[NEEDHelp]Adding New Sprites To Monsters Created 20 years ago2004-06-21 10:25:48 UTC by BlackJackal BlackJackal

Created 20 years ago2004-06-21 10:25:48 UTC by BlackJackal BlackJackal

Posted 20 years ago2004-06-21 10:25:48 UTC Post #35196
How do I add new sprites to a monster, specificly the slave, I'd like to see different sprites for each slave I make(i've made quite a few new slave skins). Someone please help, Thanks.
Posted 20 years ago2004-06-21 11:20:58 UTC Post #35199
Code.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-21 12:16:52 UTC Post #35214
Okay, I figured out some of it, :D You have to go in to the QC file(of a decompiled model) and you'll find events, some of those events are sprites, and all I would have to do now is make new events(and new sprites), but where : Maybe someone can help me on that one(in what file I have a pak reader)?
Posted 20 years ago2004-06-21 12:29:48 UTC Post #35220
As 7th said, code.
You can use spirit though, it offers limited possibilities to 'glue' object to the attachment points of models.
Posted 20 years ago2004-06-21 12:41:00 UTC Post #35229
You can't possibley think anyone might know hex or whatever c++ is converted to, I thought the coding was c++ I know a gist of c++ and I do plan to learn more, but that's not even how the guys at valve do it, they program in c++ :D
Posted 20 years ago2004-06-21 12:48:29 UTC Post #35232
I, once again, propose to use Spirit, it's a bit tricky getting into it, but it's worth the efforts.
Posted 20 years ago2004-06-21 12:53:52 UTC Post #35233
I do use spirit, problem is there are no tutorials on how to do that are there? I don't know how to tie sprites to monsters with spirit.
Posted 20 years ago2004-06-21 13:01:41 UTC Post #35235
With spirit comes the entity guide. Browse it for movement_manager, afaik that's the entity you're looking for. It can, amongst other things, tie objects to one attachment point of a model.
You might have to decompile the model and modify the attachment point, if you want more than 'head' and 'weapon' attachments.
Posted 20 years ago2004-06-21 16:33:11 UTC Post #35292
All you have to do to make random-looking slaves is having an alien_slave model with several body's, e.g. like the grunt's head, more versions of the body (in this case all you would change is the skin but you can also modify the model mesh a bit too).

Then, when you inert a monster_alien_slave, turn on SmartEdit and add the following key called "body", and give it a value that corresponds with the body value, e.g. the first one corresponds with 0, the second body version of the slave is 1, the third is value 2 and so on. There's a method behind this but it's unimportant for now unless you have several body-parts (like the grunts: head, body and weapon haver several options).
Posted 20 years ago2004-06-22 08:17:38 UTC Post #35385
CP, your post explains how to use the body option of a model.
This thread was about tying sprites to models, as far as I didn't get anything wrong.
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