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Post by Freako on Apr 1, 2012 21:10:33 GMT -5
Lol told.
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Post by Freako on Apr 1, 2012 19:28:01 GMT -5
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Post by Freako on Apr 1, 2012 17:42:04 GMT -5
Yes they do.
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Post by Freako on Apr 1, 2012 10:48:59 GMT -5
Something I did quite quickly using the actual DR1 textures. Currently Texmod is the only way to be able to edit the HUD, so here you go: Download: www.mediafire.com/?i9e6mrhlarbyu9t
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Post by Freako on Apr 1, 2012 10:42:55 GMT -5
Download: www.mediafire.com/?3va8kkldcs5t2cxI took textures and the front part of Frank's hair model from DR1 and stuck it on the OTR hair, it's not completely perfect at the moment, but It's working quite well Also included is an updated DR1 "young" face retexture including the modified face model. I've included this mod in several other mods but this is the most up to date version. Just extract your npcs.big stick the files inside the .rar into the extracted npcs.big folder and then repack.
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Post by Freako on Mar 31, 2012 6:08:10 GMT -5
ha ha! that trailer is hilarious. So does the game only get confused by the textures SOMETIMES, or did you fix the problem? If textures have the same name both models will show the first texture with that name that was loaded. (Whatever is first in the list of item spawns) and such.
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Post by Freako on Mar 30, 2012 23:38:24 GMT -5
They didn't include it in the game for some weird reason. - A suit is really too plain an outfit to bother with. Do it You don't even like Frank.
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Post by Freako on Mar 30, 2012 19:22:10 GMT -5
I Thought in OTR Was already a Convict Suit (The original DR2 One). They didn't include it in the game for some weird reason. - A suit is really too plain an outfit to bother with.
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Post by Freako on Mar 30, 2012 4:09:42 GMT -5
-------------Convict Jumpsuit Outfit for Dead Rising 2 Off The Record----------------- Adds the Orange Convict Jumpsuit from the first Dead Rising to Off The Record. Converted from DR1 by Freako using Noesis and Mariokart64n's 3ds Max scripts. Download:www.mediafire.com/?77pfanm8z63hd2uYou will need Gibbed's Dead Rising 2 tools to install this mod. Instructions: Unpack your npcs.big Place the files inside the "npcs_big" folder found in this .rar into your extracted npcs.big's folder. then add these lines to your extracted npcs.big's bigfile.xml: <entry name="chest_convict.big" scheme="zlib" alignment="2048">chest_convict.big</entry> <entry name="chest_convict.tex" scheme="zlib" alignment="2048">chest_convict.tex</entry> <entry name="camera_convict.big" scheme="zlib" alignment="2048">camera_convict.big</entry> <entry name="camera_convict.tex" scheme="zlib" alignment="2048">camera_convict.tex</entry> <entry name="chest_convict_f.big" scheme="zlib" alignment="2048">chest_convict_f.big</entry> <entry name="chest_convict_f.tex" scheme="zlib" alignment="2048">chest_convict_f.tex</entry> <entry name="camera_convict_f.big" scheme="zlib" alignment="2048">camera_convict_f.big</entry> <entry name="camera_convict_f.tex" scheme="zlib" alignment="2048">camera_convict_f.tex</entry>
Extract your datafile.big and open the items.txt and paste these lines into it: cClothingDispenserItem convictdispenser { AchievementCategory = "-1" AssetFilename = "cardboardbox" ClothingEmote = "3" CollidableQuality = "0" CollisionType = "3" DisplayName = "50689" DR2 = "true" InteractDistance = "1.8" IsChest = "true" IsHands = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/cardboardbox" OutfitId = "OUTFIT_CONVICT" OutfitIdFrank = "OUTFIT_CONVICT" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
cOutfitItem OUTFIT_CONVICT { BodyItem = "body_convict" FacewearItem = "NONE" FeetOverItem = "NONE" FeetUnderItem = "NONE" HeadwearItem = "NONE" }
cBodyItem body_convict { ChestAssetFilename = "camera_convict" ChestAudioName = "ClothChest" CoversShin = "true" HandsAssetFilename = "hands_naked" LegsAssetFilename = "chest_convict" LegsAudioName = "JeansLegs" } Open your safehouse.txt in your extracted datafile.big and paste these lines into it: cItemPlacement convictdispenser { ItemName = "convictdispenser" Location = "-7.5,-0.900,14.6" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" } Repack your npcs.big and datafile.big and you're done! You can find the Convict Jumpsuit in the safehouse's security room on the left in a box. Enjoy!
