Custom Models/NPCs/Hats Topic - Post your requests here!
- LexieTheFox
- Rainbow Master
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Custom Models/NPCs/Hats Topic - Post your requests here!
If you want a custom NPC post it here.
Ethier Jafo or someone who's mastered converting and making custom npcs/models will help. (Maybe)
Heres some of mine.
Not resolved
(Probably impossible) Broken Z-Bot
Requests (CURRENT)
Above
RTW NPCs
Fish (ZAdjust must be below water surface on a equal Legnth)
Ethier Jafo or someone who's mastered converting and making custom npcs/models will help. (Maybe)
Heres some of mine.
Not resolved
(Probably impossible) Broken Z-Bot
Requests (CURRENT)
Above
RTW NPCs
Fish (ZAdjust must be below water surface on a equal Legnth)
Rawr.
Fear me, I bite! >:3
Fear me, I bite! >:3
- LittleZbot
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- boywhoflies
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- LexieTheFox
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- Joined: Mon Sep 27, 2010 11:51 pm
- LexieTheFox
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- LittleZbot
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Talkable Zbot! However, like all other models using the NPC logic, it will MAV if you try to move it. I'm going to see if there's a way to get green crab movement onto a zbot, so he will follow a player around.
Also, keep in mind that CMD 51 works on Zbots like any other monster.
Another thought, if you really want fully interactive NPC Zbots, it might be possible to use a stinker texture. Black out the arms and legs so they're invisible, and put a Zbot texture over the rest. You would have to sacrifice one of your stinker body types (like, for instance, shadow stinker) and replace it with your custom texture. I don't know how good this would look, but it might be worth a shot.
I hope you can make Zippy the Zbot a playable adventure!
Also, keep in mind that CMD 51 works on Zbots like any other monster.
Another thought, if you really want fully interactive NPC Zbots, it might be possible to use a stinker texture. Black out the arms and legs so they're invisible, and put a Zbot texture over the rest. You would have to sacrifice one of your stinker body types (like, for instance, shadow stinker) and replace it with your custom texture. I don't know how good this would look, but it might be worth a shot.
I hope you can make Zippy the Zbot a playable adventure!
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- LittleZbot
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A sign in the form of a Z-bot is fine.
Please, not MOFI. I want to have it in the editor/player.

Please, not MOFI. I want to have it in the editor/player.
Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.
I see. Zbot is a MOFI model though, you might be able to use it in a regular player if you copy the model and texture, put it in the "Custom" folder and do a custom model conversion.LittleZbot wrote:A sign in the form of a Z-bot is fine.![]()
Please, not MOFI. I want to have it in the editor/player.
I don't have any more time tonight to do it. But I might have some time tomorrow afternoon to set it up.
P.S. you could download jozsefkoma's handy thingy here: http://www.mediafire.com/?zpdbqktmybq148z and not worry about MOFI objects anymore.
I'm pretty sure that's impossible. I ave up looking for a Chomper movement pattern when I realized that a Chomper's movement--trying to get as close as possible to the Player--is the same as if a NPC Move were constantly set to the Player's position.jafo1015 wrote:I'm going to see if there's a way to get green crab movement onto a zbot, so he will follow a player around
i should change my signature to be rude to people who hate pictures of valves
That may very well be true. But, since it's possible to put the CMD 51 effect into a WOP for scritter, and dragonturtle movement, I wanted to see if it was possible to write other movement types into a monster's WOP as well.Nobody wrote:I'm pretty sure that's impossible. I ave up looking for a Chomper movement pattern when I realized that a Chomper's movement--trying to get as close as possible to the Player--is the same as if a NPC Move were constantly set to the Player's position.jafo1015 wrote:I'm going to see if there's a way to get green crab movement onto a zbot, so he will follow a player around
That "simple" model conversion is proving more troublesome than I thought. Maybe in a couple more days I'll have a WA Player friendly version. I still say downloading jozefkoma's editor/player is the way to go.jafo1015 wrote:I see. Zbot is a MOFI model though, you might be able to use it in a regular player if you copy the model and texture, put it in the "Custom" folder and do a custom model conversion.LittleZbot wrote:A sign in the form of a Z-bot is fine.![]()
Please, not MOFI. I want to have it in the editor/player.
I don't have any more time tonight to do it. But I might have some time tomorrow afternoon to set it up.
P.S. you could download jozsefkoma's handy thingy here: http://www.mediafire.com/?zpdbqktmybq148z and not worry about MOFI objects anymore.
NPC Zbot: Regular Player friendly versionLittleZbot wrote:A Z-bot(yes, NPC).
Attached is the WOP and the custom model for the NPC Zbot. As usual, the NPC cannot be moved, but you can adjust the "Turn" attribute to "Player" so it can keep looking at the player.
To use:
1.) Unzip and place the WOP in a folder inside the "\Object Presets" directory.
2.) Unzip and place the model folder in the "Custom" folder
3.) Add the following line of text in the "Converter Data.txt" file of the Editor Tools program:
:1:|Custom\Zbot\zbot.3ds|!NPC|!None|Custom\Zbot\zbot.bmp|0.465|0.465|0.465|-180.0|0.0|0.0|-0.5
4.) Place the NPC Zbot in a level using the editor. It will appear as an upside-down stinker in the editor.
5.) Use the editor tools program to convert the level
6.) Playable in either a MOFI or non-MOFI player.
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- LittleZbot
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So are you gonna make it? I would like a sinker with something like sunglasses or a "cool" hat with a parrot. I don't know how to do it myself.jafo1015 wrote:I kinda like the idea of a pirate (or anystinker) with a parrot on his/her shoulder.LittleZbot wrote: A "Cool Dude" with a parrot.
And I don't want to. *hides*
Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.
Actually, the parrot is already an accessory (#106). you can choose it instead of sunglasses. But, this is a MOFI accessory, so you can't access it from the editor. If you tell me what hat you want combined with the parrot, I can make a WOP for you. And tell me what accessory # the hat is rather than a description, so I don't mix it up.LittleZbot wrote:So are you gonna make it? I would like a sinker with something like sunglasses or a "cool" hat with a parrot. I don't know how to do it myself.jafo1015 wrote:I kinda like the idea of a pirate (or anystinker) with a parrot on his/her shoulder.LittleZbot wrote: A "Cool Dude" with a parrot.
And I don't want to. *hides*
- LittleZbot
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The RastaStinker hat(preferably with the hair) is fine. I'd like it and the Parrot together. 

Remember to look at the dates that every post is made. It's been many years, and I, and others, may not be the same people we were when we made them. This is a symbol of where we came from, and should be remembered as that.
- LittleZbot
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RastaStinker with Parrot. The parrot model is adjusted to sit on top of the rasta hat. The regular parrot model was a little too low for this hat.
Unzip the contents of the folder and place the wd3 and wdf files in the Data\Models\Stinker folder, and the WOP somewhere in the Object Presets folder.
Unzip the contents of the folder and place the wd3 and wdf files in the Data\Models\Stinker folder, and the WOP somewhere in the Object Presets folder.
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- Guppy Star
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It's possible. But with Stinker NPC's you would have to overwrite already existing texture files for the Stinker model, if you want a fully functional NPC. You could also use a custom model with NPC logic and have any textures you want, but the custom NPC could only stand in one spot, not move around.Guppy Star wrote:What about making darker and lighter NPC's?