Good job, that's some great documentation! Let me see if I can fill in some blanks here:
The neat thing about the ir_sr3npcclothPulse shader is that it glows in a customizable color if configured correctly. Basically, you can change any of the materials parameters by editing the sr_shaders.xml...
Flow maps store directional information in every pixel. They're often used in games to fake flowing fluids, hence the name, but they can also be used to control the direction of anisotropic reflections on a surface. In SR they're used to make specular highlights follow individual hairstrands...
I wrote a detailed explanation about retexturing cloned items some time ago if that's what you need. If there's anything you don't immediately understand I suggest you read the previous posts in the thread as well. Hope this helps...
To the moderators, sorry for going off topic for so long, I didn't expect this explanation to escalate as much as it did, but here I go again. Might want to move these last two pages to a separate thread if that's possible.
If you typed the CustomizationItemClone command exactly as I told you...
As I see it, there are two possible reasons why the BuildPackfileGUI tool isn't working:
1. You're trying to build a container file called "cutmesh_-#" instead of "custmesh_#" and hence the tool doesn't find an entry for it in your asm_pc file.
2. You just renamed the custmesh str2_pc file from...
"F:" and "D:" were just examples. You want to write the command with the letter at the start of your directory's address, so if you have the ThomasJepp.CustomizationItemClone.exe file in "X:\User\...\folder" you need to also write "X:" to specify the drive. You're probably getting those error...
I'm guessing your specified directory is on another drive? In that case you have to write a second command to switch to the other drive, for example:
> F:
> cd "F:\folder"
Doesn't matter in which order you write the commands.
> cd "D:\folder"
> D:
I recommend you follow the first part of my SDK tutorial to make a clone of the Iron Saint suit and upload it to the Workshop. Then extract the new STR2 containing the textures, edit the textures, rebuild the STR2 and upload all your clone's files to the Workshop again.
As if that mod was truly made by one person and would've been possible to make without the help of the GTA modding community, which is vastly bigger than Saints Row's for a number of reasons - none of which are Volition's fault by the way. Now I don't want to descredit the maker of this amazing...
Why bring all these things into the discussion on a modding forum for a game series that doesn't really have any of these problems? Okay, poor optimization is debatable because of SR2's shitty PC port, but since then Volition has, in my mind, more than made up for it by taking the PC version of...
By the time a game flops in sales Denuvo has long sealed the deal with the publisher, so the only one you're effectively hurting by not purchasing is the developer, who, like in Volition's case, might not have a say in the implementation of Denuvo anyway. It's probably about as effective as...
An easy way to make custom radio playlists would be pretty sweet. That and a mod that puts a turret on every agency vehicle so car combat is less awkward.
The workshop modding format is basically designed to let users add new assets, rather than replace existing ones. The string files in your packfile on workshop will get added to the game's pool of available strings, but not replace the vanilla English strings already there.
Dropping files in the...
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