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How can I change Trent''s clothes?
The general place to discuss MOD''ing Freelancer!
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I want Trent to wear the Rheinland Military uniform. Where should I go and what should I do to change it? I know you guys are busy but I'm sure that there is many people who are sick of Trent's "Freelancing" uniform. Thanks!
inside data/characters there is a file called cosumes you can point part of trent nickname to other files. this is the original line
[Costume
nickname = trent
head = pi_pirate5_head
body = pl_trent_body
righthand = benchmark_male_hand_right
lefthand = benchmark_male_hand_left
you can find the other available body, head, and hand files in the corresponding folders
[Costume
nickname = trent
head = pi_pirate5_head
body = pl_trent_body
righthand = benchmark_male_hand_right
lefthand = benchmark_male_hand_left
you can find the other available body, head, and hand files in the corresponding folders
I changed Trent's body to something else but he's still wearing the same outfit he has always worn. Am I doing something wrong? I uncompressed the costumes.ini file, and changed his body, then renamed the costumes.ini.txt back to costume.ini. Did i need to recompress the file or what? I apologize for being incompetent at this.
It's possible to make new clothes appear in old saves. I have to apologize beforehand my thoughts are always jumbled, just incase things may sound confusing.
To Change Body:
Just make a backup of C:\*******\Freelancer\DATA\CHARACTERS\BODIES\pl_trent_body.dfm and put it somewhere safe (I chose to make a directory named BODIES_TEMP), then choose any *.dfm model that you desire within the same directory as all the rest of the bodies, copy it to a temporary directory and rename it to pl_trent_body.dfm
Then put it back into C:\*******\Freelancer\DATA\CHARACTERS\BODIES
You character should have the new clothes on.
Hope that helps! Someone may have an easier way, but that's what I've been doing while messing around with the models and such.
Now, all I need is to figure out now is to try and get props to show on the character.
To Change Body:
Just make a backup of C:\*******\Freelancer\DATA\CHARACTERS\BODIES\pl_trent_body.dfm and put it somewhere safe (I chose to make a directory named BODIES_TEMP), then choose any *.dfm model that you desire within the same directory as all the rest of the bodies, copy it to a temporary directory and rename it to pl_trent_body.dfm
Then put it back into C:\*******\Freelancer\DATA\CHARACTERS\BODIES
You character should have the new clothes on.
Hope that helps! Someone may have an easier way, but that's what I've been doing while messing around with the models and such.
Now, all I need is to figure out now is to try and get props to show on the character.
I found out how to add props (or accessories, whichever is more applicable)
This involves editing the costumes.ini file, and only works with new characters, as far as I know anyway.
There is a whole list of accesories in the bodyparts.ini , just add the last entry as seen below and give it a value that is the same as one of the accessory nicknames.
Example: - This will give you a Liberty Elite body model with a Neural Net headset propped up above the eye. Feel free to mix things up. Choose a style that suits you.
[Costume
nickname = trent
head = rh_captain_head
body = li_male_elite_body
righthand = benchmark_male_hand_right
lefthand = benchmark_male_hand_left
accessory = prop_neuralnet_F_up_right
Question - Has anyone had success making facial models, other than Trent's own, open their mouths when speaking dialogue? All I get is a bunch of tight-lipped mumblings, their jaws are moving, but their mouths refuse to open.
This involves editing the costumes.ini file, and only works with new characters, as far as I know anyway.
There is a whole list of accesories in the bodyparts.ini , just add the last entry as seen below and give it a value that is the same as one of the accessory nicknames.
Example: - This will give you a Liberty Elite body model with a Neural Net headset propped up above the eye. Feel free to mix things up. Choose a style that suits you.
[Costume
nickname = trent
head = rh_captain_head
body = li_male_elite_body
righthand = benchmark_male_hand_right
lefthand = benchmark_male_hand_left
accessory = prop_neuralnet_F_up_right
Question - Has anyone had success making facial models, other than Trent's own, open their mouths when speaking dialogue? All I get is a bunch of tight-lipped mumblings, their jaws are moving, but their mouths refuse to open.
nice work zeikfried. i hope you dont mind, but I'm putting that in a
FAQ i'm working on.
