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	<updated>2026-04-29T21:21:04Z</updated>
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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2104</id>
		<title>Swapping Heads on AI Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2104"/>
		<updated>2006-12-08T19:06:45Z</updated>

		<summary type="html">&lt;p&gt;74.12.64.36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;t matter to you, all models have a default that is selected automatically.&lt;br /&gt;
&lt;br /&gt;
Although you won&#039;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:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
             &amp;quot;def_head&amp;quot;  &amp;quot;[name of head entity]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[http://www.mindplaces.com/save/heads5.jpg http://www.mindplaces.com/darkmod/thumbnails/heads5.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The names of all existing heads can be found in the file &#039;&#039;&#039;tdm_ai_heads.def&#039;&#039;&#039;, or you can look in the def file of the AI type you are using for the heads that fit best (see below).&lt;br /&gt;
&lt;br /&gt;
Because heads vary in size, not every head looks good on every model, and most heads have to be given an &amp;quot;offset&amp;quot; value that positions the head in just the right spot on the character&#039;s neck.  This offset value has already been added to the def file for existing characters.  An example from the &#039;&#039;&#039;tdm_ai_citywatch.def&#039;&#039;&#039; file:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
             &amp;quot;tdm_head_young&amp;quot;			&amp;quot;-0.6 0 -8.5&amp;quot;&lt;br /&gt;
             &amp;quot;tdm_head_young02&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
             &amp;quot;tdm_head_pretty_old&amp;quot;		&amp;quot;-0.8 0 -9&amp;quot;&lt;br /&gt;
             &amp;quot;tdm_head_pretty_old02&amp;quot;		&amp;quot;-1 0 -9.3&amp;quot;&lt;br /&gt;
             &amp;quot;tdm_head_old_evileye&amp;quot;		&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
             &amp;quot;tdm_head_bald&amp;quot;			&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
             &amp;quot;tdm_head_bald02&amp;quot;			&amp;quot;-1 0 -9&amp;quot;&lt;br /&gt;
             &amp;quot;tdm_head_bald_big&amp;quot;		&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Some model heads come with helmets already attached, but most will not.  See [[Attaching Helmets to AI]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>74.12.64.36</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2103</id>
		<title>Swapping Heads on AI Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2103"/>
		<updated>2006-12-08T19:05:00Z</updated>

		<summary type="html">&lt;p&gt;74.12.64.36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;t matter to you, all models have a default that is selected automatically.&lt;br /&gt;
&lt;br /&gt;
Although you won&#039;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:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;def_head&amp;quot;  &amp;quot;[name of head entity]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[http://www.mindplaces.com/save/heads5.jpg http://www.mindplaces.com/darkmod/thumbnails/heads5.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The names of all existing heads can be found in the file &#039;&#039;&#039;tdm_ai_heads.def&#039;&#039;&#039;, or you can look in the def file of the AI type you are using for the heads that fit best (see below).&lt;br /&gt;
&lt;br /&gt;
Because heads vary in size, not every head looks good on every model, and most heads have to be given an &amp;quot;offset&amp;quot; value that positions the head in just the right spot on the character&#039;s neck.  This offset value has already been added to the def file for existing characters.  An example from the &#039;&#039;&#039;tdm_ai_citywatch.def&#039;&#039;&#039; file:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;tdm_head_young&amp;quot;			&amp;quot;-0.6 0 -8.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_young02&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old&amp;quot;			&amp;quot;-0.8 0 -9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old02&amp;quot;			&amp;quot;-1 0 -9.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_old_evileye&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald&amp;quot;				&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald02&amp;quot;			&amp;quot;-1 0 -9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald_big&amp;quot;			&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Some model heads come with helmets already attached, but most will not.  See [[Attaching Helmets to AI]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>74.12.64.36</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2102</id>
		<title>Swapping Heads on AI Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2102"/>
		<updated>2006-12-08T18:30:51Z</updated>

