I built a primitive packfile builder. Not much is done since it doesn't compress the packfile properly but it does actually make it a proper packfile that can be unpacked and repacked. All we need now is an ASM Updater.
Remember to back up the original preload_anims.vpp_pc before anything. Unpack both preload_anim.vpp_pc with ThomasJepp'sTools, Choose the animations from GOOH you want copy them, paste those animations over the corresponding animations in SRIV preload_anim folder. Repack the SRIV preload_anim...
So.. I recently bought SRTTR. I seen that there were no texture tools and decided I'd make one (Now, it is not actually working which is why it is a concept; but I opened this thread for anyone who knows python to try their hand at it, make sure to post your attempts on the thread so we can...
Not really how that works, hence why you don't have to pack xtbl or lua files and have to pack cpegs, gpegs, ccmeshes, and cmorphs. The game will not recognize them loosely, they need to be condensed and compressed for the game to understand. You could try packing them into an str2_pc but I...
simple: sim_pc files are primitive assets like a ccmesh_pc or cmorph_pc is. This is unrecognized by the game unless it is packaged into a packfile like a vpp_pc or str2_pc
I never tried packing the sim_pc files into a str2_pc before, you can try it, tell me how it goes
Sim.pc issue. Go back to my tutorial and find the sim_pc section. Unlike SRIV, sim_pc files are preloaded in another packfile instead of inside the character file in SRTT
My assumption how this mod is created is taking an npc body and place it as a replacement for a full suit (Like a mascot suit) while the head is edited in 3DSMax to turn into a wearable helmet.
There's honestly no need for that. You can make the texture canvas as big as 768 x 768 as long as the values are divisible by 8. This means you could really add different icon variants for everyone. I don't know the limit of it, but there is a limit for sure.
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