If you'd like check it out http://home.cfl.rr.com/pbrock
Edited by - ikarus on 13-03-2003 03:29:10
FAQ i'm working on.
If you'd like check it out http://home.cfl.rr.com/pbrock
Edited by - ikarus on 13-03-2003 03:29:10
Thought I would just throw this out there and build on my post on how to add accessories to character models.
These will make sense further on.
Example.1 - Eyewear
[Accessory
nickname = prop_mask_outcast
mesh = characters\props\prop_mask_outcast.3db
hardpoint = hp_eyewear
body_hardpoint = hp_eyewear
Example.2 - Headwear
[Accessory
nickname = prop_hat_male_cap_A
mesh = characters\props\prop_hat_male_cap_A.3db
hardpoint = hp_hat
body_hardpoint = hp_hat
Looking at these two examples you can see that they list the different hardpoints on which they are capable of being loaded on. I was thinking that since there are two different slots for props (perhaps more, I've yet to find them all though), that it was possible to add two different accessories to character models and have them exist at the same time. The catch is, obviously, that both accessories have to exist upon different hardpoints (i.e can't have two accessories that load in the same hardpoint, I believe only the first entry will show on the model ), but as long as you load one for each hardpoint they will both spawn on the current costume model your using.
To get this to work you just have to add an extra accessory entry and give it a value.
Example.3 - Final One, I swear!
[Costume
nickname = trent
head = pi_pirate5_head
body = pi_pirate1_body
righthand = benchmark_male_hand_right
lefthand = benchmark_male_hand_left
accessory = prop_neuralnet_F_right
accessory = prop_hat_male_cap_A
/BEGIN EDIT/I tested something, and found that you can have accessories 'overlap' each other by placing multiple props that use the same hardpoint. You can add as many accessory entries as you want all with different values, just try to keep the look of your character believable, or not . It's your choice. Again, this hasn't been fully tested, there may be more possibilities./END EDIT/
/thought/The way this model shows ingame seems some how familar, but I can't seem to place where I've seen it before./end thought/
*Note* Keep in mind this only works on new characters.
Sorry if this sounds confusing, and I want to say I'm not taking credit for this (just incase someone has already posted this stuff before me and I am just rambling on .) I just want to share what I've found, even if it is rather minor.
Edited by - Ziekfried on 14-03-2003 04:05:31
These will make sense further on.
Example.1 - Eyewear
[Accessory
nickname = prop_mask_outcast
mesh = characters\props\prop_mask_outcast.3db
hardpoint = hp_eyewear
body_hardpoint = hp_eyewear
Example.2 - Headwear
[Accessory
nickname = prop_hat_male_cap_A
mesh = characters\props\prop_hat_male_cap_A.3db
hardpoint = hp_hat
body_hardpoint = hp_hat
Looking at these two examples you can see that they list the different hardpoints on which they are capable of being loaded on. I was thinking that since there are two different slots for props (perhaps more, I've yet to find them all though), that it was possible to add two different accessories to character models and have them exist at the same time. The catch is, obviously, that both accessories have to exist upon different hardpoints (i.e can't have two accessories that load in the same hardpoint, I believe only the first entry will show on the model ), but as long as you load one for each hardpoint they will both spawn on the current costume model your using.
To get this to work you just have to add an extra accessory entry and give it a value.
Example.3 - Final One, I swear!
[Costume
nickname = trent
head = pi_pirate5_head
body = pi_pirate1_body
righthand = benchmark_male_hand_right
lefthand = benchmark_male_hand_left
accessory = prop_neuralnet_F_right
accessory = prop_hat_male_cap_A
/BEGIN EDIT/I tested something, and found that you can have accessories 'overlap' each other by placing multiple props that use the same hardpoint. You can add as many accessory entries as you want all with different values, just try to keep the look of your character believable, or not . It's your choice. Again, this hasn't been fully tested, there may be more possibilities./END EDIT/
/thought/The way this model shows ingame seems some how familar, but I can't seem to place where I've seen it before./end thought/
*Note* Keep in mind this only works on new characters.
Sorry if this sounds confusing, and I want to say I'm not taking credit for this (just incase someone has already posted this stuff before me and I am just rambling on .) I just want to share what I've found, even if it is rather minor.
Edited by - Ziekfried on 14-03-2003 04:05:31
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