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Post by Freako on Mar 29, 2012 8:06:02 GMT -5
Are you using your uzi script or mine? If not, I think you should use mine as your one had the animations completely wrong. I was just using mine to get it in there, but yea I'll use yours as I'm not too attached to mine. What did I have wrong about my animations? The animations for when zombies are shot with it they gave basically no reaction and when they were killed they just fell forwards in an odd way, like from a different impact.
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Post by Freako on Mar 28, 2012 3:16:36 GMT -5
Are you using your uzi script or mine? If not, I think you should use mine as your one had the animations completely wrong.
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Post by Freako on Mar 27, 2012 4:18:27 GMT -5
My PC refuses to show the desktop when I log in. Think it's about time to pack it in and throw it out the window.
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Post by Freako on Mar 26, 2012 7:46:18 GMT -5
It actually died because of an error from an official windows update.
So it had nothing to do with the hard drive.
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Post by Freako on Mar 26, 2012 6:59:08 GMT -5
Lol suffer.
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Post by Freako on Mar 26, 2012 5:36:09 GMT -5
Bad news, fellas.
My hard drive that I use exclusively for steam games and some of my mods has just died, so I lost my my modded OTR.
...But luckily I keep my mods completely synced with my co-op partner so technically I haven't lost a thing. Yipee!
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Post by Freako on Mar 25, 2012 20:47:56 GMT -5
I feel the same way.
Dead Rising 1 will always be a masterpiece.
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Post by Freako on Mar 25, 2012 4:35:39 GMT -5
Mod trailer:
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Post by Freako on Mar 25, 2012 4:20:56 GMT -5
They both look exactly the same.
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Post by Freako on Mar 24, 2012 21:28:13 GMT -5
It works in my game and my other friends. So I really can't tell why it's messing up.
I was playing co-op with my friend and then this happened to us, I guess you gotta back up your tir bike file.
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Post by Freako on Mar 24, 2012 12:43:02 GMT -5
Next conversion coming:
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Post by Freako on Mar 24, 2012 9:13:58 GMT -5
Sorry bro, I don't have it anymore.
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Post by Freako on Mar 24, 2012 1:36:38 GMT -5
Just a simple mod that makes the jacket thinner on Frank, improved rigging and it now has the higher quality DR1 camera. Download: www.mediafire.com/?7noc91jb61881nrJust unpack your npcs.big and stick the new files in then repack it.
