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Post by Freako on Nov 23, 2011 23:35:44 GMT -5
The .big is unmodified, if you could do it for me that'd be nice, but in order to do it myself here are the options I have for saving as dds in photoshop, all these options are kinda overwhelming.
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Post by Freako on Nov 23, 2011 21:44:56 GMT -5
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Post by Freako on Nov 23, 2011 19:37:29 GMT -5
I did install a dds viewer and checked the compression and saved as such. It still crashes.
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Post by Freako on Nov 23, 2011 1:21:48 GMT -5
What are you using to save the edited textures? .dds has so many different settings to tweak, so I'm not too sure what to pick. But whatever I do pick is wrong and causes a crash... apparently.
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Post by Freako on Nov 22, 2011 20:52:38 GMT -5
Megabuster in DR 1 doesn't have a charge shot. I'm going for authentic here.
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Post by Freako on Nov 22, 2011 20:50:54 GMT -5
Actually that texture seems to have exported wrong. Compare it to the unmodified bat, you'll see.
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Post by Freako on Nov 22, 2011 8:47:55 GMT -5
I'm trying to make a version of the metal baseball bat that can be used without the ball cPlayerWeaponItem metalbase { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICKRELEASE" ActionButton5 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState5 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "10" AnimationAttackChooserValue1 = "31" AnimationAttackChooserValue5 = "71" AnimationAttackName0 = "male_attack_baseball_bat_a" AnimationAttackName1 = "male_attack_baseball_bat_b" AnimationAttackName11 = "male_throw_1hand_object" AnimationAttackName5 = "male_attack_baseball_bat_heavy" AnimationAttackName6 = "male_attack_baseball_bat_charge" AnimationAttackName7 = "male_attack_miningpick_miss" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "40" AnimationChooserValueForWalkRun = "0" AnimBankName = "BaseballBat" AssetFilename = "metalbase" AssociatedMagazineType0 = "13" AssociatedMagazineType1 = "10" AssociatedMagazineType2 = "12" AttackAudioAssetName0 = "LeadPipeHitBody" AttackAudioAssetName1 = "LeadPipeHitBody" AttackAudioAssetName5 = "LeadPipeHitBodyBig" AttackDamage0 = "60" AttackDamage1 = "60" AttackDamage5 = "100" AudioActionBits = "256" AudioFilename = "fx_leadpipe" AudioItemName = "LeadPipe" BenchRestRotation = "0,0,0.70710677,0.70710677" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.2" CollisionBits = "WORLDCOLLISIONFILTER_DYNAMIC_PROP" CollisionType = "3" ComboBlendDuration0 = "0.15" ComboBlendDuration1 = "0.15" ComboBlendDuration5 = "0.175" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse5 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse5 = "2" DisplayName = "50396" DR2 = "true" DR2PRO = "true" Durability = "40" EffectAudio0 = "2" EffectAudio1 = "2" EffectAudio5 = "2" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact5 = "280" EffectOnVictim0 = "14" EffectOnVictim1 = "14" EffectOnVictim5 = "20" EffectOnWeapon0 = "0" EffectOnWeapon1 = "0" EffectOnWeapon5 = "0" FatalHitReaction0 = "HITREACTION_FATAL_GROUP2" FatalHitReaction1 = "HITREACTION_FATAL_GROUP2" FatalHitReaction5 = "HITREACTION_FATAL_GROUP2" Friction = "25" HandlingStyle = "0" HitReaction0 = "HITREACTION_FATAL_GROUP2" HitReaction1 = "HITREACTION_FATAL_GROUP2" HitReaction5 = "HITREACTION_WEAPON_HEAVY_MEDIUM" IconFilename = "w_metalbat" IgnoreAnyComboRequests7 = "false" Impulse0 = "1.1" Impulse1 = "1.1" Impulse5 = "1.5" InteractDistance = "1.3" InventoryInteractionType = "0" Is_Blunt = "true" Is_Cliche = "true" IsWeapon = "true" ItemBeingUsedHearingRadiusMultiplier = "3" LoadDistance = "30" LocatorOrientationOffset = "1.000,0.000,0.000,0.000" LocatorPositionOffset = "0.000,0.000,0.000" MaxDamageDealtPerAttack = "25" MaxProjectileDamage = "75" ProjectileFatalHitReaction = "79" ProjectileHitImpulse = "1" ProjectileHitReaction = "79" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter5 = "0" ResetComboSeqCounter1 = "true" ResetComboSeqCounter2 = "false" ResetComboSeqCounter5 = "true" ResetComboSeqCounter7 = "false" Restitution = "0.01" RestrictedByRegion = "false" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" ShowInCheatMenu = "true" SurvivorWeapon = "true" ThrowAngleDegrees = "6" ThrowEffectAudio = "4" ThrowEffectOnImpact = "279" ThrowEffectOnVictim = "14" ThrowForce = "8" ThrowOffset = "0,0,0" ThrowSpin = "10,0,7" VibrationPattern0 = "5" VibrationPattern1 = "5" WeaponType = "1" Weight = "10" cPrestigePointInfoItem bballbat_prestige_info { ActionButtonRequired0 = "PLAYERBUTTON_CHARGEUP" ActionButtonRequired1 = "PLAYERBUTTON_CHARGEATTACK_SHORT" PrestigePointsAwarded0 = "25" PrestigePointsAwarded1 = "25" RewardCondition0 = "2" RewardCondition1 = "2" }
cLimbDestroyInfoItem baseballbat_gore { Limb0 = "0" mFlags0 = "32" ProbabilityOfExploding0 = "1" }
} Although there seems to be a bug when you aim to throw the bat, Frank's body seems to twist 90o, and he still holds it a little too close to the end of the handle Edit: I did some fiddling and it's this line thats causing frank to twist LocatorOrientationOffset = "1.000,0.000,0.000,0.000" But without it the baseball bat is held backwards, so that's as good as I can do without being able to rotate the actual model itself when that is possible.
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Post by Freako on Nov 22, 2011 8:21:05 GMT -5
Whoops, my bad. But actually, the fake megabuster doesn't fire anything if you don't have the fakebustball.big in dynamic the dynamic props folder.
And I don't see what you mean with the AnimationChooserValueForFirearms breaking the weapon behavior. If I spawned the protoman blaster on its own without making a new code he would fire it as if he was holding up an invisible sheild, I know what I'm doing.
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Post by Freako on Nov 22, 2011 1:33:25 GMT -5
Trying that just made all of the textures associated with that model turn black, gonna need some more instructions.
I try to do a simple thing like, extract baseball bat textures with your 3ds tool, change it from green to blue, then repack it and it just causes a crash.
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Post by Freako on Nov 21, 2011 23:20:07 GMT -5
I've told you a million times, not yet. Stop asking.
