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Topic: Need help making a Zombie Character!! |
| brisck1~rb |
General Member Since: Dec 23, 2006 Posts: 11 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Sunday, Sep. 29, 2002 11:15 pm |
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Hey Guys I really need some help to get me SP Mod started. Firstly let me give you a bit of info on what the mod will be about. Based on George A. Romero's Zombies trilogy of films (Night of the living dead, dawn of the dead.. etc) i am hoping to creat a MOD which recreates the storylines and atmosphere of these films. Now heres my problem... I've had lots of experience with making multiplayer maps in the past, but now i am just venturing into SP modding I am really stuck as to how I can get a Zombie charater into a SP map!! For a start, I had the idea of using the NPC Virus victims' Skins (&maybe models) and modifing the sounds and behaviours so that they are more like Zombies. But I have no idea as to how i start doing this. Ive looked around the net, but cannot find any tut's on how to make and intergrate new enemy models into SOF2 (Using that new goul technology thingy) Can anyone point me in the right direction? I heard about scripting, but haven't got a clue about that either! (doh!  Any help would be much appreciated! I really want to get this idea off the ground!!  Cheers, Rob Briscoe |
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| ShockRave~rb |
General Member Since: Dec 23, 2006 Posts: 58 Last: Dec 23, 2006 [view latest posts] |
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| brisck1~rb |
General Member Since: Dec 23, 2006 Posts: 11 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Monday, Sep. 30, 2002 09:13 am |
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| Quote | | ... I know how to script the NPC's to do different motions I have posted some of my scripts i believe in one of the two Rappelling posts that are here on the SP forum. It may help you on your journey when you start to do your scripting... |
Where are Rappelling these posts I cant find them! |
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| mechanodroid~rb |
General Member Since: Dec 23, 2006 Posts: 154 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Monday, Sep. 30, 2002 02:15 pm |
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| Quote (brisck1 @ Sep. 29 2002, 6:15 pm) | Hey Guys I really need some help to get me SP Mod started. Firstly let me give you a bit of info on what the mod will be about. Based on George A. Romero's Zombies trilogy of films (Night of the living dead, dawn of the dead.. etc) i am hoping to creat a MOD which recreates the storylines and atmosphere of these films. Now heres my problem... I've had lots of experience with making multiplayer maps in the past, but now i am just venturing into SP modding I am really stuck as to how I can get a Zombie charater into a SP map!! For a start, I had the idea of using the NPC Virus victims' Skins (&maybe models) and modifing the sounds and behaviours so that they are more like Zombies. But I have no idea as to how i start doing this. Ive looked around the net, but cannot find any tut's on how to make and intergrate new enemy models into SOF2 (Using that new goul technology thingy) Can anyone point me in the right direction? I heard about scripting, but haven't got a clue about that either! (doh!
Any help would be much appreciated! I really want to get this idea off the ground!! 
Cheers, Rob Briscoe |
Making new skins for them shouldn't be too bad. Just use photoshop or whatever, create a new .skin file and specify the .jpg you are using for each body part. (search on .skin to get an idea of what this file looks like).
Using the skins we have for the virus victims would be even easier. Then it's just a matter of editing the .npc files with the new sounds and new template designations. You'd have to do this step for the custom skins as well so my suggestion is to start with this .npc file editing and go from there.
We don't have a tutorial for scripting guys to walk to spots. Do keep in mind that SoF2 almost never used scripting for combat, so you'll only need scripts for things like cinematics and in-game puzzles. Try doing a search on scripting and you should find the info. you need.
--mech |
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| brisck1~rb |
General Member Since: Dec 23, 2006 Posts: 11 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Monday, Sep. 30, 2002 03:57 pm |
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Hi, Thanks fo your reply! I have been playing around with the NPC files and have learnt alot from there. The closest I could get though to making 'zombie' like actions (walking up to the player and biting them) was to edit the NPC and to changed its occupation to 'dog'. The NPC then took on characteristics of the dog, but when it came to biting the player, nothing happened!! How can i get this to work? Is there a file which defines the attaking action of different types of NPC or is this all A.I. Programming? This has to be the biggest obstacle i have to cross making my MOD, might as well get it out of the way  |
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| mechanodroid~rb |
General Member Since: Dec 23, 2006 Posts: 154 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Monday, Sep. 30, 2002 05:21 pm |
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| Quote (brisck1 @ Sep. 30 2002, 10:57 am) | Hi, Thanks fo your reply! I have been playing around with the NPC files and have learnt alot from there. The closest I could get though to making 'zombie' like actions (walking up to the player and biting them) was to edit the NPC and to changed its occupation to 'dog'. The NPC then took on characteristics of the dog, but when it came to biting the player, nothing happened!!
How can i get this to work? Is there a file which defines the attaking action of different types of NPC or is this all A.I. Programming?
This has to be the biggest obstacle i have to cross making my MOD, might as well get it out of the way  |
Nothing happens when he gets close to you?
Let me think for a moment. OK, this is probably because the human model has no "bit animation". GRR... that is going to be hard to overcome. You'll need animatEd or you'll need to edit the .skel file by hand adding a "bogus" anim in place of the bit transition. For now look up the skel file and get an idea of how the bite is set up for the dog (look at the animation transitions, etc..)
I'll get back to you on the status of releasing animatEd |
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| ShockRave~rb |
General Member Since: Dec 23, 2006 Posts: 58 Last: Dec 23, 2006 [view latest posts] |
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| brisck1~rb |
General Member Since: Dec 23, 2006 Posts: 11 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Tuesday, Oct. 1, 2002 11:02 am |
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Thanks for the help Mechanodroid, I've now had a quick peek at some of the .skl and .frames files to get my head around this whole animation thing. To be honest I feel like im just poking around in the dark here with no idea as to what im doing. Is there any kind of documentation or tutorials out there which explain the structure and functions of these files, or just something that will give me a better understanding of all of this stuff! Im a bit swamped at the moment. SOF2 is great for MP mapping, but Im finding SP editing really frustrating with the lack of docs and tuts available  Keep up the support Raven, its much appreciated!  |
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| mechanodroid~rb |
General Member Since: Dec 23, 2006 Posts: 154 Last: Dec 23, 2006 [view latest posts] |
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Category: SoFII Mapping Posted: Wednesday, Oct. 2, 2002 03:03 am |
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| Quote (brisck1 @ Oct. 01 2002, 06:02 am) | Thanks for the help Mechanodroid, I've now had a quick peek at some of the .skl and .frames files to get my head around this whole animation thing. To be honest I feel like im just poking around in the dark here with no idea as to what im doing. Is there any kind of documentation or tutorials out there which explain the structure and functions of these files, or just something that will give me a better understanding of all of this stuff! Im a bit swamped at the moment. SOF2 is great for MP mapping, but Im finding SP editing really frustrating with the lack of docs and tuts available 
Keep up the support Raven, its much appreciated!  |
Yeah, we weren't even sure we were going to release a Single Player SDK. But the multiplayer was always planned. So that explains a bit why it's so much easier. The frames file specifies the animation names, the .skl file shows the animation transitions. What you'll need to do is look at how the dog.skl file has it's bite attack set up. Then copy this structure to the human .skl file. Give that a look, if you still can't get it I'll post an example of what I'm talking about. |
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| brisck1~rb |
General Member Since: Dec 23, 2006 Posts: 11 Last: Dec 23, 2006 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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