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Post by Freako on Mar 23, 2012 22:03:34 GMT -5
-------------Mega Man Outfit for Dead Rising 2 Off The Record----------------- Adds the Mega Man outfit from the first Dead Rising to Off The Record and also A fake and real Mega Buster weapon. Converted from DR1 by Freako using Noesis and Mariokart64n's 3ds Max scripts. Download: www.mediafire.com/?e16h43o5o6w9ohhYou will need Gibbed's Dead Rising 2 tools to install this mod. Instructions: First, create a "dynamicprops" folder in your DR2OTR's "data" folder. Place the files inside the dynamicprops folder included in this .rar into the created dynamicprops folder. Unpack your npcs.big Place the files inside the "npcs_big" folder found in this .rar into your extracted npcs.big's folder. then add these lines to your extracted npcs.big's bigfile.xml: <entry name="feet_megaman_f.big" scheme="zlib" alignment="2048">feet_megaman_f.big</entry> <entry name="feet_megaman_f.tex" scheme="zlib" alignment="2048">feet_megaman_f.tex</entry> <entry name="feet_megaman.big" scheme="zlib" alignment="2048">feet_megaman.big</entry> <entry name="feet_megaman.tex" scheme="zlib" alignment="2048">feet_megaman.tex</entry> <entry name="camera_megaman_f.big" scheme="zlib" alignment="2048">camera_megaman_f.big</entry> <entry name="camera_megaman_f.tex" scheme="zlib" alignment="2048">camera_megaman_f.tex</entry> <entry name="camera_megaman.big" scheme="zlib" alignment="2048">camera_megaman.big</entry> <entry name="camera_megaman.tex" scheme="zlib" alignment="2048">camera_megaman.tex</entry> <entry name="chest_megaman_f.big" scheme="zlib" alignment="2048">chest_megaman_f.big</entry> <entry name="chest_megaman_f.tex" scheme="zlib" alignment="2048">chest_megaman_f.tex</entry> <entry name="chest_megaman.big" scheme="zlib" alignment="2048">chest_megaman.big</entry> <entry name="chest_megaman.tex" scheme="zlib" alignment="2048">chest_megaman.tex</entry> Do not paste these lines below if you have previously installed the Mega Man helmet mod: <entry name="headwear_megaman.big" scheme="zlib" alignment="2048">headwear_megaman.big</entry> <entry name="headwear_megaman.tex" scheme="zlib" alignment="2048">headwear_megaman.tex</entry> <entry name="headwear_megaman_f.big" scheme="zlib" alignment="2048">headwear_megaman_f.big</entry> <entry name="headwear_megaman_f.tex" scheme="zlib" alignment="2048">headwear_megaman_f.tex</entry> Extract your datafile.big and open the items.txt inside: If you have previously installed the Mega Man helmet mod, delete the entries you added for that mod before pasting these ones into your items.txt: cClothingDispenserItem megamanhelmetdispenser { AchievementCategory = "8" AssetFilename = "cardboardbox" ClothingEmote = "11" CollidableQuality = "0" CollisionType = "3" DisplayName = "05717" DR2 = "true" InteractDistance = "1.5" IsHeadwear = "true" MergedFilename = "data/dynamicprops/cardboardbox" OutfitId = "OUTFIT_MEGAMAN" OutfitIdFrank = "OUTFIT_MEGAMAN" Restitution = "0.05" Unmoveable = "true" Weight = "100" }
cClothingDispenserItem megamandispenser { AchievementCategory = "-1" AssetFilename = "cardboardbox" ClothingEmote = "11" CollidableQuality = "0" CollisionType = "3" DisplayName = "05717" DR2 = "true" DR2DC = "true" DR2EPI = "true" DR2PRO = "true" InteractDistance = "1.5" IsChest = "true" IsFacewear = "false" IsFeet = "true" IsHands = "true" IsHead = "false" IsHeadwear = "false" IsLegs = "true" MergedFilename = "data/dynamicprops/cardboardbox" OutfitId = "OUTFIT_MEGAMAN" OutfitIdFrank = "OUTFIT_MEGAMAN" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
cOutfitItem OUTFIT_MEGAMAN { BodyItem = "body_megaman" FacewearItem = "NONE" FeetOverItem = "feet_megaman" FeetUnderItem = "feet_megaman" HeadwearItem = "headwear_megaman" }
cBodyItem body_megaman { ChestAssetFilename = "camera_megaman" ChestAudioName = "MegamanxChest" CoversShin = "false" HandsAssetFilename = "hands_naked" LegsAssetFilename = "chest_megaman" LegsAudioName = "MegamanxLegs" }
cFeetItem feet_megaman { AssetFilename = "feet_megaman" AudioName = "MegamanxBoot" FootstepType = "112" }
cHeadwearItem headwear_megaman { HeadwearAssetFilename = "headwear_megaman" }
