[MOD] Help with custom player meshes



  • Hi, I’m trying to replace the player meshes with custom made meshes but it doesn’t seem to work.

    Specifically I’m trying to replace the Mason Archer with this stormtrooper model, I already have it rigged and ingame.

    I can test it in the editor by placing a AOCNPCSpawner actor and possessing it but I want to make a mod where they replace the actual player models.

    This is how my ChivAdvCharacterInfo_Mason_Archer.uc file looks

    /**
    * Copyright 2010-2013, Torn Banner Studios, All rights reserved
    * 
    * Original Author: Brady Brenot
    * 
    */
    class ChivAdvCharacterInfo_Mason_Archer extends AOCCharacterInfo_Mason_Archer;
    
    defaultproperties
    {
        /** Pull this out into the Helmets etc. arrays */
    
        MobileBattleCry=SoundCue'A_VO_Manual.Mason_Archer.Battlecry_Running_Mason_Archer'
    
        CharacterMeshPath="CH_Stormtrooper.SK_Stormtrooper"
        DecapMeshPath="CH_Stormtrooper.SK_Stormtrooper"
        OwnerMeshPath="CH_Stormtrooper.SK_Stormtrooper"
    
        HeadMaterialPath="CH_Stormtrooper.M_Stormtrooper"
        BodyMaterialPath="CH_Stormtrooper.M_Stormtrooper"
    
        StandinMesh=SkeletalMesh'CH_Stormtrooper.SK_Stormtrooper'
        StandinDecapMesh=SkeletalMesh'CH_Stormtrooper.SK_Stormtrooper'
        StandinOwnerMesh=SkeletalMesh'CH_Stormtrooper.SK_Stormtrooper'
        StandinHeadMaterial=MaterialInterface'CH_Stormtrooper.M_Stormtrooper'
        StandinBodyMaterial=MaterialInterface'CH_Stormtrooper.M_Stormtrooper'
    
        PhysAsset=PhysicsAsset'CH_Stormtrooper.SK_Stormtrooper_Physics'
    
        /** Ownership info **/
    
        GearData=(GearNameID=MasonArcher)
    
        AllowedTeams.Add(1)
    
        Helmets.Empty
    
    }
    
    


  • Looking forward to star wars: zombofront.



  • I worked on the model in the meantime.

    Its ~13k tris, game ready model, now the game just needs to be ready :P

    For the Empire!




  • You have to set your own Customization classes and override some functions. Build off from this tutorial: https://tornbannerjira.atlassian.net/wiki/pages/viewpage.action?pageId=23789595



  • I followed the instructions and the models get replaced now, unfortunately the player camera is bugged. It doesnt follow the player at all. It just stays frozen in the map.



  • Cinematic third-person view. Call it a feature.



  • I’m not familiar with how the UE3/Chiv models work. Is there a particular (named?) bone/joint that needs to be in the head which the camera attaches to?



  • @dudeface:

    I’m not familiar with how the UE3/Chiv models work. Is there a particular (named?) bone/joint that needs to be in the head which the camera attaches to?

    Thats what I was thinking as well, I’ll investigate it tomorrow.



  • When you are testing use the console command: showdebug. Pay attention to the CharacterInfo and FamilyInfo and see if anything is showing up.



  • To fix it all I had to do was copy the sockets from the chivalry models over to mine. Everything seems to work now, thanks for the help.

    I just need to make a better rig.




  • Maybe load up one of the Infection Mode maps in UDK and check out the relevant kismet



  • I got all the code sorted out for now. Stay tuned!



  • Did you model the stormtrooper model? Or was it also extracted from a different game?



  • Nice looking models; asking myself the same as Glorb K.



  • I found a free stormtrooper model on turbosquid, edited the crap out of it, made it into a game model and textured it.



  • Hey zombijoe where did learn about rigging? And what program did you use. I’d eventually like to import some custom models for an anime mod.



  • I just looked at some 3ds max tutorials.


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