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Post by Freako on Nov 21, 2011 20:09:23 GMT -5
Did you not even read my post? -_-'
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Post by Freako on Nov 21, 2011 10:15:31 GMT -5
Until weapon model editing comes along I whipped up this quick Real MegaBuster (ie the proton man blaster without the shield and 300 ammo) Real: Plus the fake one which has 30 tennis balls as ammo Fake: I haven't made a proper spawn yet but so far it appears in the safehouse shower. Extract your datafile.big and add this to items.txt cFirearmItem fakemegabuster { AimIKLeftAngleLimit = "50" AimIKRightAngleLimit = "30" AnimationChooserValueForFirearms = "2" AnimationChooserValueForHand = "0" AnimationChooserValueForIdle = "0" AnimationChooserValueForJump = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForWalkRun = "0" AnimBankName = "Protoman" AssetFilename = "protomanblaster" AudioActionBits = "264" AudioFilename = "fx_protomanblaster" AudioItemName = "ProtomanBlaster" AudioUnloadDeferralTime = "3" BaseBulletDamage = "0" BenchRestRotation = "0,0,0,1" CollidableQuality = "3" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" DisplayName = "05717" DR2 = "true" Durability = "30" EffectOnImpact = "0" FatalHitReaction = "97" FiringRate = "2.5" Friction = "25" Giftable = "true" HandlingStyle = "0" HidesFranksCamera = "false" HitReaction = "97" IconFilename = "w_protomanblaster" InteractDistance = "1.5" InventoryInteractionType = "0" Is_Cliche = "false" Is_Humour = "true" IsAutomatic = "true" IsBurstGun = "true" IsWeapon = "true" LoadDistance = "25" MaxBulletDistance = "0" MaxBulletsPerClip = "50" MaxBurstBulletCount = "1" MaxDamageDealtPerAttack = "0" MaxProjectileDamage = "0" MergedFilename = "data/dynamicprops/ProtomanBlaster" NumPelletsPerShot = "1" PropAudioType = "1024" RequiresReload = "false" Restitution = "0.05" RestrictedByRegion = "false" Reticle_AccuracyDecreasePerShot = "0" Reticle_ActiveInRangeMode = "true" Reticle_ActiveInThirdPerson = "false" Reticle_BestAccuracy = "0" Reticle_EnableAutoTargeting = "false" Reticle_MinMovementRateBeforeAccuracyDecrease = "0" Reticle_ReturnToNormalAccuracyRate = "0" Reticle_Type = "0" Reticle_WorstAccuracy = "0" ShowInCheatMenu = "false" SkillRequired = "0" SurvivorHandlingTwoHands = "true" SurvivorWeapon = "false" VertOffsetFromHandToMuzzle = "0.11" VibrationPattern = "0" VomitCoolDown = "4" WeaponType = "5" Weight = "5" cPropHitZombieInfoItem Freeze { PropHitZombieEffect = "1" }
cGunProjectileInfoItem ProtoProj { PropToShoot = "fakebustball" }
}
cPlayerWeaponItem fakebustball { AchievementCategory = "1" AssetFilename = "tennis_ball" AttachPropToBoneType = "1" AttackDamage6 = "14" AudioActionBits = "16" AudioFilename = "fx_tennisball" AudioItemName = "TennisBall" BenchRestRotation = "0,0,0,1" CollidableQuality = "3" CollisionType = "11" DestroyOnThrownImpact = "false" DR2 = "true" Friction = "1" InteractDistance = "0" InventoryInteractionType = "2" IsWeapon = "true" MaxDamageDealtPerAttack = "25" MaxProjectileDamage = "20" PlayerInteractVisionAngle = "0" ProjectileFatalHitReaction = "51" ProjectileHitImpulse = "1" ProjectileHitReaction = "51" Restitution = "0.1" RestrictedByRegion = "false" Support = "true" ThrowAngleDegrees = "6" ThrowEffectAudio = "0" ThrowEffectOnImpact = "0" ThrowEffectOnVictim = "0" ThrowEffectOnWeapon = "0" ThrowForce = "16" ThrowSpin = "0,0,0" Weight = "1" cBouncableInfoItem BounceInfo { BouyancyFudgeFactor = ".6" DR2 = "true" MaxBounceAngle = "30" MaxZombiesToHit = "2" MinBounceAngle = "6" Support = "true" UseAngleInfo = "true" }
cPropLifetimeInfoItem tball_die { DR2 = "true" LifetimeModifier = "0" Support = "true" }
}
