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Post by Freako on Mar 15, 2012 18:00:23 GMT -5
I hope this isn't Chris's blood.
PS: Tommah, you should really learn how to add outfits. Seriously.
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Post by Freako on Mar 15, 2012 17:51:37 GMT -5
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Post by Freako on Mar 15, 2012 17:50:09 GMT -5
It's just the Royal Flush dome.
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Post by Freako on Mar 14, 2012 4:47:30 GMT -5
Why would they make a model of a character that is already in the game?
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Post by Freako on Mar 13, 2012 22:50:01 GMT -5
Doesn't really work to well... But you're working within limitations so not much you can do about that.
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Post by Freako on Mar 13, 2012 20:02:33 GMT -5
Mega Man helmet for Dead Rising 2 Off The Record Download:hobobucket.com/rhys/freako/MegaManHelmetOTR.rarConverted from DR1 by me using Mariokart64n's 3ds Max scripts. Unlike the woodrow one, this actually has transparency on the visor. Instructions: Unpack your npcs.big Place the files inside the "npcs_big" folder found in this .rar then add these lines to your extracted npcs.big's bigfile.xml: <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> Next extract your datafile.big and place these lines into your items.txt: cClothingDispenserItem megamanhelmetdispenser { AchievementCategory = "8" AssetFilename = "cardboardbox" ClothingEmote = "11" CollidableQuality = "0" CollisionType = "3" DisplayName = "05717" DR2 = "true" InteractDistance = "2" IsHeadwear = "true" MergedFilename = "data/dynamicprops/cardboardbox" OutfitId = "OUTFIT_MEGAMANHELMET" OutfitIdFrank = "OUTFIT_MEGAMANHELMET" Restitution = "0.05" Unmoveable = "true" Weight = "100" }
cOutfitItem OUTFIT_MEGAMANHELMET { BodyItem = "NONE" FacewearItem = "NONE" FeetOverItem = "NONE" FeetUnderItem = "NONE" HeadwearItem = "headwear_megaman" }
cHeadwearItem headwear_megaman { HeadwearAssetFilename = "headwear_megaman" } Add this to your safehouse.txt: cItemPlacement megamanhelmetdispenser { ItemName = "megamanhelmetdispenser" Location = "-9.9,-0.900,6.1" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" } And this to your fortune_exterior.txt: cItemPlacement megamanhelmetdispenser { ItemName = "megamanhelmetdispenser" Location = "-204.3,-3.0,-11.5" PropState = "3" Rotation = "-0.000,0.002,0.000,1.000" } ____________________________________________________________________________________________________ Repack everything and you're done! You can find the helmet in a box in the corner of the security room in the safehouse, You can also find the helmet at the movie theather where the big Mega Man cutout is.
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Post by Freako on Mar 13, 2012 2:01:36 GMT -5
Tommy Vercetti player model for Dead Rising 2 Off The Record Converted by Freako using Mariokart64n's max scripts. Download:hobobucket.com/rhys/freako/TommyOTR.rarExtract your npcs.big and place all the files inside the npcs.big folder in this .rar into your extracted npcs_big folder Add this to your extracted npcs.big's bigfile.xml file: <entry name="tommy_invisible.big" scheme="zlib" alignment="2048">tommy_invisible.big</entry> <entry name="tommy_invisible.tex" scheme="zlib" alignment="2048">tommy_invisible.tex</entry> <entry name="tommy_invisible_f.big" scheme="zlib" alignment="2048">tommy_invisible_f.big</entry> <entry name="tommy_invisible_f.tex" scheme="zlib" alignment="2048">tommy_invisible_f.tex</entry> <entry name="leg_tommy_f.big" scheme="zlib" alignment="2048">leg_tommy_f.big</entry> <entry name="leg_tommy_f.tex" scheme="zlib" alignment="2048">leg_tommy_f.tex</entry> <entry name="leg_tommy.big" scheme="zlib" alignment="2048">leg_tommy.big</entry> <entry name="leg_tommy.tex" scheme="zlib" alignment="2048">leg_tommy.tex</entry> <entry name="chest_tommy_f.big" scheme="zlib" alignment="2048">chest_tommy_f.big</entry> <entry name="chest_tommy_f.tex" scheme="zlib" alignment="2048">chest_tommy_f.tex</entry> <entry name="chest_tommy.big" scheme="zlib" alignment="2048">chest_tommy.big</entry> <entry name="chest_tommy.tex" scheme="zlib" alignment="2048">chest_tommy.tex</entry> **Extract your datafile.big and add this to items.txt in your extracted datafile folder: cClothingDispenserItem tommydispenser { AchievementCategory = "-1" AssetFilename = "data/models/interactables/clothesbox" ClothingEmote = "1" CollidableQuality = "0" CollisionType = "3" DisplayName = "50711" DR2 = "true" InteractDistance = "2" IsChest = "true" IsFacewear = "true" IsFeet = "true" IsHands = "true" IsHead = "false" IsHeadwear = "true" IsLegs = "true" MergedFilename = "data/dynamicprops/clothesbox" OutfitId = "OUTFIT_TOMMY" OutfitIdFrank = "OUTFIT_TOMMY" Restitution = "0.05" RestrictedByRegion = "false" Unmoveable = "true" Weight = "100" }
cOutfitItem OUTFIT_TOMMY { BodyItem = "body_tommy" FacewearItem = "facewear_tommy" FeetOverItem = "feet_tommy" FeetUnderItem = "feet_tommy" HeadwearItem = "headwear_tommy" }
cHeadwearItem headwear_tommy { HeadwearAssetFilename = "tommy_invisible" }
cFacewearItem facewear_tommy { FacewearAssetFilename = "" HeadAssetFilename = "tommy_invisible" }
cFeetItem feet_tommy { AssetFilename = "tommy_invisible" AudioName = "Sneaker" FootstepType = "42" }
cBodyItem body_tommy { ChestAssetFilename = "chest_tommy" ChestAudioName = "ClothChest" CoversShin = "true" HandsAssetFilename = "tommy_invisible" LegsAssetFilename = "leg_tommy" LegsAudioName = "JeansLegs" } **And finally add this to safehouse.txt in your datafile folder then repack everything: cItemPlacement tommydispenser { ItemName = "tommydispenser" Location = "1.0,-1.067,-16.0" PropState = "-2" Rotation = "-0.000,0.002,0.000,1.000" } And you're done! You can find the dispenser in storage room 1 which is just down the hall from the save toilet in the safehouse.
