Posted by JM on July 14, 1998 at 12:26:02:
In Reply to: 2 things: AI and New Enemies ((Please Answer this One)) posted by Umberto Fett on July 14, 1998 at 10:35:08:
Okay, you added the mesh. Did you add it to all the geosets? You have to. And you have to update the mesh count. Then you need to add the mesh to hairacrhy table. The hand's parent should be lower arm, the guns parent should be the hand. Be sure to update the siblings too, this is very important for the keyframes. Now you need to make sure the insert offset is right. Move it around untill it looks right in the 3d preview in the resource picker. Then edit the roll values so its alighned right. Don't worry bout the pivots, the keys won't directly effect this mesh. You will need to add a line for the hand and the gun, as their two seperate meshes. If their not two seperate meshes in your 3do, copy the hand and gun from the st. Now you have to worry bout the textures. You can just copy the strifle textures to the bottom of the mat list and chnage values in the mesh face definition, do the same for the hand, cept use kyles hand textures. Now, the 3do should work. Now on to the pup!
The pup will be easy. Open up the st pup and the ky pup, then copy filenames from the kyle pup into the corrosponding places on the st pup. Now comes something important. Open your 3do back up. Scroll down the herairchy table. Scroll down the joints section of the st pup. See the joints that refer to the hand and gun meshes? make the node names (last value) in the harirchy of your two new meshes match those. Then change all the other joints in the pup to match the names of the other nodes. Now the pup should work. Now open up the actor_st cog (in the res2 gob) and find the section that has the comment '//now theres a random chance at amputation blah blah blah' and delete everything assosiated with it. Be carefull! Only delete the one set of brakets and the if line! That will prevent the enemies arm being chopped off, which will create the stormtrooper arm at that point, which will look horrible. Save everything as a new filename, theres no need to keep actor in front of the cog, but it helps in identification. Now just make your template like normal and see how it works in the game. Somethings may be off, ie the projectile may not appear at the barrel of the gun and such. Fix this by setting the fireoffset to the same as the one in the walkplayer template.
Hope this helps, took me a while to type because I'm half asleep. And yes, this does work, because I have done it, though i find it easier to retexture exsisting enemies.