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Post by Freako on Nov 25, 2011 4:06:47 GMT -5
Only being able to add weapons sucks.
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Post by Freako on Nov 29, 2011 2:03:41 GMT -5
Heres a code for fortune_exterior.txt that puts all the case zero bike parts and the case zero bike behind/near Chuck's trailer near Yucatan Casino.
cItemPlacement BikeWheel1 { ItemName = "WheelPawn" Location = "92.2,0.73,-201.6" Rotation = "0.000,0.000,0.707,0.707" SettleObjectAfterSpawn = "true" }
cItemPlacement BikeWheel2 { ItemName = "WheelPawn" Location = "94.0,0.72,-202.5" Rotation = "0.000,0.000,0.707,0.707" SettleObjectAfterSpawn = "true" }
cItemPlacement BikeEngine { ItemName = "BikeEngine" Location = "83.0,1.0,-201.5" Rotation = "0.002,-0.001,0.002,0.001" SettleObjectAfterSpawn = "true" }
cItemPlacement HandleBar { ItemName = "HandleBar" Location = "76.9,0.8,-206.3" Rotation = "0.002,-0.001,0.002,0.001" SettleObjectAfterSpawn = "true" }
cItemPlacement BikeForks { ItemName = "BikeForks" Location = "99.9,0.8,-204.2" Rotation = "0.002,-0.001,0.002,0.001" SettleObjectAfterSpawn = "true" }
cItemPlacement BrokenBike { ItemName = "BrokenBike" Location = "79.9,0.8,-204.8" NonInteractableProp = "false" Rotation = "-0.034,-0.606,0.027,-0.795" SettleObjectAfterSpawn = "true" }
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Nov 29, 2011 9:07:20 GMT -5
keep your the bat a cProjectileLauncherItem and just add the attacks. Should work. [/IMG] i59.photobucket.com/albums/g298/Futurama_Freak1-MOD/deadrising2otr2011-11-2300-40-16-53.jpg[/IMG]
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 i59.photobucket.com/albums/g298/Futurama_Freak1-MOD/deadrising2otr2011-11-2302-06-05-92.jpg[/IMG]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.[/quote]
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Post by Freako on Dec 11, 2011 0:57:01 GMT -5
New food item, Beer can! You'll need to get cine_beercan.big from cine_props.big and put it into your dynamicprops folder and rename it to beercan.big cFoodItem beercan { AchievementCategory = "5" AnimationChooserValueForHand = "17" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "16" AnimationChooserValueForWalkRun = "0" AssetFilename = "beercan" AudioFilename = "fx_food" AudioItemName = "CoffeeCup" AudioUnloadDeferralTime = "2" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" DestroyOnThrownImpact = "false" DisplayName = "50446" DR2 = "true" DR2PRO = "true" Durability = "3" FoodType = "0" Friction = "1" HandlingStyle = "0" HandsForPickup = "1" HealthBoost = "200" IconFilename = "w_beerbottle" InteractDistance = "1.2" InventoryInteractionType = "0" LoadDistance = "20" MaxProjectileDamage = "45" OuncesOfPureAlcohol = "1.0" ProjectileFatalHitReaction = "50" ProjectileHitImpulse = "1" ProjectileHitReaction = "13" PropEffectLocator0 = "16" PropEffectsOnCondition0 = "6" PyroEffect0 = "118" Restitution = "0.03" RestrictedByRegion = "false" ThrowAngleDegrees = "5" ThrowForce = "9" ThrowSpin = "1,2,2" Weight = "6" LocatorPositionOffset = "0.000,0.000,-0.023" }
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Deleted
Deleted Member
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Post by Deleted on Dec 11, 2011 10:59:14 GMT -5
Thanks for confirming that stuff works that way.
I tried it the other way around, by placing bobs_toy.big from dynamicprops to cine_props. Didn't work.
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Post by Freako on Dec 16, 2011 19:11:30 GMT -5
I got lucky, some cinematic props have collision, so they can be thrown and dropped. A lot of other cinematic props just float in space.
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billsy
Survivor
Keep living your life, with Zombrex
Posts: 66
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Post by billsy on Jan 15, 2012 8:59:06 GMT -5
Freako, any chance of a release for the looter's backpack? Also I noted that you said it replaces the Ninja mask, is there any way to change the piece of clothing it replaces easily? As I sometimes use the Ninja outfit, thanks.
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Post by Freako on Jan 16, 2012 4:01:56 GMT -5
Maybe.
You can replace any piece of clothing with anything. Just change the asset names to whatever clothing item you want to replace.
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Post by Freako on Feb 18, 2012 3:07:00 GMT -5
Currently I'm trying to make new clothing items for Frank/Co-op Chuck by taking clothing from survivors, first I have a Sweatshirt/Hoodie. I've just done it the quick way so far, all the parts of the survivor I don't want I just scale down and move far away, but I know there's a way to actually delete sections of a model but I'm not sure how, I've seen a tutorial for deleting parts from a model but can't find it again.
