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Post by gique13 on Oct 19, 2011 8:42:57 GMT -5
I would be cool, in sandbox, to put some survivors in safehouse to recruit so far I have managed to snowflake in "sandbox special" mission inside mission.txt but they dissapear when you bring them to the safehouse
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Post by gique13 on Oct 19, 2011 8:36:22 GMT -5
no he definitely doesn't spawn in original spot, I checked for that I think he gets sent to safehouse, but there is no code in sandbox mode to place rescued survivors in their rooms
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Post by gique13 on Oct 19, 2011 5:39:35 GMT -5
I managed to put snowflake in sandox in the tiki bar by inserting your mission code into the fortune exterioir part of sandbox_special the problem is 1)he shows up every time I switch areas ie, he can't get left behind 2)if I go to the safehouse he gets rescued and doesn't reappear in his safehouse room
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Post by gique13 on Oct 18, 2011 10:50:39 GMT -5
thanks, I'm using that code to create snowflake, just not sure where to place. there is a "special safehouse" mission, but it starts on the roof and I don't want to put tiger there
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Post by gique13 on Oct 18, 2011 10:48:13 GMT -5
you don't need to upload your mod, I changed the clothes myself, now if someone is crazy enough to switch the audio? frank and chuck audio is stored here data/audio/chuck.big
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Post by gique13 on Oct 18, 2011 10:45:18 GMT -5
ok in yoour dead rising off the record folder go to data/anim/ unpack with gibbed this file: default.big inside default.big unpack: fullbody.big make a copy of male_run.anm and male_run_1hand_object.anm rename them to frank_run.anm and frank_run_1hand_object.anm and replace the original frank_run.anm and frank_run_1hand_object.anm make another copy of male_run_1hand_object.anm, rename it to frank_idle_combat_to_run_1hand_object.anm, replace repack your files, and make sure you delete the unpacked folders that gibbed created so that dr2 doesn't crash no more camera running!
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Post by gique13 on Oct 18, 2011 4:41:07 GMT -5
actually now that Ive played sandbox a bit, zombie amount sucks everywhere..
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Post by gique13 on Oct 18, 2011 3:55:22 GMT -5
Anyone know if it's possible to place a recrutable snowflake in sandbox mode? I know how to create a snowflake, but don't know where to place it
Also, I placed a superfast car underground so that I can race through zombies ala DR1, but there are not many zombies underground in sandbox.. anyone know how to mod zombie amount underground for sandbox?
in case anyone is interested in the car:
items:
