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  1. Henry08

    SRIV SDK Release B: Creating new weapon tutorial

    Hmm, this is interesting. What weapon did you clone?
  2. Henry08

    SOLVED Locating corresponding cutmesh to item

    Eh, command line execution it's a basic skill, I guess this tutorial shows how to convert asm files https://www.saintsrowmods.com/forum/threads/tutorial-merging-two-mods-for-steam-workshop.16822/
  3. Henry08

    SOLVED Locating corresponding cutmesh to item

    ASM file is a binary, you should convert it to xml https://www.saintsrowmods.com/forum/threads/minimauls-saints-row-2-saints-row-the-third-saints-row-iv-and-gat-out-of-hell-tools.3188/
  4. Henry08

    Shaders(Materials) Explained

    No or it's the worst demonstration of this effect, texture with the transparensy mask
  5. Henry08

    Shaders(Materials) Explained

    No, door glass has textures with dirt on the corners, this is simple transparent material without any mask
  6. Henry08

    Shaders(Materials) Explained

    But what is special in this? Masked gradient transparency is a real deal. I believe store's doors have it but shaders for some reason have only clipping mask.
  7. Henry08

    Flow754's Weapon Clone Tool

    Eh, it's not ingame terminology. Weapon system works like: Weapons.xtbl contains all weapons settings Weapons class here means only that some prescribed settings will be applied, like a sniper scope, projectiles as bullet etc. You can't create a new weapon class, you can only create new...
  8. Henry08

    Flow754's Weapon Clone Tool

    I don't understand what you trying to say. Please tell me more what you want to do.
  9. Henry08

    Daspex´s GPSPlusInfoscreens+Animation Mod

    Create one Your_Strings_US.xml file, Ctrl+C Ctrl+V it nine times, rename them to match Your_Strings_[language index].xml construction, open each of them and replace Language value by one that match with language index CZ-Czech DE-German ES-Spanish FR-French IT-Italian JP-Japanese NL-Dutch...
  10. Henry08

    Daspex´s GPSPlusInfoscreens+Animation Mod

    I clone one English lang file and rename it like other lang files and change Language value CZ-Czech DE-German ES-Spanish FR-French IT-Italian JP-Japanese NL-Dutch PL-Polish RU-Russian US-English
  11. Henry08

    Shaders(Materials) Explained

    It's a trick, you can turn on uncontrollable, light-dependence opacity, you can set Also you can control transparency by Still IDK how to create opacity by gradient mask
  12. Henry08

    SRIV SDK Release B: Creating new weapon tutorial

    1) Your weapon is far from zero coordinate it's no good 2) Your root_bone has scale 0.393 it's a bad, you should scale bone root to 2.54 and only before export 3) Your weapon has tag_secondary_handle it sometimes doesn't work right for the melee, delete it How to fix it First select...
  13. Henry08

    SOLVED Request help

    Not so much if you use non SDK weapon pack pipline is more simple >scale root_bone to 1 >replace mesh with yours >change position of tags to fit your weapon >skin weapon to the bones >scale root_bone to 2.54 and export Without rigx button on in SDK, or without skinning your weapon will use old...
  14. Henry08

    SOLVED Request help

    Don't think so, SR4 weapon pack from developers has 2.54 scale on every weapon. Before I found this I multiplied every tag position on 2.54 to get right position in the game. Sadly but SR4 asset creation pipeline is a mess.
  15. Henry08

    SOLVED Request help

    I find only one way to make tags work predictably >make a model in real size in cm >scale it to 0.393 and freeze transofrm >skin it to bones >create and place tags >link them to the bones >scale root bones to 2.54 and export When I tried other ways I have always got a mess.
  16. Henry08

    SRIV SDK Release B: Creating new weapon tutorial

    Saints row engine use some inverse kinematic to adjust animation by hand position on the weapon. This position is controlled by some objects in 3d editor, tags in maya, helpers in 3dmax etc. I guess your model doesn't have any tags so hand will be always in zero position or tags were placed...
  17. Henry08

    SOLVED Request help

    Tags work only if they were attached to the bone (root_bone). SDK melee example is bad because of it doesn't contain any bone so this linking doesn't work and VFX will always in the zero coordinate. Clone any melee weapon that has rig And in sdk press Rigx button
  18. Henry08

    SOLVED Request help

    Yeah, symbol conversion is a pain in the ass, I imported-exported your model to fbx again to a folder with an English name and it was successfully imported to SDK.
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