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I'll use Superion for this tut...mainly because he's the first one I opened up out of the ones I have done right here.
Now, unpack the skeleton.mrs found in Model>NPC. Go to skeletonB.xml. Rename that Man01 or Woman01 depending on which sex you want as the monster. We'll come back to the .xml file later. Now, get the Skeleton_big.tga, Skeleton_big.elu, and all the animations for superion (SkeletonB_~animation name here~). Put those in man/woman folder.
Now back to the .xml. If you did it right, your whole Man01/Woman01 should look like this. (Note, yours will look a bit different, I changed some things around in mine I think, can't remember)
Now, heres something I learned from a buddy. You can change the animation names to make them correspond with the buttons used to taunt. For example, you could make the death animation his wave.
The figure will be disfigured at the character selection screen if you select another character then go back to the monster char. But it should be fine ingame.
This should be what it looks like when finished- [IMG]https://forum.ragezone.com/ima... monster character again. That should fix it.
Now, unpack the skeleton.mrs found in Model>NPC. Go to skeletonB.xml. Rename that Man01 or Woman01 depending on which sex you want as the monster. We'll come back to the .xml file later. Now, get the Skeleton_big.tga, Skeleton_big.elu, and all the animations for superion (SkeletonB_~animation name here~). Put those in man/woman folder.
Now back to the .xml. If you did it right, your whole Man01/Woman01 should look like this. (Note, yours will look a bit different, I changed some things around in mine I think, can't remember)
Code:
<?xml version="1.0" encoding="UTF-8"?>
<xml>
<NPCModel></NPCModel>
<AddBaseModel name="skeleton_big" filename="skeleton_big.elu"> </AddBaseModel>
<MakeAnimationMap ></MakeAnimationMap>
<AddAnimation name="idle" filename="SkeletonB_idle.elu.ani" gm="0" motion_type="0" motion_loop_type="loop" > </AddAnimation>
<AddAnimation name="neglect1" filename="SkeletonB_neglect.elu.ani" gm="0" motion_type="0" motion_loop_type="loop" > </AddAnimation>
<AddAnimation name="melee_attacked1" filename="SkeletonB_damage_melee.elu.ani" gm="1" motion_type="0" motion_loop_type="loop" > </AddAnimation>
<AddAnimation name="melee_attacked2" filename="SkeletonB_damage_melee2.elu.ani" gm="1" motion_type="0" motion_loop_type="loop" > </AddAnimation>
<AddAnimation name="range_attacked1" filename="SkeletonB_damage_range.elu.ani" gm="1" motion_type="0" motion_loop_type="loop" > </AddAnimation>
<AddAnimation name="lightning" filename="skeletonB_damage_lightning.elu.ani" gm="1" motion_type="0" motion_loop_type="loop" > </AddAnimation>
<AddAnimation name="melee_attack" filename="SkeletonB_standshot.elu.ani" gm="1" motion_type="0" motion_loop_type="loop" > </AddAnimation>
<AddAnimation name="run" filename="SkeletonB_run.elu.ani" gm="1" motion_type="0" motion_loop_type="loop" > </AddAnimation>
<AddAnimation name="die" filename="SkeletonB_die.elu.ani" gm="1" motion_type="0" motion_loop_type="lastframe" > </AddAnimation>
<AddAnimation name="special_attack1" filename="SkeletonB_special.elu.ani" gm="1" motion_type="0" motion_loop_type="lastframe" > </AddAnimation>
<AddAnimation name="special_attack2" filename="skeletonB_standshot.elu.ani" gm="1" motion_type="0" motion_loop_type="lastframe" > </AddAnimation>
<AddAnimation name="stunned" filename="SkeletonB_damage_down.elu.ani" gm="1" motion_type="0" motion_loop_type="lastframe" > </AddAnimation>
</xml>
Now, heres something I learned from a buddy. You can change the animation names to make them correspond with the buttons used to taunt. For example, you could make the death animation his wave.
The figure will be disfigured at the character selection screen if you select another character then go back to the monster char. But it should be fine ingame.
This should be what it looks like when finished- [IMG]https://forum.ragezone.com/ima... monster character again. That should fix it.
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