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Feb 18, 2012 23:08:39 GMT -5
tutorial right HERE. Its actually very easy and how I was able to make the survivor outfits mod for DR2.
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Post by Freako on Feb 18, 2012 23:42:47 GMT -5
I tried it, it wouldn't work for me. Maybe they changed it in OTR.
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tommah
Veteran
Where's My Wiskey
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Post by tommah on Feb 19, 2012 11:12:27 GMT -5
I have done it in OTR. I wonder what the problem is.
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Post by Freako on Feb 29, 2012 9:33:26 GMT -5
As a test... Tommy Vercetti conversion!
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Deleted
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Post by Deleted on Feb 29, 2012 9:48:49 GMT -5
Ew, low poly model from 2004 alert
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Post by Freako on Feb 29, 2012 10:04:52 GMT -5
The perfect one to use as a test.
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Post by solidcal on Feb 29, 2012 12:27:40 GMT -5
As a test... Tommy Vercetti conversion! Oh that looks awsome Freako.Planning on releasing it sometime?It's really weird seeing Tommy in DR2 OTR XD
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Feb 29, 2012 12:34:53 GMT -5
That's awesome. Guh, I need to figure out 3dsmax and mariokart's tool, this is just too awesome
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Post by anno1404 on Feb 29, 2012 15:09:20 GMT -5
as expected mario never responded to my email btw. I suggest messaging him in another forum. he uses the same name in the other forums. I think i talked to him in xentax once.
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Post by Freako on Feb 29, 2012 21:55:37 GMT -5
Next I think I'll try the mega man outfit.
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Post by Freako on Mar 1, 2012 0:21:04 GMT -5
noes?
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Deleted
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Post by Deleted on Mar 1, 2012 0:29:04 GMT -5
do Nick from Left 4 Dead 2. He's a badass.
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Post by Freako on Mar 1, 2012 2:00:57 GMT -5
I've never played Left 4 Dead so I'm not really interested.
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Post by solidcal on Mar 1, 2012 6:11:38 GMT -5
Next I think I'll try the mega man outfit. Oh that'll be awsome.I mean we all already know the Mega Man helmet is in DR2's and OTR's files on a unesed Woodrow survivor model.I like this idea.
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djlarryt
Modder
Ridin the dolphin!
Posts: 171
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Post by djlarryt on Mar 1, 2012 7:38:16 GMT -5
do Nick from Left 4 Dead 2. He's a badass. Anyone got a Francis model? I'll try putting him in-game.
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Post by Freako on Mar 1, 2012 9:09:55 GMT -5
I first went to get the helmet in, but for some reason it just didn't want to show up. Really annoying.
I'll have another go from scratch later.
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Deleted
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Post by Deleted on Mar 1, 2012 9:46:32 GMT -5
do Nick from Left 4 Dead 2. He's a badass. Anyone got a Francis model? I'll try putting him in-game. Yeah sure. let me grab him real quick... edit: Here's the 4 survivors from the game. Their textures are in the materials folder under their respective names. teenangst- zoey manager - louis biker - francis namvet - bill textures are in .vtf format. If needed I can convert them to tga or something else. dl.dropbox.com/u/13825278/francis.rar
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djlarryt
Modder
Ridin the dolphin!
Posts: 171
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Post by djlarryt on Mar 1, 2012 12:20:20 GMT -5
Anyone got a Francis model? I'll try putting him in-game. Yeah sure. let me grab him real quick... edit: Here's the 4 survivors from the game. Their textures are in the materials folder under their respective names. teenangst- zoey manager - louis biker - francis namvet - bill textures are in .vtf format. If needed I can convert them to tga or something else. dl.dropbox.com/u/13825278/francis.rarThanks, Cheeb! Hmm they're in .mdl format. I'm going to have to find a file to import the meshes into 3DsMax I'm not at home right now so I can't try this myself... is it possible to open .vtf files in PS?
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Deleted
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Post by Deleted on Mar 1, 2012 12:33:49 GMT -5
No they must be converted to .tga. You can do this by downloading a program called VTFedit...then opening the body_main vtf in it, then pressing export in the file tab and saving it as .tga
They are in .mdl form. Don't use the anim_ model files.
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Post by Freako on Mar 1, 2012 22:36:23 GMT -5
I tried again to get the helmet in two more times. It just wasn't happening for me.
Yep, I give up. the script just won't work for me any anymore. At all, not even if I import a model don't even edit it and export it back out, it just won't show up in game or re-import into max.
Then again, I did switch to a newer version of Max. So I'll try again in the old version. Hopefully that was the problem.
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Deleted
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Post by Deleted on Mar 1, 2012 23:56:41 GMT -5
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