Swapping Heads on AI Models

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Revision as of 18:28, 8 December 2006 by 74.12.64.36 (talk)
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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 entity]"


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).

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:


"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.

heads5.th.jpg


Note: Some model heads come with helmets already attached, but most will not. See Attaching Helmets to AI for more information.