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  1. Before I get into the detailed tutorial I just want to mention that
  2. Sp anims work perfectly on React IW4 client, I've tested IW4x and they didn't work there and
  3. I havent tried V2. So it's best if you use React.
  4.  
  5. LINKS:
  6. actor mod: https://mega.nz/#!I4g1CbwB!-2iVnoNjVWn1D9lzW7oleegldqKBOfXvCmAEkEk4Kt0
  7. zonebuilder: http://ragdollphysics.github.io/zonebuilder/
  8.  
  9. 1. Download zonebuilder. The version I tested is: ZoneBuilder-v2.1.101
  10. 2. Extract EVERYTHING from the zonebuilder RAR to your game directory
  11. [Now you should have the following files in your mw2 folder:
  12. zone (already in your game folder but it extracts something inside it)
  13. zone_source
  14. zonebuilder
  15. zonebuilder.exe
  16. zonetool.dll
  17. zonebuilder.bmp ]
  18.  
  19. 3. Open up zone_source folder and create a new text file with the name
  20. "mod". Then click flie->save as...-> and choose all files types and add
  21. .csv extention to the name mod.
  22.  
  23. 4. So now that you have the file called mod.csv leave it there and go back to main directory.
  24.  
  25. 5. Now open up zonebuilder.exe (as admin, for output reasons), a console should open up. There are many commands and functions
  26. that you can do, but we'll be using the needed ones.
  27.  
  28. 6. Type in the console "loadzone <sp or spec-ops or mp map here>" (yes you can port models and
  29. anims from all the three modes of playing (sp, so, mp).
  30.  
  31. 7. For this instance I'll use ending (sp map) So type in console "loadzone ending"
  32.  
  33. 8. Once It's done, the console will let you know that you've successfully loaded the fastfile.
  34.  
  35. 9. Then you want to start by choosing models from the map. So to view the list you have to type in the command
  36. "listassets xmodel". After that it will output every model from that map to assets.txt, which will be located in your games main directory.
  37. Choose your models. (Body and head usually).
  38.  
  39. 10. Once you're happy with the models you chose, you obviously need anims for it (duhh). To do that you have to type in
  40. "listassets xanim". After that the console will output every anim from the map to assets.txt. Choose your anim(s).
  41.  
  42. SIDENOTE: I also recommend pasting the anims and models to a seperate txt file so it's easier to access them.
  43.  
  44. 11. Remember that mod.csv file you created? Great.. We're gonna need that now. So go to zone_source folder and open up mod.csv with notepad
  45. (easiest way to do that is right click-> edit). It should be empty, if It's not just delete everything inside.
  46.  
  47. 12. So now we have to declare Anims and models that we want to get into MP.
  48. To do that you have to type in the MOD.csv:
  49. (FOR MODELS)
  50. xmodel,modelnamehere,modelnamehere (example: xmodel,body_hero_soap_arctic,body_hero_soap_arctic)
  51. do that for both, head and body model.
  52.  
  53. (FOR ANIMS)
  54. xanim,animnamehere,animnamehere (example: xanim,patrolwalk_cold_huddle_walk2stand,patrolwalk_cold_huddle_walk2stand)
  55.  
  56. 13. Save the csv file and go back to your zonebuilder (which I hope u havent closed yet, if u did just open it again and load the fastfile where the models/anims were from).
  57. So now we have to build a fastfile with anims. For that you type in console "buildzone mod". If it built it without any errors, proceed.
  58.  
  59. 14. Now you have created a fastfile called "mod.ff" which will be located at zone/alter. Copy/Cut that file and paste it into mods/actormod. (Yes you need actor mod for this).
  60.  
  61. 15. Precache the models and anims in _actor.gsc.
  62.  
  63. 16. Start your mw2 and load the actor mod. devmap any map you want and spawn in the actor starting with body model and then head model. (dev_actor_spawn bodymodelname headmodelname).
  64.  
  65. 17. Now make give the actor the animation that you "ported". (dev_actor_anim actor1 animnamehere).
  66.  
  67. 18. You're done, you can give the actor any weapons you need and make him walk if needed.
  68.  
  69. ============================================================================================
  70.  
  71. EXTRA:
  72. If you get any dogs from SP to MP, you must remember that:
  73. 1) Dog doesnt have a head model, so you just paste in the dog's model (dev_actor_spawn dogmodelnamehere)
  74. 2) You must spawn the dog first of all the actors, because obviously the dog will end up having a soldiers head stuck to himself so, keep that in mind)
  75.  
  76. If you want specific models from one map and specific anims from another map, you must know that:
  77. 1) You have to build mod.csv two times, with models inside one and anims inside the other fastfile.
  78. You can replace the other mod.ff with weap_oilrig.ff, since its a pointless file that the game loads.
  79. So it will load both at the same time. (mod.ff with either anims or models inside the mod and weap_oilrig.ff with either models or anims inside the zone/alter).
  80.  
  81. TO KEEP IT SIMPLE, I'LL GIVE YOU AN EXAMPLE:
  82.  
  83. THIS IS MOD.FF that you built with zonebuilder and it contains models from for an example ending ----> mod.ff
  84. THIS IS weap_oilrig.ff that is located in zone/alter and which you built AFTER building the models, so it contains anims and you renamed it to weap_oilrig.
  85.  
  86. I Hope this was a clear tutorial, if you have any problems or you are just confused contact me on skype: pela.poiss.
  87. (http://www.youtube.com/user/iCanHasOtakus)
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