cFirearmItem realmegabuster { AimIKLeftAngleLimit = "50" AimIKRightAngleLimit = "30" AnimationChooserValueForFirearms = "2" AnimationChooserValueForHand = "0" AnimationChooserValueForIdle = "0" AnimationChooserValueForJump = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForWalkRun = "0" AnimBankName = "Protoman" AssetFilename = "protomanblaster" AudioActionBits = "264" AudioFilename = "fx_protomanblaster" AudioItemName = "ProtomanBlaster" AudioUnloadDeferralTime = "3" BaseBulletDamage = "0" BenchRestRotation = "0,0,0,1" CollidableQuality = "3" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" DisplayName = "05717" DR2 = "true" Durability = "300" EffectOnImpact = "0" FatalHitReaction = "97" FiringRate = "2.5" Friction = "25" Giftable = "true" HandlingStyle = "0" HidesFranksCamera = "false" HitReaction = "97" IconFilename = "w_protomanblaster" InteractDistance = "1.5" InventoryInteractionType = "0" Is_Cliche = "false" Is_Humour = "true" IsAutomatic = "true" IsBurstGun = "true" IsWeapon = "true" LoadDistance = "25" MaxBulletDistance = "0" MaxBulletsPerClip = "50" MaxBurstBulletCount = "1" MaxDamageDealtPerAttack = "0" MaxProjectileDamage = "0" MergedFilename = "data/dynamicprops/ProtomanBlaster" NumPelletsPerShot = "1" PropAudioType = "1024" PropEffectsOnCondition0 = "7" PyroEffect0 = "407" RequiresReload = "false" Restitution = "0.05" RestrictedByRegion = "false" Reticle_AccuracyDecreasePerShot = "0" Reticle_ActiveInRangeMode = "true" Reticle_ActiveInThirdPerson = "false" Reticle_BestAccuracy = "0" Reticle_EnableAutoTargeting = "false" Reticle_MinMovementRateBeforeAccuracyDecrease = "0" Reticle_ReturnToNormalAccuracyRate = "0" Reticle_Type = "0" Reticle_WorstAccuracy = "0" ShowInCheatMenu = "false" SkillRequired = "0" SurvivorHandlingTwoHands = "true" SurvivorWeapon = "false" VertOffsetFromHandToMuzzle = "0.11" VibrationPattern = "0" VomitCoolDown = "4" WeaponType = "5" Weight = "5" cPropHitZombieInfoItem Freeze { PropHitZombieEffect = "1" }
cGunProjectileInfoItem ProtoProj { PropToShoot = "Protoball" }
} And this to safehouse.txt to spawn it cItemPlacement fakemegabuster { ItemName = "fakemegabuster" Location = "11.506,-1.073,20.902" Rotation = "0.477,-0.4,-0.638,0.388" }
cItemPlacement realmegabuster { ItemName = "realmegabuster" Location = "11.506,-1.073,20.902" Rotation = "0.477,-0.453,-0.638,0.388" } (I'll make a proper spawn such as in the movie theater when I can get the right model) Save and repack your datafile.big The final step is to download the attached file and create a folder inside your data folder called dynamicprops and extract the contents of the .rar into it. Download the rar: hobobucket.com/rhys/freako/megabusters.rar
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Post by Freako on Nov 21, 2011 7:38:09 GMT -5
In Dead Rising 1 and Case West you were able to use face crusher/disembowel and other skill moves on human enemies, but for what ever reason you can't in off the record.
Does anyone have any idea how to re enable this?
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Post by Freako on Nov 21, 2011 5:33:59 GMT -5
Thanks, props.
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Post by Freako on Nov 21, 2011 5:31:11 GMT -5
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Post by Freako on Nov 21, 2011 5:30:34 GMT -5
in items.txt Locate the the data of these entries: cFirearmItem MercAssaultRifle cFirearmItem Shotgun cFirearmItem M16 cFirearmItem M249 cFirearmItem WaterGun cFirearmItem Barrett50Caliber cFirearmItem SpitballGun cFirearmItem FireSpitter cFirearmItem BFG cFirearmItem SBFG cFirearmItem SnowballCannon cFirearmItem LaserGun cFirearmItem LightningGun cFirearmItem RayGun Under each of these listed items look underneath them for these values: AnimationChooserValueForIdle = "X" AnimationChooserValueForJump = "X" AnimationChooserValueForPickup = "X" AnimationChooserValueForWalkRun = "X" HidesFranksCamera = "true" Change their values to: AnimationChooserValueForIdle = "0" AnimationChooserValueForJump = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForWalkRun = "0" HidesFranksCamera = "false" Save, repack and Frank should be back to his old firearm handling style. Note: This will also make co-op Chuck hold firearms one handed.
