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Way to let players to choose non-human models? Play as wolves, bears, etc?

Swiftpaw

New member
Is there a way of making players be able to choose non-human models? So far I haven't been able to figure out a way to do this, and the only mods for playable characters that I've found simply change which asset is defined for them in archetypes.xml.

Is there a way to redirect a archetype to utilize the wolf model for example? There are three wolf asset files which I assume were for plans for making friendly NPC wolves be a thing (check out my Friendly Animals Mod if you want friendly wolf and bear NPCs) but the assets don't seem to do anything besides make the human character you assign them walk around horizontally, which is pretty hilarious:

View attachment 26133

Any ideas? :3

Example code of a random archetype for reference:

Code:
	<archetype name="ZombieUtilityWorker" male="true" hair_color="255,255,255" eye_color="184,169,166" skin_color="135,170,186" type="Zombie">
	<base_mesh_parts>
		<part slot="head" layer="base" mesh="male_base_face">
			<texture name="male_head_zombie" color="skin"/>
			<texture name="unisex_face_dirt_overlay" color="78,15,15,255"/>
		</part>
		<part slot="head" layer="outer" mesh="unisex_gear_mining_helmet">
			<texture name="unisex_gear_mining_helmet" color="255,255,255"/>
			<texture name="unisex_face_dirt_overlay" color="78,15,15,255"/>
		</part>
		<part slot="eyes" layer="base" mesh="male_base_eyes">
			<texture name="unisex_eye_shaded" color="185,154,154,255"/>
		</part>
		<part slot="hands" layer="base" mesh="male_base_hands">
			<texture name="male_hands" color="skin"/>
			<texture name="unisex_face_dirt_overlay" color="78,15,15,255"/>
		</part>
		<part slot="chest" layer="base" mesh="male_base_chest">
			<texture name="male_torso" color="skin"/>
			<texture name="male_tshirt" color="116,97,76,255"/>
			<texture name="unisex_face_dirt_overlay" color="78,15,15,255"/>
		</part>
		<part slot="legs" layer="base" mesh="male_clothes_denim_pants">
			<texture name="male_pants_01" color="4,56,133,255"/>
			<texture name="unisex_face_dirt_overlay" color="78,15,15,255"/>
		</part>
		<part slot="feet" layer="base" mesh="male_base_feet">
			<texture name="male_feet" color="skin"/>
			<texture name="unisex_face_dirt_overlay" color="78,15,15,255"/>
		</part>
		<part slot="chest" layer="base" mesh="male_shirt">
			<texture name="unisex_shirt" color="138,125,116,255"/>
			<texture name="unisex_face_dirt_overlay" color="78,15,15,255"/>
		</part>
		<part slot="chest" layer="outer" mesh="male_armor_kevlar_vest">
			<texture name="unisex_armor_kevlar_vest" color="253,119,6,255"/>
			<texture name="unisex_face_dirt_overlay" color="78,15,15,255"/>
		</part>
		<part slot="legs" layer="base" mesh="male_clothes_denim_pants">
			<texture name="male_pants_01" color="104,98,84,255"/>
			<texture name="unisex_face_dirt_overlay" color="78,15,15,255"/>
		</part>
		<part slot="feet" layer="base" mesh="male_armor_kevlar_boots">
			<texture name="unisex_armor_kevlar_boots" color="80,80,80"/>
			<texture name="unisex_face_dirt_overlay" color="78,15,15,255"/>
		</part>
	</base_mesh_parts>
	<preview_mesh_parts>
	</preview_mesh_parts>
	<expression blink="true" blink_duration="0.15" blink_min_delay="5" blink_max_delay="15" saccades="true">
		<gene name="neckUp_Down" value="0"/>
		<gene name="neckLeft_Right" value="0"/>
