I have never understand people's love for gta series. I played 3-vs-sa-iv, finished only iv and every time I got boring game with very primitive mission design, stupid difficulty spikes and very low-tier story with lame references. Intro mission of SR3 gave me more emotions than full...
On practice, there are not severe restriction on polycount. Doomguy's costume has around 90k of polygons and some guy ported it without editing. But you should have good sense and understand that it could be too much for old PC. Also high polycount increase converting time, on my machine 35k...
Nohow. Spawning group prescribed in the mission zone files. Names from character.xtbl added to zone file, for each of these names assigned variables names which will be used in mission script. Spawning on script level isn't possible.
This is a costume setting. In some costumes obscured mouth slot, you can edit customization_items.xtbl file and replace this
<Multi_Slot>
<First_Slot>mouth</First_Slot>
<Last_Slot>facewear</Last_Slot>
</Multi_Slot>
to this
<Multi_Slot>
<First_Slot>eyewear</First_Slot>...
NPCs don't have any clothes, they have body mesh, sometimes with hairs. To convert body to cloth you should
1) Unpack some character file
2) Unpack some cloth file
3) Rename character files to cloth files
4) Pack cloth archive move it to game's root folder and update ASM
I guess you doesn't understand the concept. To make it works you need
1)Import original item mesh with 3d max plugin
2)Re-create addition bone chain with character template skeleton
3)Skin your mesh to this chain
4)Set right name and id to the bone chain
5)Convert mesh without rigx replacing...
Steam in the current state is decaying service. Only 200 games per year got some money and most of them are AAA\ multiplayer, 200th position gives you around 150k $. It's a joke if you make a game not by yourself. Few thousand games per year get less revenue than some students on a part-time...
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