeshName = string(Mesh'HalfDead_Soldiers.soldier1_2'); // Name of the mesh.
PRE.BodySkinName = string(Texture'HDSoldiers.brit_soldier_I_diff'); // Body skin name (Material #0)
PRE.FaceSkinName = string(Texture'HDSoldiers.head_1'); // Face skin name (Material #1)
PRE.Portrait = Texture'KFPortraits.Gasmask_Portrait'; // Portrait texture
PRE.TextName = "KF Soldiers By Half-Dead."; // Description text.
PRE.VoiceClassName = string(Class'KFVoicePack'); // Voice pack
PRE.Sex = "M"; // M = Male, F = Female
PRE.Menu = "SP"; // Not needed to modify.
PRE.Skeleton = string(Mesh'TraderM'); // Unused in KF
PRE.Ragdoll = "British_Soldier1"; // Should be this only.
return PRE;
}
defaultproperties
{
}
I'm trying to make a pack for Half Dead's replacement pack but I'm having trouble compiling.
It gives me an error: Script vs Class name mismatch (Soldier_1/KFMod.SoldierSpecies; )Code:...
Also tried KFmod.SoldierSpecies.
I'm not sure what I'm doing wrong or I'm just missing something right in front of me and I don't see it. Anyone know what I'm missing/doing wrong?
I can't find the texture creation tutorial, any link? this seems easy but what about the textures, I WANT MYSELF IN KILLING FLOOR!!! ( sorry for caps )
class Char_MechaCarnivoreSpecies_Blue extends MutantHorzineSpecies;
static function bool Setup(Pawn P, xUtil.PlayerRecord rec)
{
P.Skins.Length = 6;
P.Skins[2] = Combiner'KF_Specimens_Trip_T.fleshpound_cmb';
P.Skins[3] = Shader'FluXiCharactersV9_T.FPBloomBlueShader'; // Chest bloom
P.Skins[4] = Shader'KF_Specimens_Trip_T_Two.burns.burns_shdr';
P.Skins[5] = Shader'FluXiCharactersV9_T.FPBloomAmberShader'; // Face bloom
return Super.Setup(P,rec); // Base function sets Skins[0] and [1]
}
class Char_MechaCarnivoreSpecies_Blue extends MutantHorzineSpecies;
static function bool Setup(Pawn P, xUtil.PlayerRecord rec)
{
local bool result;
result = Super.Setup(P,rec);
if (result)
{
P.Skins.Length = 6;
P.Skins[2] = Combiner'KF_Specimens_Trip_T.fleshpound_cmb';
P.Skins[3] = Shader'FluXiCharactersV9_T.FPBloomBlueShader';
P.Skins[4] = Shader'KF_Specimens_Trip_T_Two.burns.burns_shdr';
P.Skins[5] = Shader'FluXiCharactersV9_T.FPBloomAmberShader';
return true;
}
return false;
}