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ForumsJedi Outcast and Jedi Academy Editing Forum → acckkkk!!!! modding tutorials please!
acckkkk!!!! modding tutorials please!
2004-01-02, 1:52 AM #1
i am new, and got the game for a few weeks (Jedi Outcast) now, i have seen a lot of beautiful mods, but i want to make one of my own. The thing i need is a TUTORIAL [http://forums.massassi.net/html/redface.gif]

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You know, i am a fool. But, when they say somthing like that, i have a black out, and al wats left is----->BLOOD
2004-01-02, 1:57 AM #2
What kind of mod?

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2004-01-02, 4:13 AM #3
Tigers claw is my other name.

i need somekind of, wathever. Doesnt matter, its just that i want to learn modding, it doesnt matter what kind of mod


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-thank you man, raly appriciate it
2004-01-02, 7:58 AM #4
Well theres:

Coding - rewriting and adding functionality to the game through programming

Mapping - creating new enviroments and maps for people to play in

Skinning - Creating new textures to show on player models

Modeling - creating 3D models to insert into maps

Choose One.

The two easiest are probally Mapping and Skinning to get into.

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2004-01-02, 8:10 AM #5
moddeling and skinning looks fun, but...i dont have 3d max or somekind of program and milkshape is acting strange (gives an error and shuts itself down) so, if that programs are not needed. You get it. And if you do need that program, the modding of the game, like change characters, giving stormtroopers a saber (continu saberfighting [http://forums.massassi.net/html/biggrin.gif]) and that kind things, the more i talk about it, the more i like it [http://forums.massassi.net/html/smile.gif] so, lets move on in changing characters and there equipment [http://forums.massassi.net/html/cool.gif] because i got something cool in mind

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You know, i am a fool. But, when they say somthing like that, i have a black out, and al wats left is----->BLOOD
2004-01-02, 8:12 AM #6
Changing there equipment in Single Player or Multiplayer? I'm guessing Single Player.

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I munch C code for breakfast and have enough room left over for a kernel debugging.

[This message has been edited by Freyr (edited January 02, 2004).]
Free your mind, use Open Source.
2004-01-02, 9:43 AM #7
yes singelplayer, but is changing the skins (tavion=reborn and kyle got another face or something) too included. And then, can i apply it in game with a PK3 folder in the base directory or really a mod that you need to load

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You know, i am a fool. But, when they say somthing like that, i have a black out, and al wats left is----->BLOOD
2004-01-02, 9:44 AM #8
yes singelplayer, but is changing the skins (tavion=reborn and kyle got another face or something) too included. And then, can i apply it in game with a PK3 folder in the base directory or really a mod that you need to load

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You know, i am a fool. But, when they say somthing like that, i have a black out, and al wats left is----->BLOOD
2004-01-02, 10:38 AM #9
Well, in the assets0.pk3 in your base there should be a file called npcs.cfg in the ext_data folder. Open this file up.

You want to change Tavion to a Reborn, scroll down until you see the Tavion (shown below). And change playerModel and snd, sndcombat, and sndjedi to reborn. Now run JO SP and when you encounter Tavion she should be a Reborn. You can do the same for Kyle.

Tavion
{
playerModel tavion
rank commander
saberColor red
reactions 3
aim 3
move 5
aggression 3
evasion 4
intelligence 5
hfov 160
vfov 160
playerTeam enemy
enemyTeam player
// race human
class tavion
snd tavion
sndcombat tavion
sndjedi tavion
yawSpeed 120
walkSpeed 55
runSpeed 200
health 300
dismemberProbHead 10
dismemberProbArms 35
dismemberProbLegs 10
dismemberProbHands 50
dismemberProbWaist 10
}

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2004-01-02, 10:49 AM #10
http://www.discreet.com/products/gmax/

For moddling.

If you going to release just a npc.cfg change and call it a mod, don't.

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Snail racing: (500 posts per line)
----@%
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2004-01-02, 10:55 AM #11
True, its not a true Mod unless you actually add stuff to it like new code or models or vehicles. Call it more like a "game change".

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2004-01-02, 8:33 PM #12
can you two use your own skins, that sounds likee fun. and if you change tavion to reborn, do she get the same AI as the reborn or do that need to be changed two. And then my last quistion. How do you get it in game

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You know, i am a fool. But, when they say somthing like that, i have a black out, and al wats left is----->BLOOD
2004-01-02, 11:33 PM #13
can you too change the weapons of the npc's and other characters. And can you too change the body to one of your own characters

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-thank you man, raly appriciate it
2004-01-03, 1:35 AM #14
1. Pretty much all Jedi's and Dark Jedi's use the same AI code, so the AI is the same in Tavion in the Reborn pretty much.

2. Yes you can use your own skins just as long as you have them in your .pk3 or at your base folder.

3. To get it ingame just make a .pk3 with ext_data folder inside and whatever new skins you make in your models folder inside it and it shoul appear in your SP game.

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.
2004-01-04, 9:03 AM #15
but how can you change equipment (that souns like fun!!!)? Because i dont get how to do it


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-thank you man, raly appriciate it
2004-01-04, 9:09 AM #16
Well, to change the equipment (I think you mean Weapons) of an NPC you need to open the NPC file like I showed you and change the weapon field. Like if you wanted to give Stormtroopers sabers you would change the weapon field to WP_SABER instead of WP_BLASTER

StormTrooper
{
playerModel stormtrooper
weapon WP_BLASTER
health 30
headPitchRangeDown 30
reactions 3
aim 1
move 3
aggression 3
evasion 1
intelligence 5
rank crewman
playerTeam TEAM_ENEMY
enemyTeam TEAM_PLAYER
// race klingon
class CLASS_STORMTROOPER
height 64
crouchheight 38
walkSpeed 51
runSpeed 200
snd st1
sndcombat st1
sndextra st1
yawspeed 70
walkSpeed 55
runSpeed 200
dismemberProbHead 0
dismemberProbArms 10
dismemberProbLegs 0
dismemberProbHands 20
dismemberProbWaist 0
}

Heres a list of all the weapons:

WP_SABER
WP_BRYAR_PISTOL
WP_BLASTER
WP_DISRUPTOR
WP_BOWCASTER
WP_REPEATER
WP_DEMP2
WP_FLECHETTE
WP_ROCKET_LAUNCHER
WP_THERMAL
WP_TRIP_MINE
WP_DET_PACK
WP_STUN_BATON
WP_MELEE
WP_EMPLACED_GUN
WP_BOT_LASER
WP_TURRET
WP_ATST_MAIN
WP_ATST_SIDE
WP_TIE_FIGHTER
WP_RAPID_FIRE_CONC
WP_BLASTER_PISTOL

Hope that helps. [http://forums.massassi.net/html/smile.gif]

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I munch C code for breakfast and have enough room left over for a kernel debugging.
Free your mind, use Open Source.

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