		<gene name="neckTiltLeft_Right" value="0"/>
		<gene name="headUp_Down" value="0"/>
		<gene name="headLeft_Right" value="0"/>
		<gene name="headTiltLeft_Right" value="0"/>
		<gene name="jawOpen_Close" value="0"/>
		<gene name="jawForward_Back" value="0"/>
		<gene name="jawLeft_Right" value="0"/>
		<gene name="mouthLeft_Right" value="0"/>
		<gene name="mouthUp_Down" value="0"/>
		<gene name="mouthNarrow_Pucker" value="0"/>
		<gene name="tongueOut" value="0"/>
		<gene name="tongueCurl" value="0"/>
		<gene name="tongueUp_Down" value="0"/>
		<gene name="tongueLeft_Right" value="0"/>
		<gene name="tongueWide_Narrow" value="0"/>
		<gene name="leftMouthSmile_Frown" value="-0.53"/>
		<gene name="rightMouthSmile_Frown" value="-0.53"/>
		<gene name="leftLowerLipUp_Down" value="0"/>
		<gene name="rightLowerLipUp_Down" value="0"/>
		<gene name="leftUpperLipUp_Down" value="0"/>
		<gene name="rightUpperLipUp_Down" value="0"/>
		<gene name="leftCheekPuff_Squint" value="0"/>
		<gene name="rightCheekPuff_Squint" value="0"/>
		<gene name="noseSneer" value="0"/>
		<gene name="leftEyeOpen_Close" value="0"/>
		<gene name="rightEyeOpen_Close" value="0"/>
		<gene name="leftEyeUp_Down" value="0"/>
		<gene name="rightEyeUp_Down" value="0"/>
		<gene name="leftEyeIn_Out" value="0"/>
		<gene name="rightEyeIn_Out" value="0"/>
		<gene name="browsIn" value="0"/>
		<gene name="leftBrowUp_Down" value="0.23"/>
		<gene name="rightBrowUp_Down" value="0.23"/>
		<gene name="midBrowUp_Down" value="-0.43"/>
	</expression>
	<dna>
		<gene name="height" value="0.5"/>
		<gene name="headSize" value="0.5"/>
		<gene name="headWidth" value="0.5"/>
		<gene name="handsSize" value="0.5"/>
		<gene name="feetSize" value="0.5"/>
		<gene name="muscle" value="0.5"/>
		<gene name="weight" value="0.5"/>
		<gene name="gluteusSize" value="0.5"/>
		<gene name="earsSize" value="1"/>
		<gene name="earsPosition" value="0.62"/>
		<gene name="earsRotation" value="0.655"/>
		<gene name="noseSize" value="1"/>
		<gene name="noseCurve" value="1"/>
		<gene name="noseWidth" value="0.85"/>
		<gene name="noseInclination" value="0.42"/>
		<gene name="nosePosition" value="0.445"/>
		<gene name="nosePronounced" value="0.58"/>
		<gene name="noseFlatten" value="0.5"/>
		<gene name="chinSize" value="1"/>
		<gene name="chinPronounced" value="0.5"/>
		<gene name="chinPosition" value="0.5"/>
		<gene name="mandibleSize" value="0.95"/>
		<gene name="jawsSize" value="1"/>
		<gene name="jawsPosition" value="0.625"/>
		<gene name="cheekSize" value="1"/>
		<gene name="cheekPosition" value="0.1"/>
		<gene name="lowCheekPronounced" value="0.5"/>
		<gene name="lowCheekPosition" value="0.44"/>
		<gene name="foreheadSize" value="0.625"/>
		<gene name="foreheadPosition" value="0.455"/>
		<gene name="lipsSize" value="0.5"/>
		<gene name="mouthSize" value="1"/>
		<gene name="eyeRotation" value="0.505"/>
		<gene name="eyeSize" value="0.995"/>
		<gene name="breastSize" value="0.5"/>
	</dna>
</archetype>
stupidity.jpg

 
Short answer: No.

Long answer: No, because you'd have to replace the UMA model, the avatar and the character controller, which would all have to be hard-coded in the playerMale entity and would have to be coded to ONE choice.

Also, why?

 
Short answer: No.
Long answer: No, because you'd have to replace the UMA model, the avatar and the character controller, which would all have to be hard-coded in the playerMale entity and would have to be coded to ONE choice.

