Xalarth 0 Posted January 27, 2004 Share Posted January 27, 2004 Ok, here it is. I am making a custom character, with Henkle's body, and a head with a beret and headset, but I have a question. To add the headset and hat, do I go to the attachments part in the igor actor editer and place them there? one more thing, who knows what the ' att_h_set01.qob ' to ' att_sl_special.qob ' are? I'd find out myself, but I dont have the qob plugin for photoshop. Quote Link to post Share on other sites
Argyll 1 Posted January 27, 2004 Share Posted January 27, 2004 qob are the object export files from 3d max,there is no way to view them ,not even in max,once a file is exported as a .qob,the only way to see it is in the game! The only way to do what you want to do is through 3 dmax Quote Link to post Share on other sites
Xalarth 0 Posted January 27, 2004 Author Share Posted January 27, 2004 (edited) Ahh... oh well. KNow what those files I mentioned are ( they are in the mp1/model folder)? Edited January 27, 2004 by Xalarth Quote Link to post Share on other sites
seanfoley 0 Posted January 28, 2004 Share Posted January 28, 2004 Ahh... oh well. KNow what those files I mentioned are ( they are in the mp1/model folder)? Xalarth you should download Wolfsong model veiwer mod "WolfsongMAV" it has characters with each attchment so you can see what's what. Quote Link to post Share on other sites
seanfoley 0 Posted January 28, 2004 Share Posted January 28, 2004 (edited) The hat on this model is the att_h_set01.qob attachment And this is the lower spine attachment, be aware that these attachments do not fit all character models. Edited January 28, 2004 by seanfoley Quote Link to post Share on other sites
Xalarth 0 Posted January 28, 2004 Author Share Posted January 28, 2004 Ahh, thanks. I have a new question now. I have edited Klaus Henkel's skin, and am making a new character with it. I have it saves as an .rsb, but the LODs need .chr files. What is done here? Quote Link to post Share on other sites
seanfoley 0 Posted January 28, 2004 Share Posted January 28, 2004 Ahh, thanks. I have a new question now. I have edited Klaus Henkel's skin, and am making a new character with it. I have it saves as an .rsb, but the LODs need .chr files. What is done here? Just copy the same lines from the orginal Klaus .atr file into your new Klaus atr file, if you are using the same chr files. If you save your new skin file with the same name that the orginal Klaus Henkei's skin file then you are all set, assuming that you are useing the same .chr file for your new character. You can also use the Skinner program (GR Model Skinning Utility) to set the rbs files that you want to use for your chr files. Quote Link to post Share on other sites
Xalarth 0 Posted January 28, 2004 Author Share Posted January 28, 2004 (edited) Well, when I changed his skin file, I just added some cdn armpatches, and named the file differently. If you could add the parts of the .atr file that need to be changed on here, like when it is opened it notepad, that would be helpful Edited January 28, 2004 by Xalarth Quote Link to post Share on other sites
seanfoley 0 Posted January 28, 2004 Share Posted January 28, 2004 (edited) Well, when I changed his skin file, I just added some cdn armpatches, and named the file differently. If you could add the parts of the .atr file that need to be changed on here, like when it is opened it notepad, that would be helpful Well all you need to do is rename the orginal rbs file to something like "Klaus_Henkel_body_org.rsb" Then rename your new file to "Klaus_Henkel_body.rsb" The you will see the arm patches. There is no need to change the atr file at all. The "klaus_henkel.chr", "klaus_henkel_a.chr" and "klaus_henkel_b.chr" files are coded to look at the "Klaus_Henkel_body.rsb" for the skin, you can just change the skin and keep the orginal name as I said above or use the skinner program to have the chr files point at a different rbs file. I hope this helps Edited January 28, 2004 by seanfoley Quote Link to post Share on other sites
Xalarth 0 Posted January 28, 2004 Author Share Posted January 28, 2004 So I dont have to make .chr files... I just use .rsb instead. Quote Link to post Share on other sites