		<summary type="html">&lt;p&gt;74.12.64.36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;t matter to you, all models have a default that is selected automatically.&lt;br /&gt;
&lt;br /&gt;
Although you won&#039;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:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;def_head&amp;quot;  &amp;quot;[name of head entity]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[http://www.mindplaces.com/save/heads5.jpg http://www.mindplaces.com/darkmod/thumbnails/heads5.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The names of all existing heads can be found in the file &#039;&#039;&#039;tdm_ai_heads.def&#039;&#039;&#039;, or you can look in the def file of the AI type you are using for the heads that fit best (see below).&lt;br /&gt;
&lt;br /&gt;
Because heads vary in size, not every head looks good on every model, and most heads have to be given an &amp;quot;offset&amp;quot; value that positions the head in just the right spot on the character&#039;s neck.  This offset value has already been added to the def file for existing characters.  An example from the &#039;&#039;&#039;tdm_ai_citywatch.def&#039;&#039;&#039; file:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;tdm_head_young&amp;quot;			&amp;quot;-0.6 0 -8.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_young02&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old&amp;quot;			&amp;quot;-0.8 0 -9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old02&amp;quot;			&amp;quot;-1 0 -9.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_old_evileye&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald&amp;quot;				&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald02&amp;quot;			&amp;quot;-1 0 -9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald_big&amp;quot;			&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Some model heads come with helmets already attached, but most will not.  See [[Attaching Helmets to AI]] for more information.&lt;/div&gt;</summary>
		<author><name>74.12.64.36</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2101</id>
		<title>Swapping Heads on AI Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2101"/>
		<updated>2006-12-08T18:30:06Z</updated>

		<summary type="html">&lt;p&gt;74.12.64.36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;t matter to you, all models have a default that is selected automatically.&lt;br /&gt;
&lt;br /&gt;
Although you won&#039;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:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;def_head&amp;quot;  &amp;quot;[name of head entity]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The names of all existing heads can be found in the file &#039;&#039;&#039;tdm_ai_heads.def&#039;&#039;&#039;, or you can look in the def file of the AI type you are using for the heads that fit best (see below).&lt;br /&gt;
&lt;br /&gt;
Because heads vary in size, not every head looks good on every model, and most heads have to be given an &amp;quot;offset&amp;quot; value that positions the head in just the right spot on the character&#039;s neck.  This offset value has already been added to the def file for existing characters.  An example from the &#039;&#039;&#039;tdm_ai_citywatch.def&#039;&#039;&#039; file:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;tdm_head_young&amp;quot;			&amp;quot;-0.6 0 -8.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_young02&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old&amp;quot;			&amp;quot;-0.8 0 -9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old02&amp;quot;			&amp;quot;-1 0 -9.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_old_evileye&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald&amp;quot;				&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald02&amp;quot;			&amp;quot;-1 0 -9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald_big&amp;quot;			&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[http://www.mindplaces.com/save/heads5.jpg http://www.mindplaces.com/darkmod/thumbnails/heads5.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Some model heads come with helmets already attached, but most will not.  See [[Attaching Helmets to AI]] for more information.&lt;/div&gt;</summary>
		<author><name>74.12.64.36</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2100</id>
		<title>Swapping Heads on AI Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2100"/>
		<updated>2006-12-08T18:28:30Z</updated>