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Post by Freako on Mar 13, 2012 1:17:19 GMT -5
I can now play as myself. A mod so niche It's never being released. Which reminds me I still have to release my Tommy Vercetti mod.
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Post by Freako on Mar 13, 2012 1:12:11 GMT -5
You can add these things as a new outfit y'know. Replacing is really unnecessary and causes people to use it for about ten minutes then go back to the regular model.
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Post by Freako on Mar 12, 2012 7:56:54 GMT -5
I would, but I have no idea how to fix the glitchy black faces problem. So I don't want to convert anything from DR1 if it has ugly black polygons all over it that I can't get rid of.
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Post by Freako on Mar 11, 2012 0:20:54 GMT -5
Somebody ban that idiot.
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Post by Freako on Mar 10, 2012 23:17:08 GMT -5
Also, stop smiting down my karma. It's not me that keeps voting you down, it's everyone.
Just go away. You're cluttering up my topic with useless junk.
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Post by Freako on Mar 10, 2012 20:34:29 GMT -5
Do you even know what a hippie is?
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Post by Freako on Mar 10, 2012 19:26:46 GMT -5
Because I like it?
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Post by Freako on Mar 10, 2012 1:18:57 GMT -5
Well, I at least made this new outfit from survivor parts. red hoodie and cargo pants: It's the same outfit I use in every game ever.
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Post by Freako on Mar 9, 2012 21:49:53 GMT -5
Please shut up and go away. OKAY LEAVING MR.GO AWAY Fuck This SHIT I was talking to etrius.
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Post by Freako on Mar 9, 2012 20:19:45 GMT -5
No, it wasn't. You're spamming up my topic. Go away.
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Post by Freako on Mar 9, 2012 19:45:07 GMT -5
Please shut up and go away.
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Post by Freako on Mar 9, 2012 3:22:29 GMT -5
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Post by Freako on Mar 9, 2012 2:08:44 GMT -5
The only case west weapons that you can get in OTR are the concussion grenades (flash bangs) and the soda cans.
They were left in the game files. I think there was another one but I can't remember.
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Post by Freako on Mar 8, 2012 23:56:53 GMT -5
I wanted to do the convicts outfit but like the other ones, it has black faces too. This is really annoying.
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Post by Freako on Mar 8, 2012 19:16:54 GMT -5
Still not completely rigged, I'll leave it until I know how to fix the random black polys. I've come across this as well, you have to either: 1. Re-import the meshes and re-unwrap their UVWs. If they're already rigged then copy/paste names/skins, delete the old ones, replace with new meshes and re-export 2. Get rid of any polys that are either overlapped or spread out the extruded ones. Then re-unwrap UVWs again. It does this when the original mapping co-ordinates get messed up or lost in conversion or import. If you try clearing UVWs and re-applying them again, you will be able to map to these polys but the pelt mapping will be gone and you will get a headache trying to re-map them yourself. I'm going to need more instructions than that, I'm not the best at 3ds max.
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Post by Freako on Mar 8, 2012 9:50:25 GMT -5
...................no
I don't have any scripts for case zero.
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Post by Freako on Mar 8, 2012 5:54:55 GMT -5
Still not completely rigged, I'll leave it until I know how to fix the random black polys. But... blue megabuster!
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Post by Freako on Mar 8, 2012 4:21:30 GMT -5
Triple post time: Another issue me and Plasmid are having is some random faces appear completely black in game for some reason. But in 3DS Max they appear normal: These black faces seem to mostly appear on cylindrical objects. Here is a copy of a model with the problem: www.mediafire.com/?z4f5n6rnof4xcgk
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Post by Freako on Mar 8, 2012 1:28:15 GMT -5
I don't have any tools to convert from Case Zero. I'm unsure how to fix the black parts.
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Post by Freako on Mar 7, 2012 22:28:07 GMT -5
No I converted it from DR1.
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Post by Freako on Mar 7, 2012 22:05:40 GMT -5
About fucking time.
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Post by Freako on Mar 7, 2012 20:48:50 GMT -5
That's the error I get when trying to reimport something I just exported and packed. If I put the packed file in game it is invisible. ---------------------- I packed the bigfile with Gibbed's scripts directly, instead of your script's pack button and I was able to import THAT. So I think I found the problem is with your script's pack/unpack function, but I don't know what that problem is.
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Post by Freako on Mar 7, 2012 19:59:19 GMT -5
what version of 3dsmax? 2012 is bugged, you need to install there fixes.. there are like 3 big service packs you need.... this was a BIG issue when 2012 first released.. everyone was pissed, cause the paid alot of money for a license it the software was basically broke I formatted my entire laptop reinstalled windows and installed 3DS Max 9. (The max I first used these scripts with and it worked perfectly) The scripts still will not work.
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