seanfoley 0 Posted January 28, 2004 Share Posted January 28, 2004 (edited) Yes see my edited post above. You would need 3D Max to make new chr file thats a whole different ballgame Edited January 28, 2004 by seanfoley Quote Link to post Share on other sites
Xalarth 0 Posted January 31, 2004 Author Share Posted January 31, 2004 Ok, another problem. (This topic may get a bit long, so bear with me) I have just finished Ruin's tutorial for skinning characters ( the new one), and I have followed it almost to the letter. There were a few places where it was a bit fuzzy, but I figured it out... anyhow, I have made a new actor with my new skin and put it in my no_restrictions file in my actor mod. the name is right, but the char won't show up in the char. selection screen. The same thing happens when I try to make a new character with any name except the exact ones the .atr file has. Help! Quote Link to post Share on other sites
Xalarth 0 Posted February 1, 2004 Author Share Posted February 1, 2004 Please... I need answers. Quote Link to post Share on other sites
seanfoley 0 Posted February 2, 2004 Share Posted February 2, 2004 (edited) Please... I need answers. Are you trying to make a specialist or a normal character? Post the the name you are given the character, and the file location (directory) that you are placing this new file. Plus what other MODs are you running DS IT...... Edited February 2, 2004 by seanfoley Quote Link to post Share on other sites
Xalarth 0 Posted February 3, 2004 Author Share Posted February 3, 2004 I guess you could say Im trying to make a normal character, but he's going to have a particular face and body model, so that would fall under specialist... ? I want him to be in the multiplayer character slot, as in a 5th actor to choose. As for the files/names, here they are: test_char.atr, 'ghost recon\mods\actor test\actor ' to 'actor test\character' (and all of the directories where the rest of the .rsbs go, I think thats character, too). Running only DS\IT. Need more info, just ask. Quote Link to post Share on other sites
SOTOMac 0 Posted February 3, 2004 Share Posted February 3, 2004 You have Your .chrs referenced through the Applicable .atr Files right ? The no_restrictions.kil File is not supposed to have any Entries except those for Kits You want to allow the Various SPEC.s to have. For referencing .chrs an .atr File is used as follows ; From SPV's Actor\MP Actor Files\Platoon 1 Folder. <ActorFile> <VersionNumber>1.000000</VersionNumber> <ArmorLevel>3</ArmorLevel> <ActorName>« Sniper »</ActorName> <ClassName>sniper</ClassName> <ModelFace>sotomac_head.rsb</ModelFace> <BlinkFaceName>sotomac_blink.rsb</BlinkFaceName> <DesertModelFace>sotomac_ds_head.rsb</DesertModelFace> <DesertBlinkFace>sotomac_ds_blink.rsb</DesertBlinkFace> <JungleModelFace>snip.rsb</JungleModelFace> <JungleBlinkFace>sotomac_blink.rsb</JungleBlinkFace> <KitPath>sniper</KitPath> <ModelName>sotomac.chr</ModelName> <LOD2>sotomac_a.chr</LOD2> <LOD3>sotomac_b.chr</LOD3> <DesertLOD1>sotomac_ds.chr</DesertLOD1> <DesertLOD2>sotomac_ds_a.chr</DesertLOD2> <DesertLOD3>sotomac_ds_b.chr</DesertLOD3> <JungleLOD1>sotomac_it.chr</JungleLOD1> <JungleLOD2>sotomac_it_a.chr</JungleLOD2> <JungleLOD3>sotomac_it_b.chr</JungleLOD3> <Weapon>6</Weapon> <Stamina>6</Stamina> <Stealth>6</Stealth> <Leadership>6</Leadership> <ScaleX>1.000000</ScaleX> <ScaleY>1.000000</ScaleY> <ScaleZ>1.000000</ScaleZ> </ActorFile> And also a Single Player .atr from SPV's Actor\hero Folder. <ActorFile> <VersionNumber>1.000000</VersionNumber> <ArmorLevel>3</ArmorLevel> <ActorName>« GRSniper.»</ActorName> <ClassName>sniper</ClassName> <ModelFace>sotomac_head.rsb</ModelFace> <BlinkFaceName>sotomac_blink.rsb</BlinkFaceName> <DesertModelFace/> <DesertBlinkFace/> <JungleModelFace/> <JungleBlinkFace/> <KitPath>sniper</KitPath> <ModelName>sotomac.chr</ModelName> <LOD2>sotomac_a.chr</LOD2> <LOD3>sotomac_b.chr</LOD3> <Weapon>6</Weapon> <Stamina>6</Stamina> <Stealth>6</Stealth> <Leadership>6</Leadership> <ScaleX>1.000000</ScaleX> <ScaleY>1.000000</ScaleY> <ScaleZ>1.000000</ScaleZ> </ActorFile> Sincerely, Quote Link to post Share on other sites
Xalarth 0 Posted February 4, 2004 Author Share Posted February 4, 2004 Thanks, that looks like it'll work. Quote Link to post Share on other sites
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