cVehicleItem underSportsCar { AirDensity = "2.3" Anim_Category = "3" Anim_Event0Bone = "geo_fhull.geo_ldoor" Anim_Event1Bone = "geo_fhull.geo_rdoor" AssetFilename = "data/models/environment/props/sports_car" AudioDownShiftDeltaKMH = "10" AudioEngineVolume = "0" AudioFilename = "fx_sportscar" AudioHardBrakeDeltaRPM = "100" AudioIdleRPM = "400" AudioItemName = "SportsCar" AudioLimiterRPM = "3000" AudioSuspensionVolume = "2" AudioTireVolume = "3" AudioTransmissionVolume = "3" AudioUpShiftKMperHourForGear1 = "80" AudioUpShiftRPM = "3100" AutoReverse = "false" Axle0 = "0" Axle1 = "1" Brake_IsConnectedToHandbrake0 = "false" Brake_IsConnectedToHandbrake1 = "true" Brake_MaxBreakingTorque0 = "1000" Brake_MaxBreakingTorque1 = "1000" Brake_MinPedalInputToBlock0 = "0.9" Brake_MinPedalInputToBlock1 = "0.9" Brake_WheelsMinTimeToBlock = "0.0" CameraInteractionMode = "2" CenterOfMassOffset = "0.037,-0.5,0.000" ChassisUnitInertiaPitch = "1" ChassisUnitInertiaRoll = "1" ChassisUnitInertiaYaw = "1" CollidableQuality = "0" CollisionBits = "WORLDCOLLISIONFILTER_VEHICLE" CollisionSpinDamping = "4" CollisionThreshold = "4" CollisionType = "3" CounterFrontSideImpulse = ".06" Damage_Flat = "0" Damage_HitReactionSpeedModifier = "1.4" DamageBOSS_Flat = "50" DamageBOSS_MinSpeed = "10" DamageBOSS_PerKMH = "7" DeadZone = "0.15" DisplayName = "50038" DoesWheelSteer0 = "true" DoesWheelSteer1 = "false" Door1 = "1.2, -1, -0.5" Door2 = "-1.2, -1, -0.5" DR2 = "true" DragCoefficient = "0.7" Durability = "900" Engine_MaxRPM = "10000" Engine_MaxTorque = "500" Engine_MinRPM = "200" Engine_OptRPM = "8000" Engine_ResistanceFactorAtMaxRPM = "0.3" Engine_ResistanceFactorAtMinRPM = "0.05" Engine_ResistanceFactorAtOptRPM = "0.1" Engine_TorqueFactorAtMaxRPM = "0.8" Engine_TorqueFactorAtMinRPM = "0.8" EngineRpmDecreasePerTick = "400" EngineRpmIncreasePerTick = "100" ExtraGravity = "0.000,-15.000,0.000" ExtraTorqueFactor = "0" ForceFeedbackMultiplier0 = "1" ForceFeedbackMultiplier1 = "1" Friction = "0.8" Friction_Donut0 = "4" Friction_Donut1 = "4" Friction_QuickSpin0 = "1.5" Friction_QuickSpin1 = "1" Friction0 = "1" Friction1 = "1" FrictionEqualizer = "0.5" FrontalArea = "1.56" GearRatio1 = "2.46" GearRatio2 = "1.8225" GearRatio3 = "1.35" GearRatio4 = "1" GearRatio5 = "0.74" Gears_ClutchDelayTime = "0.1" Gears_DownShiftRPM = "1000" Gears_NumberOfGears = "5" Gears_ReverseGearRatio = "2" Gears_ReverseGearTopSpeed = "35" Gears_TransmissionModel = "1" Gears_UpShiftRPM = "8000" IgnoreSeatLocators = "false" IgnoreWheelLocators = "false" InitialSlope = "0.6" InteractDistance = "2" IsConsideredACoolVehicle = "true" IsCool = "true" LiftCoefficient = "-0.3" LoadDistance = "100" Mass0 = "30" Mass1 = "30" MaxFriction0 = "2" MaxFriction1 = "2" MaxTyremarkEnergy = "1000" MaxVelocityForPositionalFriction = "0" MergedFileNotUsed = "true" MinTyremarkEnergy = "100" MinVehicleSpeedToEjectPlayer = "200" MinYRotationRequiredToBeFlipped = ".7" NormalSpinDamping = "1" NumberOfDoors = "2" NumberOfGearsForAudio = "1" NumberOfSeats = "2" NumberOfWheels = "4" NumberOfWheelsPerAxle = "2" NumDamageStates = "3" PropAudioType = "9728" PropEffectLocator0 = "16" PropEffectLocator1 = "16" PropEffectLocator2 = "16" PropEffectLocator3 = "16" PropEffectLocatorIndex0 = "4" PropEffectLocatorIndex1 = "3" PropEffectLocatorIndex2 = "2" PropEffectLocatorIndex3 = "2" PropEffectsOnCondition0 = "17" PropEffectsOnCondition1 = "21" PropEffectsOnCondition2 = "27" PropEffectsOnCondition3 = "6" PyroEffect0 = "232" PyroEffect1 = "233" PyroEffect2 = "234" PyroEffect3 = "26" QuickSpinAppPointAdjust = "true" QuickSpinAppPointAdjustMag = ".7" Radius0 = "0.4" Radius1 = "0.4" Restitution = "0" RestrictedByRegion = "false" Seat1 = "0.20, -1.0, -0.5" Seat2 = "0.20, -1.0, 0.5" SeatCanBeInjured1 = "true" SeatCanBeInjured2 = "true" SeatCanBeInjured3 = "true" SeatCanBeInjured4 = "true" SeatLocatorType1 = "5" SeatLocatorType2 = "6" SelfDamage_BaseDamage = "5" SelfDamage_MaxDmgForDynamicProps = "5" SelfDamage_MaxDmgForOtherVehicles = "10" SelfDamage_MaxDmgForStaticProps = "20" SelfDamage_MaxDmgForZombies = "2" SelfDamage_MinSpeedForDamageKPH = "25" SelfDamage_MinSpeedRequired = "2" SelfDamage_mMaxDmgForSurvivors = "2" SelfDamage_SpeedForMaxDamageKPH = "80" SlipAngle0 = "0.1" SlipAngle1 = "0.1" SlopeChangePointX = "0.8" Steering_AdditionalControlPoint = "true" Steering_AngleAtSpeedS = "14" Steering_CanQuickSpin = "true" Steering_DonutSideImpulse = "14000" Steering_DrivingSideImpulse0 = "0" Steering_DrivingSideImpulse1 = "0" Steering_DrivingSideImpulse2 = "0" Steering_DrivingSideImpulseSpeed0 = "0" Steering_DrivingSideImpulseSpeed1 = "0" Steering_DrivingSideImpulseSpeed2 = "0" Steering_MaxAngle = "45" Steering_MaxSpeedForDonut = "1" Steering_MaxSpeedFullAngle = "18" Steering_QuickSpinDontBrakeOutTurnWindow = "true" Steering_QuickSpinFrontCounterImpulse = "0,0,1.6" Steering_QuickSpinMaxDuration = ".4" Steering_QuickSpinSideImpulse = "11200" Steering_QuickSpinTurnWindow = ".45" Steering_SpeedS = "48" Suspension_DampingCompression0 = "2" Suspension_DampingCompression1 = "2" Suspension_DampingRelaxation0 = "2" Suspension_DampingRelaxation1 = "2" Suspension_Strength0 = "60" Suspension_Strength1 = "60" SuspensionBottomOutLimit = "0.25" SuspensionEquilibriumThreshold = "0.14" SuspensionModel = "0" TireNoiseScaler = "0.03" TireSkidEnergyDecreasePerTick = "500" TireSkidEnergyIncreasePerTick = "200" TorquePitchFactor = "0.05" TorqueRollFactor = "0.05" TorqueYawFactor = "0.2" UnlockMessage = "85263" UnstuckImpulse = "100000" UseBoostStart = "true" VehicleTopSpeed = "140" ViscosityFriction0 = "0.02" ViscosityFriction1 = "0.03" Weight = "1500" WheelCollision_Model = "0" WheelsTorqueRatio0 = "0.25" WheelsTorqueRatio1 = "0.75" Width0 = "0.2" Width1 = "0.2" cAlternateTextureInfoItem SportsCar_alttex { AlternateTextureName0 = "data/models/environment/props/sports_car_dmg" }
}
in underground.txt:
cItemPlacement underSportsCar{ IsStatic = "" ItemName = "underSportsCar" Location = "96.200,-6.000,-249.700" PropState = "-1" Rotation = "0.000,-0.924,-0.002,0.383" }
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Post by gique13 on Oct 18, 2011 0:43:53 GMT -5
nevermind I got it working
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Post by gique13 on Oct 17, 2011 23:35:19 GMT -5
also, could you upload and link your npc.big I don't know how you switched all the outfits, my DR2 crashes when I try to do this..
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Post by gique13 on Oct 17, 2011 22:38:01 GMT -5
yep pasted over a few more of frank's idle/walk/run/combat anims with the male equivelants and the camera grabbing is gone!