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Post by Freako on Nov 21, 2011 4:56:00 GMT -5
I tried your new script, and I'm still not getting a shadow... Can you take a look at this file for me? Attachments:
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Post by Freako on Nov 20, 2011 3:46:07 GMT -5
I apologise for my absence as I have serious health issues that come and go. I remember I still need to release the mod that makes all two handed firearms one handed like Dead Rising 1, But the data needed to copy into items.txt is way too much so i'd have to just post the instructions on how to do it yourself, do I post that in mod releases or in the tutorial section?
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Post by Freako on Nov 20, 2011 1:44:03 GMT -5
But... you just made the thread yesterday.
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Post by Freako on Nov 19, 2011 21:36:07 GMT -5
Does anyone know what to edit to remove the HUD? It would really help with recording some videos I have planned.
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Post by Freako on Nov 19, 2011 20:01:49 GMT -5
I still kinda need a fix for edit models shadow.
i cant figure it out? I don't have a clue on how the shadows are generated so can't do anything about it
So any custom model we convert into the game won't have a shadow? That's kinda disappointing...
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Post by Freako on Nov 19, 2011 20:00:53 GMT -5
Always bet on duke!
By the way, your Duke Nukem link is broken.
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Post by Freako on Nov 9, 2011 18:05:05 GMT -5
It will, I haven't seen what happens though. Should be a hoot!
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Post by Freako on Nov 8, 2011 5:08:08 GMT -5
Any idea still about the shadows? I've still got a bodyless Frank silhouette.
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Post by Freako on Nov 7, 2011 8:18:02 GMT -5
Is that my nailbroom? you crafty dog.
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Post by Freako on Nov 6, 2011 23:17:27 GMT -5
I think we really need a big extractor/editor tool much like the IMG tool for the Grand Theft Auto series,
That way we can import and export files without having to export/import them all at once which would really speed up modding.
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Post by Freako on Nov 6, 2011 19:30:21 GMT -5
Damn, you got Jesse already? We need Frank, right now!
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Post by Freako on Nov 6, 2011 17:08:40 GMT -5
I do know what you found, and that file does nothing.
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Post by Freako on Nov 6, 2011 5:48:44 GMT -5
This lets you leave and enter the safe house though its main doors. Originally I was going to spawn an object at the stairs so you could climb up, but I couldn't quite figure out how to spawn something I was able to climb. So I put the teleporter at the bottom of the stairs and I've placed some items around the hallway for good measure. To install: extract your datafile.big and insert these lines into the appropriate files: Put this in waypoint_safehouse.txt cTriggerVolume SafetoHallEnter { ActionType = "3" DontRenderSphere = "false" Height = "2.0" InteractButton = "true" Level = "LEVEL_SAFEHOUSE" LevelSpawnPoint = "SafetoHallEnter" Location = "17.95,0.127,9.95" Radius = "5" Rotation = "0,0,0,1" Vertex1 = "-1,1,1" Vertex2 = "1,1,1" Vertex3 = "1,1,-1" Vertex4 = "-1,1,-1" }
