This is very simple environment map like hdri, but it has only one projection, not all like cube map. You need to convert them to tga with 128x128 size
Reflection is fake and controlled by a sphere map, the simples shader with sphere map is the shaderball set sphere map to ambient color slot in maya and export it. This should work. You can unpack some sphere map in the game or download them somewhere else.
It's architecture flaw in engine, they did't create flag for NPC to not using the head. Every character is using the head. So if you want to create non-humanoid character you need to change some engine code but dev team instead decided to use the dirty hack.
It's very disappointing because my...
I have replaced calls for the function and I guess it will work better, also debug "Working" doesn't work because new messages override it
local The_Thread_Handle = INVALID_THREAD_HANDLE
show_location(true)
local MSG_NN = 0
function set_msg_index_plus(increment)
if increment == true then
if...
I move incrementing to the function and I guess it works
local The_Thread_Handle = INVALID_THREAD_HANDLE
show_location(true)
local MSG_NN = 1
function set_msg_index_plus(increment)
if increment == true then
if MSG_NN == 13 then
MSG_NN = 1
else
MSG_NN = MSG_NN + 1
end
else
if MSG_NN == 1...
It's the same version as in the steam with 30FPS limiter via nvidia inspector and some basic fixes from the community. I guess this is a placebo effect for few people, there is no engine modification or work with source code.
It still looks like this weapon simply use some particle instead of texture, weapon file has info about wep_archduke_sword_hilt_n.tga and wep_archduke_sword_hilt_d.tga and I didn't find any reference for them. Try to grab all textures with ninja ripper and find what you need.
I don't understand want you to want, 3d models for the weapon lies mainly in the item_preloads, textures fot it lies in _high archive in the items
If you ask for the particle as fire it's kinda impossible to extract, because that is simple texture as this
That was animated in-game.
From what I saw in files, sim bones are always additional even for the breast simulation dev used additional bones(at least for NPCs), so it's a logical way to start count them from last bone and increment index to other but SDK converter stop working when finding some index duplication. Also...
What is wrong with int8 bone_index in cloth sim files? In almost all files which I've opened, I find that first index is 44 in hex and 68 in decimal, character template has 69 bones where the last index is 70 because cont begins with 2. 68 and 69 indexes belong to breast bones. Is it some...
Every game has a unique format for packing keyframes, there is a big problem to import-export them. That why not so many animation tools for modding exist. Anyway, would be cool to have it for SR games.
What you mean by this
? The game has keyframe animation and a regular state machine with blending I guess. Motion capture is the only a tool for creating animation. In-game animation format might be based on keyframes or on some procedural algorithms like in gta 4 or overgrowth. Volition member...
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