		<summary type="html">&lt;p&gt;74.12.64.36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;t matter to you, all models have a default that is selected automatically.&lt;br /&gt;
&lt;br /&gt;
Although you won&#039;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:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;def_head&amp;quot;  &amp;quot;[name of head entity]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The names of all existing heads can be found in the file &#039;&#039;&#039;tdm_ai_heads.def&#039;&#039;&#039;, or you can look in the def file of the AI type you are using for the heads that fit best (see below).&lt;br /&gt;
&lt;br /&gt;
Because heads vary in size, not every head looks good on every model, and most heads have to be given an &amp;quot;offset&amp;quot; value that positions the head in just the right spot on the character&#039;s neck.  This offset value has already been added to the def file for existing characters.  An example from the &#039;&#039;&#039;tdm_ai_citywatch.def&#039;&#039;&#039; file:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;tdm_head_young&amp;quot;			&amp;quot;-0.6 0 -8.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_young02&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old&amp;quot;			&amp;quot;-0.8 0 -9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old02&amp;quot;			&amp;quot;-1 0 -9.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_old_evileye&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald&amp;quot;				&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald02&amp;quot;			&amp;quot;-1 0 -9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald_big&amp;quot;			&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[http://www.mindplaces.com/save/heads5.jpg http://www.mindplaces.com/save/heads5.th.jpg]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Some model heads come with helmets already attached, but most will not.  See [[Attaching Helmets to AI]] for more information.&lt;/div&gt;</summary>
		<author><name>74.12.64.36</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Multiple_Head_Definitions_for_AI&amp;diff=2099</id>
		<title>Multiple Head Definitions for AI</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Multiple_Head_Definitions_for_AI&amp;diff=2099"/>
		<updated>2006-12-08T18:22:25Z</updated>

		<summary type="html">&lt;p&gt;74.12.64.36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Original_Reference|Springheel|4685}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This information is still accurate but it&#039;s not really needed now.  See [[Swapping Heads on AI Models]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So it works like this now. In the AI entity def you have a line where you set the default head for a model. If you do nothing than this head is used and no offset is applied. If you want to use a default offset, then you can specify offsetHeadModel and this will be applied to ALL head UNLESS there is a specific key. In order to use a specific value for a given head just use the heads model name as the key and specify the values as a vector. The nice thing is that this took only two lines to add to make it work.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t need it you don&#039;t need to set the offsetHeadModel key, so in most cases it will be unneccessary, but since I already implemented it, we can just as well leave it in.&lt;br /&gt;
&lt;br /&gt;
 entityDef atdm:ai_builder_guard&lt;br /&gt;
 {&lt;br /&gt;
    &amp;quot;inherit&amp;quot;            &amp;quot;atdm:ai_humanoid&amp;quot;&lt;br /&gt;
    &amp;quot;ragdoll&amp;quot;            &amp;quot;guard_base&amp;quot;&lt;br /&gt;
    &amp;quot;model&amp;quot;                &amp;quot;builderguard&amp;quot;&lt;br /&gt;
    &amp;quot;def_head&amp;quot;            &amp;quot;head_builderguard&amp;quot;&lt;br /&gt;
    &amp;quot;head_elitecitywatch&amp;quot;         &amp;quot;0 0 5&amp;quot;&lt;br /&gt;
    &amp;quot;tdm_head_young&amp;quot;        &amp;quot;0 0 -7&amp;quot;&lt;br /&gt;
    &amp;quot;head_joint&amp;quot;            &amp;quot;Head&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As you can see in the example, if you use head_builderguard as the head, which is the default for this AI, then there is no offset added, as there is no default value set, and also no specific key. If you use the head_elitecitywatch as the head, then it will be moved 5 units upwards, while the tdm_head_young will be moved 7 units down. Any other head will also not be adjusted as there are no keys for them. Of course these numbers are just examples and have to be adjusted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>74.12.64.36</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Modeling&amp;diff=2098</id>
		<title>Modeling</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Modeling&amp;diff=2098"/>
		<updated>2006-12-08T18:20:12Z</updated>

