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/
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/
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.
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...
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...
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
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
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...
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...
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.
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.
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...
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
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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