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[HOWTO] Sared's Guide to the Perfect Quickdraw

Posted: Tue Aug 09, 2011 7:32 am
by Sared Kilvan
Or, "How to make holster files your bitch."

The goal of this tutorial is to provide a human-readable (translate: "idiots guide") version of the information provided in the default holster.cfg file.

What you will need:

Jedi Academy Multiplayer with RPMod
A Jedi Academy server running RPMod
Notepad
Winzip/Winrar/Pakscape
Depth perception
Patience

(Note: I would suggest doing this on your own time, not when you are in the middle of anything server-side. However, while you are experimenting, the changes that you see will only be seen on your end, so nobody will notice if you accidently positioned your lightsaber in your chest or eye or something.)



First off, you're going to need the actual holster.cfg file, untainted and untarnished. A copy of this file is provided inside RPMod-Client-Assets.pk3, within the models->players->kyle directory. Once you've got that, you'll find a great deal more information on how to set holster files for all weapons. For the purpose of this tutorial however, we're just going to holster the lightsaber.

There are a few commands that you are going to be using a LOT, so be familliar with them and what they do, and consider having them copied and easily paste-able.


rpc_debugHolsteredWeapons

When set to '0', nothing. Anything higher and you'll be toying with a specific weapon. The complete list is viewable inside holster.cfg, but for now, know that by setting it to '1', you are going to be playing with the position of just a single lightsaber hilt.


rpc_debugHolsteredWeapons_boneindex

This variable will tell the game which part of the model's skeleton we are holstering the weapon to. The list is short enough I can paste it here:

0 = HOLSTER_NONE (will not display weapon)
1 = HOLSTER_UPPERBACK
2 = HOLSTER_LOWERBACK
3 = HOLSTER_LEFTHIP
4 = HOLSTER_RIGHTHIP


rpc_debugHolsteredWeapons_posOffset

The posoffset controls the X, Y, and Z position of our hilt, relative to the bone we selected with the previous command. Inputting this can be only slightly less annoying than bathing a cat. You'll need to put in the variable exactly the way it will appear in the holster.cfg file itself. So, for example:
The Wrong Way To Do It wrote:rpc_debugHolsteredWeapons_posOffset -5,4,-4
The Right Way To Do It wrote:rpc_debugHolsteredWeapons_posOffset "-5 4 -4"
Now if you're anything like me (trust me, I'm worried too), then those last three numbers will start to get messy pretty quick. All you have to remember is the way the X, Y, and Z (in that exact order) axis work. Positive will always increase the distance along each axis (with X being the front, or forward-facing part of your model), towards the arrows, and negative will do the same thing in reverse.

Image


rpc_debugHolsteredWeapons_angOffset

Lastly, you'll want to use angOffset to determine the Yaw, Pitch, and Roll of the weapon. To keep it simple, all you need to know is that each determines the rotation of the hilt on the X(Yaw), Y(Pitch) and Z(Roll) axis, with positive being clockwise and negative being counter-clockwise.


After you've taken the time to experiment with each of these values in-game and have arrived at a position that you're comfortable with, crack open the default holster.cfg file we acquired earlier. You'll see a lot of entries that look like this:

Code: Select all

holsterType HLR_SINGLESABER_1
boneIndex HOLSTER_LOWERBACK 
posOffset "-5, 4, -4"
angOffset "180, 0, 6"
In fact, the very first entry should look exactly like that. You can see here where you'll need to plug in the XYZ and YPR values that you got yourself in there. Once you've done that, save the file as holster.cfg, and include it in models->players->yourskinnamehere directory of your pk3. Give it a swing, try it out to make sure you like it, and you'll be good to go!




Quick thanks to Zeak who saved me a LOT of time in writing this by already figuring out how this works out-of-game. Thanks man!

Posted: Tue Aug 09, 2011 7:49 am
by Sai Akiada
If only you'd had this a week ago when I spent four hours altering my hilt heh. Looks pretty well detailed. Good job.

*Would appreciate this thread being stickied*

Posted: Tue Aug 09, 2011 12:06 pm
by Delmi N'jork
Thank you thank you thank you!

Posted: Tue Aug 09, 2011 8:01 pm
by Illrian Damaris
Thank you thank you thank you!
I've always struggled remembering how exactly the format for the holster files go, and could never find anything that truly explained it.

Posted: Wed Aug 10, 2011 10:53 pm
by abahnur
wow wow wow! thanks sared, this is what i just needed, for later of course, i will need a lot of things anyway a guy to model, or a modelling guide, but I prefer the first one, anyway, thanks Sared, for sharing this with us.

Re: Sared's Guide to the Perfect Quickdraw

Posted: Tue Feb 12, 2013 1:54 pm
by Alehk Thol
Sared Kilvan wrote:rpc_debugHolsteredWeapons_posOffset

The posoffset controls the X, Y, and Z position of our hilt, relative to the bone we selected with the previous command. Inputting this can be only slightly less annoying than bathing a cat. You'll need to put in the variable exactly the way it will appear in the holster.cfg file itself. So, for example:
The Wrong Way To Do It wrote:rpc_debugHolsteredWeapons_posOffset -5,4,-4
The Right Way To Do It wrote:rpc_debugHolsteredWeapons_posOffset "-5, 4, -4"
Just something that I noticed whilst following this particular part today. The "Right Way To Do It" did not work whilst using commas. However, entering the command without them did work. So, to clarify:
How to enter the command in the console wrote:rpc_debugHolsteredWeapons_posOffset "-5 4 -4"
&
How to enter the command in the console wrote:rpc_debugHolsteredWeapons_angOffset "0 0 10"
How this would look in your holster (note the return of the commas):

Code: Select all

{
	holsterType HLR_SINGLESABER_1
	boneIndex HOLSTER_LOWERBACK 
	posOffset "5, 4, -4"
	angOffset "0, 0, 10"
}
EDIT: Note, you may also use decimals.

E.g.
How to enter the command in the console wrote:rpc_debugHolsteredWeapons_posOffset "-5 4 -4.3"
EDIT #2: Shameless self-advertising, but temporarily installing this mod sincerely helps, as you won't have to keep opening and closing the console to see the effects of what you've done.

Re: [HOWTO] Sared's Guide to the Perfect Quickdraw

Posted: Sun Jan 28, 2018 2:20 pm
by Valgam Freestar
I see a lot of people who don't know how to do that so I'll just bump it.

Re: [HOWTO] Sared's Guide to the Perfect Quickdraw

Posted: Mon Jan 29, 2018 1:42 am
by Vania Starr
I would love to know how to make the hilt go further down tho... Doesn't really help explain much or maybe I'm dumb who knows, as I was testing and the hilt I eventually wanna use, the bottom touches the top of Vania's chest when I want it to hang from the dring on the bottom of the hilt, position is fine, just want to lower the hilt more

Re: [HOWTO] Sared's Guide to the Perfect Quickdraw

Posted: Mon Jan 29, 2018 2:44 am
by Tycho Varga
If anyone doesn't feel like they can do holster file edits on their own, feel free to drop me a PM. I don't mind helping people with holster edits.

Edit: I quickly worked up a quick holster file. If you use the models from the 'spanki' customization pack, this should align your saber to your left side where the saber clip is. This also disables the holster on all non-saber weapon types (blasters, snipers, rocket launchers, etc) so if you accidentally get one, or are in an RP situation where you temp have all the guns, your character doesn't look like you're out of *insert RPG name here* carrying a bunch of loot.