		<summary type="html">&lt;p&gt;74.12.64.36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page will detail and link to other pages talking about making, importing etc. various formats of 3D Model.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Modeling - Basic Tutorial]]&#039;&#039;&#039;&lt;br /&gt;
* [[Adding Heads and Weapons to AI]]&lt;br /&gt;
* [[An AI consists of 6 Models]]&lt;br /&gt;
* [[Getting Characters and their Anims into Doom]]&lt;br /&gt;
* [[Meshes from Lightwave to D3 with Normal Maps]]&lt;br /&gt;
* [[Model/Texture Guidelines]]&lt;br /&gt;
* [[Modeling Tools: Unfold3D]]&lt;br /&gt;
* [[Multiple Head Definitions for AI]]&lt;br /&gt;
* [[Problematic Paths in Models]]&lt;br /&gt;
* [[Setting up Ragdolls for Custom Joint Hierarchies]]&lt;br /&gt;
* [[Scaling And Rotating AI Meshes]]&lt;br /&gt;
* [[Using Blender for Doom 3 Modeling]]&lt;br /&gt;
* [[Swapping Heads on AI Models]]&lt;br /&gt;
[[Category:Models]]&lt;/div&gt;</summary>
		<author><name>74.12.64.36</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2097</id>
		<title>Swapping Heads on AI Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2097"/>
		<updated>2006-12-08T18:16:30Z</updated>

		<summary type="html">&lt;p&gt;74.12.64.36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;t matter to you, all models have a default that is selected automatically.&lt;br /&gt;
&lt;br /&gt;
Although you won&#039;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:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;def_head&amp;quot;  &amp;quot;[name of head entity]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The names of all existing heads can be found in the file &#039;&#039;&#039;tdm_ai_heads.def&#039;&#039;&#039;, or you can look in the def file of the AI type you are using for the heads that fit best (see below).&lt;br /&gt;
&lt;br /&gt;
Because heads vary in size, not every head looks good on every model, and most heads have to be given an &amp;quot;offset&amp;quot; value that positions the head in just the right spot on the character&#039;s neck.  This offset value has already been added to the def file for existing characters.  An example from the &#039;&#039;&#039;tdm_ai_citywatch.def&#039;&#039;&#039; file:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;tdm_head_young&amp;quot;			&amp;quot;-0.6 0 -8.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_young02&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old&amp;quot;			&amp;quot;-0.8 0 -9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old02&amp;quot;			&amp;quot;-1 0 -9.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_old_evileye&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald&amp;quot;				&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald02&amp;quot;			&amp;quot;-1 0 -9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald_big&amp;quot;			&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Note: Some model heads come with helmets already attached, but most will not.  See [[Attaching Helmets to AI]] for more information.&lt;/div&gt;</summary>
		<author><name>74.12.64.36</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2096</id>
		<title>Swapping Heads on AI Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2096"/>
		<updated>2006-12-08T18:16:13Z</updated>

		<summary type="html">&lt;p&gt;74.12.64.36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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&#039;t matter to you, all models have a default that is selected automatically.&lt;br /&gt;
&lt;br /&gt;
Although you won&#039;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:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;def_head&amp;quot;  &amp;quot;[name of head entity]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The names of all existing heads can be found in the file &#039;&#039;&#039;tdm_ai_heads.def&#039;&#039;&#039;, or you can look in the def file of the AI type you are using for the heads that fit best (see below).&lt;br /&gt;
&lt;br /&gt;
Because heads vary in size, not every head looks good on every model, and most heads have to be given an &amp;quot;offset&amp;quot; value that positions the head in just the right spot on the character&#039;s neck.  This offset value has already been added to the def file for existing characters.  An example from the &#039;&#039;&#039;tdm_ai_citywatch.def&#039;&#039;&#039; file:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;tdm_head_young&amp;quot;			&amp;quot;-0.6 0 -8.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_young02&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old&amp;quot;			&amp;quot;-0.8 0 -9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old02&amp;quot;			&amp;quot;-1 0 -9.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_old_evileye&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald&amp;quot;				&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald02&amp;quot;			&amp;quot;-1 0 -9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald_big&amp;quot;			&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Note: Some model heads come with helmets already attached, but most will not.  See [[Attaching Helmets to AI]] for more information.&lt;/div&gt;</summary>
		<author><name>74.12.64.36</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2095</id>
		<title>Swapping Heads on AI Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2095"/>
		<updated>2006-12-08T18:13:06Z</updated>