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Post by gique13 on Oct 17, 2011 19:43:40 GMT -5
I started to get this working!! I replaced the frank_run.anm and frank_run_1hand_object.anm files with male versions these are in data/anim default.big - fullbody.big he still grabs the camera when he starts to run, so there's probably a walk file I need to switch out
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Post by gique13 on Oct 17, 2011 18:44:50 GMT -5
all I know is that animation code is in the sgraph.txt in datafile..
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Post by gique13 on Oct 17, 2011 18:44:07 GMT -5
man, Id love to get chucks animation over Frank. Sandbox with Chuck's model is the best of both worlds..
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Post by gique13 on Oct 12, 2011 10:00:40 GMT -5
Does anyone know how to create code that changes weapon's qualities depending on what you're wearing? Is this doable with skidrow?
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Post by gique13 on Oct 10, 2011 19:18:30 GMT -5
ok cool, thanks..
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Post by gique13 on Oct 10, 2011 18:17:26 GMT -5
I see there is no ninja animation in your sgraph.txt, do you know where it is?
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Post by gique13 on Oct 10, 2011 18:12:06 GMT -5
I downloaded the dlc stuff from a zip file. I have skidrow, is there anyway to get the animations into skidrow?
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Post by gique13 on Oct 10, 2011 14:34:52 GMT -5
Hi Tab, what code do I need from your mod to just use the football charge, autoshotgun2 and the kick knife?
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Post by gique13 on May 30, 2011 1:20:05 GMT -5
If it's a matter of skins and textures, not working, while the rest being useable, like models and environments, we could probably use a lot of the skins and textures from dr 2, to get cz working, I would be happy to contribute to creating new skins and textures
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Post by gique13 on May 29, 2011 17:56:04 GMT -5
can you post the txt files?
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Post by gique13 on May 29, 2011 0:46:16 GMT -5
you decripted evrything or are the mission and items files still garbled?
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Post by gique13 on May 29, 2011 0:43:49 GMT -5
If openarc can't read the header and it's showing non standard letters like Ü, then it sounds to me like it's not a standard arc file or it has to be decripted
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Post by gique13 on May 10, 2011 2:13:59 GMT -5
yikes another fail on the array edit, weird looking zombie though.. Attachments:
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Post by gique13 on May 10, 2011 1:42:31 GMT -5
ps see attached pic to see zombie texture fail
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Post by gique13 on May 10, 2011 1:41:14 GMT -5
I tried to paste -with hex editor- new entries to matTextureInfoArray file inside models/zombies.big/fat_zombie/fat_zombie_2.big This caused DR2 to fail to pants and shirt textures for fat zombies. This should prove that matTextureInfoArray files are arrays used to load textures for zombies. Don't know how to paste more entries, and whether DR2 would load the extra textures.. Attachments:
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Post by gique13 on May 10, 2011 0:46:22 GMT -5
you got the abilities to work with skidrow? If so, where is the code for this? I didn't see a read me file in this download: www.zshare.net/download/8997084188c10c7b/
You can fix the dispenser names with this values for display name 12123 Ninja Clothes 12125 Sportsfan Clothes 12121 Psychopath Clothes 12119 Soldier Clothes
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Post by gique13 on May 8, 2011 20:59:19 GMT -5
This works except the head files were not included. I copied over the head files from a dlc.zip, but when I put on an outfit that uses head file, the game crashes, ninja works fine
ps that's for the skidrow
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Post by gique13 on May 6, 2011 1:51:20 GMT -5
I understand now why changing the "fat" head created a "skinny" version. The "fat" head is zheadhasscm, which is also in the skinny model folder, when the game loads headhas it can only load one, so the headhas I changed gets applied to all instances of headhas. Creating more variation zombies would probably be about adding more skin entries to whatever array dr2 uses to list the skins, and adding entries for those skins in the ZombieBodyTypeName code, wherever that is. Im sure this aslo has to do with the matTextureInfoArray files, unless they are just logs
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Post by gique13 on May 6, 2011 1:35:48 GMT -5
here's the head skin for zombie_skinny/zombie_skinny_2.tex Attachments:
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