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  1. RollingVoxel

    SRTTR Packfile Builder (Python)

    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.
  2. RollingVoxel

    Gat and Kensington animation from GOOH

    Should be either plym_bs_sd, plym_bs_sd_idle_a, plym_bs_sd_idle_b, plym_bs_sd_idle_c; probably all of them
  3. RollingVoxel

    Gat and Kensington animation from GOOH

    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...
  4. RollingVoxel

    SRTTR Toolkit (Concept)

    Maybe. But there's also no way, that I know of, to pack str2_pc files for SRTTR Edit: No. No it does not.
  5. RollingVoxel

    SRTTR Toolkit (Concept)

    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...
  6. RollingVoxel

    How to port Saints Row IV Characters to Saints Row: The Third

    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...
  7. RollingVoxel

    How to port Saints Row IV Characters to Saints Row: The Third

    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
  8. RollingVoxel

    How to port Saints Row IV Characters to Saints Row: The Third

    That's where the use of AI comes in to help script the automation.
  9. RollingVoxel

    NPC Model Swap assistance

    Is the Kenzie model from SRIV or SRGOOH?
  10. RollingVoxel

    NPC Model Swap assistance

    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
  11. RollingVoxel

    NPC Model Swap assistance

    Material issue. Both games are similar, but the material doesn't exist in SRTT so it defaults to an emissive red
  12. RollingVoxel

    NPC Model Swap assistance

    Should be in the misc_tables.vpp_pc
  13. RollingVoxel

    NPC Model Swap assistance

    Exactly, sorry; busy with something. Hair_Black_01_SB should be what you're looking for
  14. RollingVoxel

    Saints Row 1 & 2 Map Icons for Saints Row: The Third

    Previously, I was working on making the fonts look like Saints Row 1 & 2; Here are the map icons!
  15. RollingVoxel

    Weather Editing Guide (wip)

    Thanks for this, you didn't have to, but I really appreciate it. Also, fantastic job on the weather and sky!
  16. RollingVoxel

    Kinzie as playable character

    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.
  17. RollingVoxel

    SRIV Shaundi Kinzie Icons for SRTT

    Might add the technical stuff to the tutorial later. Here is a thread that talks about XTBL limits. This should help somewhat.
  18. RollingVoxel

    Font experiment

    Another idea I had was to force the game to use ttf fonts. Interesting concept.. Wonder if it would be possible..
  19. RollingVoxel

    SRIV Shaundi Kinzie Icons for SRTT

    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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