		<summary type="html">&lt;p&gt;74.12.64.36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
&lt;br /&gt;
Although you won&#039;t see the head in the D3 editor, when you start a map the AI will have a default head (usually the head modelled specifically for that character).  If you want to change the head of any character, type the following key/var into the entity window:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;def_head&amp;quot;  &amp;quot;[name of head entity]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The names of existing heads can be found in the file &#039;&#039;&#039;tdm_ai_heads.def&#039;&#039;&#039;, or you can look in the def file of the AI type you are using (see below).&lt;br /&gt;
&lt;br /&gt;
Because heads vary in size, not every head looks good on every model, and most heads have to be given an &amp;quot;offset&amp;quot; value that positions the head in just the right spot on the character&#039;s neck.  This offset value has already been added to the def file for existing characters.  An example from the &#039;&#039;&#039;tdm_ai_citywatch.def&#039;&#039;&#039; file:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;tdm_head_young&amp;quot;			&amp;quot;-0.6 0 -8.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_young02&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old&amp;quot;			&amp;quot;-0.8 0 -9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old02&amp;quot;			&amp;quot;-1 0 -9.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_old_evileye&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald&amp;quot;				&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald02&amp;quot;			&amp;quot;-1 0 -9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	&amp;quot;tdm_head_bald_big&amp;quot;			&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Some model heads come with helmets already attached, but most will not.  See [[Attaching Helmets to AI]] for more information.&lt;/div&gt;</summary>
		<author><name>74.12.64.36</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2094</id>
		<title>Swapping Heads on AI Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Swapping_Heads_on_AI_Models&amp;diff=2094"/>
		<updated>2006-12-08T18:08:43Z</updated>

		<summary type="html">&lt;p&gt;74.12.64.36: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Swapping Heads on AI Models ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Although you won&#039;t see the head in the D3 editor, when you start a map the AI will have a default head (usually the head modelled specifically for that character).  If you want to change the head of any character, type the following key/var into the entity window:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;def_head&amp;quot;  &amp;quot;[name of head entity]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The names of existing heads can be found in the file &#039;&#039;&#039;tdm_ai_heads.def&#039;&#039;&#039;, or you can look in the def file of the AI type you are using (see below).&lt;br /&gt;
&lt;br /&gt;
Because heads vary in size, not every head looks good on every model, and most heads have to be given an &amp;quot;offset&amp;quot; value that positions the head in just the right spot on the character&#039;s neck.  This offset value has already been added to the def file for existing characters.  An example from the &#039;&#039;&#039;tdm_ai_citywatch.def&#039;&#039;&#039; file:&lt;br /&gt;
&lt;br /&gt;
        &amp;quot;tdm_head_young&amp;quot;			&amp;quot;-0.6 0 -8.5&amp;quot;&lt;br /&gt;
	&amp;quot;tdm_head_young02&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old&amp;quot;			&amp;quot;-0.8 0 -9&amp;quot;&lt;br /&gt;
	&amp;quot;tdm_head_pretty_old02&amp;quot;			&amp;quot;-1 0 -9.3&amp;quot;&lt;br /&gt;
	&amp;quot;tdm_head_old_evileye&amp;quot;			&amp;quot;-1 0 -9.5&amp;quot;&lt;br /&gt;
	&amp;quot;tdm_head_bald&amp;quot;				&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
	&amp;quot;tdm_head_bald02&amp;quot;			&amp;quot;-1 0 -9&amp;quot;&lt;br /&gt;
	&amp;quot;tdm_head_bald_big&amp;quot;			&amp;quot;-1 0 -9.2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Some model heads come with helmets already attached, but most will not.  See [[Attaching Helmets to AI]] for more information.&lt;/div&gt;</summary>
		<author><name>74.12.64.36</name></author>
	</entry>
</feed>