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the actual code work is usually done with something like visual studio code, which is what I use but Roach uses something different.
as for the porting process it's a bit more in-depth and requires either an understanding of the programs or a damn good ability to google. i'll start off with the one i know how to do; Dark Souls porting
Dark Souls porting requires the use of autodesk 3ds max with a plugin to do havok imports for animations, blender is useful too but that's just because its what I know, and you'll need the tools to actually decompile the game and get the files you want. You'll want to start off by grabbing the character model in question, setting up the proper weights & shit that I can't be bothered to explain in depth here, and then apply the skeleton overtop of it. This is all done in 3ds max, but it can probably be done in other software, I just don't know how and this is how Roach taught me.
With that done, you'd want to export the model in question as an .smd, then import and then export every animation you want in .smd format as well.
Set up a quick .qc to test everything out to ensure your model is able to be loaded ingame, and then you move onto the two most annoying (and rewarding) parts of porting;
- Texturing the model itself.
You can either do what Roach does and just make something that looks okay and playable or you can do what a few of us do and introduce faked PBR if the game you're porting from supports it. DS3 for instance has PBR, so for a more accurate image you'd want to utilize Method 36 by BlueFlyTrap. Be warned that this is a fairly tedious process if you don't know what you're doing but it's well worth it imo.
- Coding the NPC itself.
This is imo one of the most rewarding things about the process, because it turns just a static model into something you can play with. DrGBase, the base that all these NPCs use, is a really nice base and fairly easy to understand. The author of DrGBase has a nextbot template available on his github which I suggest using. Look at examples of other peoples work to learn how to actually set stuff up, I won't explain that as I'd be turning this already large response into a damn essay.
Then with everything done, you've got an NPC you want. Of course, this was a heavily simplified version but it's really not too hard to get into and it's really fun to do. I hope this response helped. :)