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Full Version: How to get a custom monster to work?
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I've been banging my head against the wall. Can't seem to find any tutorials despite finding many vague hints.

Let's say you have a custom model that you want to use in place of the existing monsters in the game. Let's say you don't even want it to use any animation. How exactly do you get it to do everything an enemy grunt does (stalk the player, attack when close, patrol, etc)? Does anyone have experience with this? To anyone's knowledge, is this even possible?
I can write up a guide for this tomorrow. It does seem though as you are lacking basic knowledge of the model editor.

To answer your question: It is possible. Nothing needs to be replaced.
Hint: look at the enemy folder in "entities", you will get the idea ;-)
That would be really great Big Grin

Yeah I've learned mostly through trial and error and reading through the wiki. Anything you can do to help though would be greatly appreciated Big Grin


(08-31-2011, 12:55 AM)Acies Wrote: [ -> ]I can write up a guide for this tomorrow. It does seem though as you are lacking basic knowledge of the model editor.

To answer your question: It is possible. Nothing needs to be replaced.

Shameless plug.
Tried a video on this but it looked miserable. The framerate was so bad. So I'll simply sum up what you are asking for:
-------------------- Steps ---------------------------
1. Place your model (saved in .dae format) in a folder along with its textures (saved in .dds format)
2. Import your model into ModelEditor.exe by selecting file--> Import mesh.
3. All should have gone well and your model should show up in ModelEditor.
4. Go to settings --> User defined variables.
5. On "Type" select "Enemy_grunt".
6. A new window appears where you may adjust sight range, speed and set the sounds played by the monster.
7. If in question about the adjustments, simply move your mouse over the modifiers and a short text will appear - explaining its use.
8. Remember to set the Y value of "Body_OffsetRot" to 180.
9. Once done - save your model (will be as an .ent file) in the folder where you have placed the other files.

(09-01-2011, 03:51 PM)Legato Wrote: [ -> ]Shameless plug.

Lazy brat.

As for other users: I may release the full procedure (animation adding etc.) if there is any interest?
Thanks I'll try this later tonight
(09-01-2011, 04:59 PM)Acies Wrote: [ -> ]Lazy brat.

As for other users: I may release the full procedure (animation adding etc.) if there is any interest?

I take it that was all in good fun.

So I couldn't seem to get it working. For testing purposes I've been using the crude_man_chains_statue dae and dds files from the ptest folder, as it seems similar to what my custom model will be like (my boyfriend hasn't finished the custom model yet. I lucked out dating an artist, amirite?). I must be messing up somewhere, though I tried following your instruction word for word.

Anyway, I, for one, thinks someone should eventually make a tutorial (by god, if I ever figure out how it may have to be me). I haven't seen anyone make an in depth tutorial on how to put a custom monster into the game... anywhere. I'll keep searching the forums I guess. Thanks for the help though!



I could try it out with the crude man model and see how it works out.
Tried it out. Animations are required for the monster to work. Otherwise it will simply disappear once the level is loaded.
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