cFirearmItem realmegabuster { AimIKLeftAngleLimit = "50" AimIKRightAngleLimit = "30" AnimationChooserValueForFirearms = "2" AnimationChooserValueForHand = "0" AnimationChooserValueForIdle = "0" AnimationChooserValueForJump = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForWalkRun = "0" AnimBankName = "Protoman" 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" 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" RightWristBend = "0,0,0" cPropHitZombieInfoItem Freeze { PropHitZombieEffect = "1" }
cGunProjectileInfoItem ProtoProj { PropToShoot = "Protoball" }
}
cFirearmItem fakemegabuster { AimIKLeftAngleLimit = "50" AimIKRightAngleLimit = "30" AnimationChooserValueForFirearms = "2" AnimationChooserValueForHand = "0" AnimationChooserValueForIdle = "0" AnimationChooserValueForJump = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForWalkRun = "0" AnimBankName = "Protoman" AudioActionBits = "256" AudioFilename = "fx_spitballgun" AudioItemName = "SpitballGun" 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" 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 = "5" 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 = "7" 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" }
}
Open your safehouse.txt in your extracted datafile.big. If you have previously installed the Mega Man helmet mod, delete the entries you made in safehouse.txt first and enter these ones: cItemPlacement realmegabuster { ItemName = "realmegabuster" Location = "-8.3,0.-0.6,10.6" Rotation = "0.477,-0.453,-0.638,0.388" SettleObjectAfterSpawn = "true" }
cItemPlacement megamanhelmetdispenser { ItemName = "megamanhelmetdispenser" Location = "-9.9,-0.900,6.1" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" }
cItemPlacement megamandispenser { ItemName = "megamandispenser" Location = "-9.0,-0.900,6.1" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" } Open your fortune_exterior.txt in you extracted datafile.big. Add this to your fortune_exterior.txt, if you already installed the Mega Man helmet mod delete the entries you made for that one and add these lines: cItemPlacement fakemegabuster { ItemName = "fakemegabuster" Location = "-205.1,-4.2,-10.6" Rotation = "0.477,-0.453,-0.638,0.388" SettleObjectAfterSpawn = "true" }
cItemPlacement fakemegabuster { ItemName = "fakemegabuster" Location = "-204.6,-4.2,-10.4" Rotation = "0.477,-0.453,-0.638,0.388" SettleObjectAfterSpawn = "true" }
cItemPlacement fakemegabuster { ItemName = "fakemegabuster" Location = "-203.0,-4.2,-11.0" Rotation = "0.477,-0.453,-0.638,0.388" SettleObjectAfterSpawn = "true" }
cItemPlacement fakemegabuster { ItemName = "fakemegabuster" Location = "-206.5,-4.2,-13.4" Rotation = "0.477,-0.453,-0.638,0.388" SettleObjectAfterSpawn = "true" }
cItemPlacement megamanhelmetdispenser { ItemName = "megamanhelmetdispenser" Location = "-204.3,-3.0,-11.5" PropState = "3" Rotation = "-0.000,0.002,0.000,1.000" } Repack your npcs.big and datafile.big and you're done! You can find the Mega Man helmet in the safehouse in the security room and at the Movie Theater, The Mega Man suit and boots can be found in the safehouse security room also along with the Real Mega Buster and the Fake Mega Buster in the Movie Theater. Like Dead Rising 1, the Real Mega Buster has 300 ammo and the Fake Mega Buster has 30. Enjoy!
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Post by Freako on Mar 23, 2012 9:35:37 GMT -5
My god you are a fucking idiot.
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Post by Freako on Mar 23, 2012 7:12:23 GMT -5
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Post by Freako on Mar 23, 2012 6:27:14 GMT -5
Probably no Mega Man release today, I had to fix a lot of stuff. Here's a picture of Mega Man on a motorbike as compensation:
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Post by Freako on Mar 22, 2012 9:57:49 GMT -5
Teeny weenie.
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Post by Freako on Mar 22, 2012 9:57:17 GMT -5
What does that have to do with anything?
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Post by Freako on Mar 22, 2012 9:17:46 GMT -5
Frank's camera was always digital.
In fact OTR and DR1 both use the exact same camera model, just an iddy biddy difference and better textures on the old one.
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Post by Freako on Mar 22, 2012 9:16:01 GMT -5
When I said waste of time I meant that probably someone would end up converting it anyway and thus wasted effort on my part.
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