Recent content by flow754

  1. flow754

    Flow754's Weapon Clone Tool

    I think the problem could be caused by the spaces in your working directory, which is also your default output folder. You could try specifying a custom output path without spaces as the 4th command line argument or straight up moving the clone tool to a different directory
  2. flow754

    Crunched Animation Formats

    That's an interesting find! Unfortunately there are no tools to do this easily, but you could use a Hex editor and the information in the OP to change those values manually.
  3. flow754

    SRIV SDK Release B: Creating new weapon tutorial

    In case you're still wondering, this is definitely one reason. The lower res textures of weapons are used for all instances of the model that aren't parented to the local player character's rig, meaning all instances of the weapon that are lying on the ground or that are wielded by an NPC/remote...
  4. flow754

    Saints Row movie in development

    I'm excited to see where they want to go with it - hopefully this time the project lasts longer than the first two times there was word of a Saints Row movie adaptation. For me, ideally the story would take place before the events of Saints Row or in the gap between 1 and 2. That way it could...
  5. flow754

    Shaders(Materials) Explained

    There's a chance this is due to me rather arbitrarily defining Maya's transparency slot as the input for blend maps. I honestly thought it would use the alpha channel of the color map for transparency, regardless of whether there's something plugged into the slot called "transparency" in Maya or...
  6. flow754

    SRIV SDK Release B: Adding New Customization Items

    Those limits are per clothing item.
  7. flow754

    SRIV SDK Release B: Adding New Customization Items

    If you're painting the skin weights in Maya, I recommend you have a look at ngskintools, a collection of handy tools that allow for a non-destructive weight painting workflow. I recently used this on a university project and now I can't imagine ever going back to Maya's standard tools for skin...
  8. flow754

    SRIV SDK Release B: Adding New Customization Items

    There's no trick with the converter as far as I remember, it's all properties in the maya scene. Like Henry08 said, you need to set all kinds of extra attributes for the bones, e.g. the bone id. Bone Ids are less of a guessing game than you think, you can simply look into a rig file that's using...
  9. flow754

    Missing interiors (weapon limit?)

    Hmm, maybe the weapon limit and animated textures bug are unrelated after all if you're already missing interiors at 50 hours. Still, it won't hurt to look at your save anyway. Could you make one before and one after subscribing to another weapon?
  10. flow754

    Missing interiors (weapon limit?)

    I can see a corrupt save file posing an issue even in unrelated savegames since high level information like hours played is probably parsed from all available files the second you enter the main menu. Getting unexpected values from parsing the saves might just be enough to screw up your play...
  11. flow754

    Missing interiors (weapon limit?)

    Interesting... Mind sharing a savegame with and without the bug? We could test if it really is related to the game time by manually changing it in the files, along with other variables such as cash earned etc.
  12. flow754

    Flow754's Peg Assembler

    Yes, the order should be like this from top to bottom: weapon_icon_name.tga frame1.tga frame2.tga ... frame24.tga weapon_icon_name_c.tga frame1.tga frame2.tga ... frame24.tga The reason why your icon isn't animated in the store is that my tool only sets the number of frames belonging to the...
  13. flow754

    Flow754's Peg Assembler

    Yes, unfortunately.
  14. flow754

    Flow754's Peg Assembler

    For some reason the game doesn't use the same bitmaps for HUD weapon icons and icons shown in stores. I'm unsure why this is, because the contents of both bitmaps seem to be identical in all cases, but for each weapon you have to include two icon textures: one called "weapon_icon_name.tga" and a...
  15. flow754

    Flow754's Peg Assembler

    ox201 is the hex code for the binary number 1000000001, which you get by adding up the BM_F_LINEAR_COLOR_SPACE flag (1<<9, which equals 1000000000) and the BM_F_ALPHA flag (1<<0, otherwise written as 1).
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