[HOWTO] Sared's Guide to the Perfect Quickdraw
Posted: Tue Aug 09, 2011 7:32 am
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:
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:
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!
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
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.The Right Way To Do It wrote:rpc_debugHolsteredWeapons_posOffset "-5 4 -4"
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"
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!