Swapping Heads on AI Models: Difference between revisions

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'''The information on this page is explained in greater detail at: [[Heads Available for AI]]'''
All TDM character models are designed with the heads as separate meshes.  This allows mappers the freedom to choose what head they would like to use, adding variety to characters in their map.  If choosing heads doesn't matter to you, all models have a default that is selected automatically.
All TDM character models are designed with the heads as separate meshes.  This allows mappers the freedom to choose what head they would like to use, adding variety to characters in their map.  If choosing heads doesn't matter to you, all models have a default that is selected automatically.


Although you won't see the head in the D3 editor, the default one will appear when you start the map.  If you want to change the head of any character, type the following key/var into the entity window when the character is selected:
Although you won't see the head in the D3 editor, the default one will appear when you start the map.  If you want to change the head of any character, type the following key/var into the entity window when the character is selected:


  "def_head"  "[name of head entity]"
  "def_head"  "[name of head entityDef]"


http://www.mindplaces.com/save/heads5.jpg  
http://www.mindplaces.com/save/heads5.jpg  


The names of all existing heads can be found in the file '''tdm_ai_heads.def''', or you can look in the def file of the AI type you are using for the heads that fit best (see below).
The names of all existing heads can be found on the [[Heads Available for AI]] page, or you can look in the heads.def file.
 
'''
Because heads vary in size, not every head looks good on every model, and most heads have to be given an "offset" value that positions the head in just the right spot on the character's neck. This offset value has already been added to the def file for existing characters.  An example from the '''tdm_ai_citywatch.def''' file:
Please note that because heads vary in size and proportion, not every head looks good on every model.'''
 
"tdm_head_young"        "-0.6 0 -8.5"
"tdm_head_young02"      "-1 0 -9.5"
"tdm_head_pretty_old"    "-0.8 0 -9"
"tdm_head_pretty_old02"  "-1 0 -9.3"
"tdm_head_old_evileye"  "-1 0 -9.5"
"tdm_head_bald"          "-1 0 -9.2"
"tdm_head_bald02"        "-1 0 -9"
"tdm_head_bald_big"      "-1 0 -9.2"
 
These values mean that the listed heads have already been positioned just right for that character.  If a head is not listed, it means that it does not fit that model well enough to use.


Note: Some model heads come with helmets already attached, but most will not. See [[Attaching Helmets to AI]] for more information.
Note:  See [[Making 'Prop' Entities]] for more information on how to attach helmets or headgear.


[[Category:Tutorial]]
[[Category:Tutorial]]
[[Category:AI]]
[[Category:AI]]
[[Category:Models]]
[[Category:Editing]]
[[Category:Editing]]

Latest revision as of 00:00, 7 May 2009

The information on this page is explained in greater detail at: Heads Available for AI

All TDM character models are designed with the heads as separate meshes. This allows mappers the freedom to choose what head they would like to use, adding variety to characters in their map. If choosing heads doesn't matter to you, all models have a default that is selected automatically.

Although you won't see the head in the D3 editor, the default one will appear when you start the map. If you want to change the head of any character, type the following key/var into the entity window when the character is selected:

"def_head"  "[name of head entityDef]"

heads5.jpg

The names of all existing heads can be found on the Heads Available for AI page, or you can look in the heads.def file. Please note that because heads vary in size and proportion, not every head looks good on every model.

Note: See Making 'Prop' Entities for more information on how to attach helmets or headgear.