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Trying to import Homer's model with the method used for the Road Rage characters mod...

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Yes, I'm aware of the incorrect lighting, but I don't get how that stuff works. The "official" reason I'm doing this is to have Homer say different "V_Hitcar" lines in different challenges. In Farther and Son, he acts all happy when you hit him even though that's a bad thing. I wanted to change that so that at least SOME of my mod makes logical sense, while at the same time, retaining those happy lines in the other challenges such as Donut Heaven. I've already managed to get the lines to play when I want them to, but I still need Homer2 to start moving, otherwise, he's just going to be in a T-pose when he drives.
Wow, nice! The only problem that i can't think of a fix about right now, is the fact that the polygons are visible. Otherwise, nice job.
What method used? We have a tool that generated the road rage characters that will not be released as there is no other use for what we already have.
"The "official" reason I'm doing this is to have Homer say different "V_Hitcar" lines in different challenges."

If this is a concern, why not just make a duplicate of Homer's Normal model from SHAR?

Copy homer_m from the vanilla game and paste it into your mod's folder under art/chars, and rename it to something such as "homer2". After you do this, go ahead and open up "homer2" in Lucas' P3D Editor 4. In the "Tools" tab, there's an option called "Rename Character...". Click that, and then rename it from "homer" to "homer2". Save these changes.

Then, make sure CustomDialogueCharacterCodes is a required hack in your Meta.ini, and give "homer2" a new CustomDialogueCharacterCodes name in CustomDialogueCharacterCodes.ini, such as "hm2".
For example:

[CharacterCodes]
homer2=Hm2

Note that SHAR can actually use a maximum of four characters for dialogue codes (I believe they do this for Todd for some odd reason), but to be slightly more consistent I went with a name that's just three characters.

Once you do this, just edit your dialog.spt to include lines for "Hm2" like you would any other character. Save, go test the game, and you should have a nice duplicate of Homer just for missions that uses different dialog when being beat up.
I once tried that, but he was invisible when I did so at first. But since you just mentioned that "Rename character" option, things are about 90% finished thanks to you. However, I don't see why it should be removed from the tools menu when not editing character models instead of being grayed-out. I would've kept note of that if I actually saw that option when I was using it the first few times.

I originally wanted to keep this a secret, but there was more than just that one reason I was doing this... but that other reason contains spoilers, so THE PLOT TWIST WILL NOT BE REVEALED!

@Jake Andreøli, I did notice that a certain tool was used to import those models to SHAR. When I noticed that each different body part was made in their own individual skins, I decided to do the same with Homer, hoping it would work.
I assume the duplicate Homer is working fine in game now based on what you said, so I'm glad I could help!

Lucas was also kind enough to answer your questions. Regarding the "Rename Character..." option being greyed out when not having a character P3D currently opened:

[b]i'll consider making things like that disabled when not applicable instead of hidden; i'm still not sure which way is better. generally i hide things that are not in any way applicable to the current circumstances to avoid tons of irrelevant things being visible but disabled[/b]

Regarding each body part being made in their own individual skins:

[b]"I noticed that each different body part was made in their own individual skins" that's just because that's how they are in road rage and i didn't merge them since as far as i know, it works just as well either way despite radical merging them in hit & run
i might merge them in a future version just in case[/b]