cTriggerVolume SafetoHallExit { ActionType = "3" DontRenderSphere = "false" Height = "2.0" InteractButton = "true" Level = "LEVEL_SAFEHOUSE" LevelSpawnPoint = "SafetoHallExit" Location = "8.5,0.127,9.95" Radius = "5" Rotation = "0,0,0,1" Vertex1 = "-1,1,1" Vertex2 = "1,1,1" Vertex3 = "1,1,-1" Vertex4 = "-1,1,-1" }
cTriggerVolume SafeHalltoPlatinum { ActionType = "3" DisplayName = "847" DontRenderSphere = "false" Height = "2.0" InteractButton = "true" Level = "LEVEL_FORTUNE_EXTERIOR" LevelSpawnPoint = "SafeHalltoPlatinum" Location = "53.2,0.22,-5.7" Radius = "5" Rotation = "0,0,0,1" Vertex1 = "-1,1,1" Vertex2 = "1,1,1" Vertex3 = "1,1,-1" Vertex4 = "-1,1,-1" }
cTriggerVolume SafeHalltoPlatinum2 { ActionType = "3" DisplayName = "847" DontRenderSphere = "false" Height = "2.0" InteractButton = "true" Level = "LEVEL_FORTUNE_EXTERIOR" LevelSpawnPoint = "SafeHalltoPlatinum" Location = "62.13,4.2,-16.25" Radius = "5" Rotation = "0,0,0,1" Vertex1 = "-1,1,1" Vertex2 = "1,1,1" Vertex3 = "1,1,-1" Vertex4 = "-1,1,-1" } And this in waypoint_fortune_exterior.txt cTriggerVolume PlatinumtoSafeHall { ActionType = "3" DisplayName = "707" DontRenderSphere = "false" Height = "2.0" InteractButton = "true" Level = "LEVEL_SAFEHOUSE" LevelSpawnPoint = "PlatinumtoSafeHall" Location = "-267.5,-6.3,-32.45" Radius = "5" Rotation = "0,0,0,1" Vertex1 = "-1,1,1" Vertex2 = "1,1,1" Vertex3 = "1,1,-1" Vertex4 = "-1,1,-1" }
And this in safehouse.txt cItemPlacement Snack { ItemName = "Snack" Location = "56.9,2.96,-13.89" Rotation = "0.408,-0.403,-0.545,0.614" }
cItemPlacement GarbageBag3 { ItemName = "GarbageBag" Location = "57.2,3.15,-14.1" Rotation = "0.014,-0.011,0.013,1.000" }
cItemPlacement Bucket2 { ItemName = "Bucket" Location = "25.8,-0.886,7.78" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement AcetyleneTank { ItemName = "AcetyleneTank" Location = "36.9,-0.5,11.8" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement BoxOfNails { ItemName = "BoxOfNails" Location = "35.9,-1.14,12.0" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement StepLadder { ItemName = "StepLadder" Location = "54.6,-0.68,-6.9" Rotation = "-0.002,-0.007,0.003,1.000" }
cItemPlacement Flare1 { ItemName = "Flare" Location = "45.9,-1.1,-3.1" Rotation = "0.408,-0.403,-0.545,0.614" }
cItemPlacement Flare2 { ItemName = "Flare" Location = "45.7,-1.04,-3.3" Rotation = "-0.002,-0.007,0.003,1.000" }
cSpawnPoint PlatinumtoSafeHall { CameraHeading = "-45" CameraPitch = "-12.435" Location0 = "59.4,2.9,-13.6" Rotation0 = "-0.8" ZoneMask = "532284928" }
cSpawnPoint SafetoHallExit { CameraHeading = "90" CameraPitch = "-12.435" Location0 = "21.2,-1.1,10.0" Rotation0 = "1.5" ZoneMask = "532284928" }
cSpawnPoint SafetoHallEnter { CameraHeading = "-90" CameraPitch = "-12.435" Location0 = "5.9,-1.1,9.95" Rotation0 = "-1.5" ZoneMask = "532284928" } And finally, this in fortune_exterior.txt cSpawnPoint SafeHalltoPlatinum { CameraHeading = "0" CameraPitch = "-12.435" Location0 = "-267.5,-7.3,-30.5" Rotation0 = "0" ZoneMask = "532284928" } Repack your datafile.big and you're done! Now go enjoy your new exit/entrance.
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Post by Freako on Nov 6, 2011 0:31:13 GMT -5
No.
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