If the transforms all worked when the weapon was still a replacement, they should work just as well for a new weapon. Did you change any settings in the mesh converter? Try switching between "Yup, Cm" and "Zup, In". It's also possible you made some mistakes in the table files. Did you rename the...
Do you mean the tags/empty groups? In what way do they not work? Are they misplaced when exported?
As for the store preview, I haven't figured that out either. It might have to do with where the camera's placed in maya now that I think of it...
You got the other files right, but the weapon_costumes file is much more important than you might think. It's what links all the other file entries together so to say. There should be three variables in there that you have to change to the names of your respective item, weapon or inventory item...
Your string's names will be converted to hash values automatically once you build them. If you decompile your own strings you'll see hash values in the xml as well so that's not the problem. Did you reference the string names correctly in weapons.xtbl and weapon_costumes.xtbl? Did you specify...
There need to be two cmorph_pc files included in your mod - one for the male model and one for the female model. Whenever you update your models using the mesh converter, copy the two cmorph files in your output folder and replace those included in your mod.
One does not simply make an open-world game with Unreal or Unity. You'd have to heavily modify the engines to make a game of such large scale with decent performance in them. Also, AoM's engine uses PBR so the game's assets are rendered pretty much exactly like they would be in Unreal/Unity. The...
Gotta 100% it though... :/ I wonder if playing different combinations of agents triggers any game events, like the unique discussions between homies in SRIV
If you have a csmesh, you don't need a rig file. Just look at the items_3d entry of the baseball bat (should be the same name as the str2 that holds the baseball bat files)
As for working Workshop weapon mods there's also my Flamethrower Guitar, T3K Urban, Tek Z-10, XMAC etc. so I recommend you have a look at those mods as well if you want to better understand the format
This tutorial was written a long time before SRIV got Steam Workshop support and hence shows how to make weapon mods in the outdated format. Mods in that format won't work if you try to upload them to Workshop. I'll see if I can come up with an improved workflow that allows making mods in the...
Right, just run it in Pycharm and it will for some reason execute the code like it's meant to be. There is no designated opacity map, transparency information is included in the alpha channel of the diffuse texture. However, people have been struggling to make transparency work on materials that...
Honestly the complaints about the graphics are what frustrate me the most. Do people really love that pseudo-realistic 8 bit color palette look that most games have adopted these days so much? Personally I'm a fan of the cartoony style - it works great for the characters and the environment. The...
There are no stupid questions, only stupid answers. As for my stupid answer, I'd say it's probably possible, but I haven't tried it myself. Gat uses the same rig as the male player character in SRIV/SRTT and the animation file format didn't change either afaik. You'll definitely have to preload...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.