Also, why?
So you're saying it'd require modifying an entity which isn't modifiable currently, and until there is a way, there can't be mods for player characters. Damn! So many awesome mods could be made for player characters, just like in Skyrim and Fallout, if that were possible.

 
Pretty much.

Even modding in new UMA assets (clothes specifically) is proving difficult, and that's just attaching a mesh/object/texture direct to the player avatar without changing ANYTHING else.

 
Pretty much.
Even modding in new UMA assets (clothes specifically) is proving difficult, and that's just attaching a mesh/object/texture direct to the player avatar without changing ANYTHING else.
That's too bad. I wasn't able to even use existing models like getting the wolf, bear, and other meshes/textures used for playerMale. The modding improvements that they've made are great, but it'd be nice seeing a better system around player modification!

 
There are ways to edit the existing assets, since there are mod packs that add completely new textures at least, if not new models too, at least for blocks. If that's the case, then you'd think it'd be matter of doing the same thing for players, you'd just have to edit or add new player models.

 
Nope. Entirely different technology.
Players are NOT models.
I'm not sure which thing you're saying "nope" to. My last post is asking if there are ways to edit or add new player character models/textures.

 
Then "nope" still stands. Since players are NOT models. 4SheetznGiggles can /edit/ textures, but I don't think adding them is in the cards yet.

 
Then "nope" still stands. Since players are NOT models. 4SheetznGiggles can /edit/ textures, but I don't think adding them is in the cards yet.
I just meant the player. Editing the player, whatever you want to call them, a texture, a model, whatever. At least I've done this much!

View attachment 26216

 
If you really want to try and continue with this, you need to research UMA (Unity Multipurpose Avatar, currently in Version 2).

It is NOT that easy because the player "model" is actually more just a collection of parts stuck onto a humanoid frame.

 
If you really want to try and continue with this, you need to research UMA (Unity Multipurpose Avatar, currently in Version 2).
It is NOT that easy because the player "model" is actually more just a collection of parts stuck onto a humanoid frame.
Will do! My original question here was simply "is it possible?", and I've had the trolls say it's not just to be ♥♥♥♥♥♥♥ trolls. Meanwhile, you seem to think editing existing assets is indeed possible, which you've also told me about elsewhere. Thanks! I'm curious as to if anyone has actually done player modding yet but so far I haven't found anything aside from very simple asset configuration switching. I'll take a look at modifying UMA textures at some point over the holidays.

Thanks again for being cool and not a troll! Lol ^n.n^

 
Swiftpaw, you asked if it was possible to change the player model into a non-human, like the wolf or bear models. The answer was no, and it's still no. You can't put all of the player assets on a non-humanoid no matter how much you play around in UMA. Hats, armor, weapons, tools... they're all designed for a human shape.

You were given an explanation that the system used for bears, wolves, zombies, etc. is completely different than the system used for players. Players can have different hair, noses, eye colors, etc. You cannot do that with bears, zombies, etc. But you continued to ask, so that's when the jokes started. Nobody was being a troll, they were giving you the correct answer. A troll intentionally gives you the wrong answer just to be a ♥♥♥♥, but that's not the case here.

 
Last edited by a moderator:
Will do! My original question here was simply "is it possible?", and I've had the trolls say it's not just to be ♥♥♥♥♥♥♥ trolls. Meanwhile, you seem to think editing existing assets is indeed possible, which you've also told me about elsewhere. Thanks! I'm curious as to if anyone has actually done player modding yet but so far I haven't found anything aside from very simple asset configuration switching. I'll take a look at modifying UMA textures at some point over the holidays.
Thanks again for being cool and not a troll! Lol ^n.n^
Well, in regard to the original question, I still believe it's NOT possible to do what you want (User selectable models/avatars).

The reason I suggested researching UMA2 is to try and give you insight into why it just won't work. We currently do not have a way to modify anything UMA-based, which includes new hats/coats/shirts/pants/etc. Some folks HAVE tried to do some UMA modding, with very mixed results. I believe the best we can currently do is texture swaps of existing UMA items, which is something so beyond my paygrade it's not even funny. :D

 
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