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dydimos

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  1. Vs = visual Studio? I have only used notepad (for more comfort notepad++), Blender is only for creating 3D objects right? , so any other program that does the same thing would do.
  2. dydimos

    IconsForTexture

    Well, it's solved now.
  3. dydimos

    IconsForTexture

    Hello, I have the following problem, according to the examples I see in the base game, in order to assign an icon to a texture (in an item that has several textures) it must be aligned in order: <textureChoices>Black</textureChoices> <textureChoices>Blue</textureChoices> <textureChoices>Red</textureChoices> IconsForTexture= black;blue;red, But when I run my mod, the item ends up mixing the textures with the icons, ex: blue texture - black icon. So I don't know if someone can explain to me if I'm applying the logic correctly, or if I need to edit something else. item Bag_anybag { Type = Container, DisplayName = Any_bag, ClothingItem = Bag_AnyBag, CanBeEquipped = Back, WeightReduction = 75, Weight = 1, Capacity = 18, IconsForTexture = AnyBagBlack;AnyBagBlue, OpenSound = OpenBag, CloseSound = CloseBag, PutInSound = PutItemInBag, RunSpeedModifier = 0.95, CanHaveHoles = false, ReplaceInSecondHand = Bag_AnyBag_LHand holdingbagleft, ReplaceInPrimaryHand = Bag_AnyBag_RHand holdingbagright, WorldStaticModel = DuffelBag_Ground, <?xml version="1.0" encoding="utf-8"?> <clothingItem> <m_MaleModel>skinned\backpacks\m_duffelbag</m_MaleModel> <m_FemaleModel>skinned\backpacks\f_duffelbag</m_FemaleModel> <m_GUID>nldbdc0-dydi-bags-0000-000000000000</m_GUID> <m_Static>false</m_Static> <m_AllowRandomHue>false</m_AllowRandomHue> <m_AllowRandomTint>false</m_AllowRandomTint> <m_AttachBone></m_AttachBone> <textureChoices>AnyBagBlack</textureChoices> <textureChoices>AnyBagBlue</textureChoices> </clothingItem>
  4. Hello. I would like to help me how to make a res-skin using this model BoxOfGhotGunShells.fbx To make a res-skin of a bag, for example, there are three documents: *.png *.X *.FBX *.x is where I do the redirection of the skin that I want .. but with the BoxOfGhotGunShells, I can not find a TXT.X document that indicates the skin, could you help me?
  5. Good morning, excellent tutorial. A query .... assuming my map has text in English ... but I want an alternative version with text in another language. How could I make the attribute: "Map = media / ui / LootableMaps / MyLootableMap.png," Change that image for another according to the language the game is running? It's possible?
  6. KitchenRandom = { rolls = 5, items = { "ItemName", 0.5, }, What are rolls responsible for? R: indicates the times that an opportunity will be made for an item to appear. item: indicate the item you want to appear and its possibility for it to appear. Junk, I haven't worked with that, but I assume it's a "place", trash cans, open world ... any place where it is declared to be used for junk ... So: junk = Place Roll = chance that an item appeared in the place Item, 0.5 = name of the item and the possibility of it appearing Suppose a roll of 4/5, then there are 4 chances that an item with 0.5% will appear in place.
  7. Good morning, I am creating a mod that only edits the skin of some bags ... In general I have no problems, but a friend advised me that it was best not to overwrite the entire clothing.xml file ... because currently the mod takes ALL the clothing file and I only add those skins to the outfits that I want. But when making the change (delete all code that is not mine), "apparently I do the arrangement right", the schoolbags lose their icon (at no time do I refer to the schoolbags in my mod) ... so I would like to know if Can someone help / guide me, how can I create a custom outfit and insert it into the clothing.xml file. Excuse the English, google translator. I leave the code that works for me, but edit the entire clothing.xml file And I leave the code where I only leave the custom Outfit, but it gives me an error in the icons of the schoolbag (I don't know if the GUID of those custom outfit should be inserted in another document that I don't know): In my mod the file keeps the name Clothing.xml ... the GOOD and the BAD, it's just to differentiate them. Well I hope someone knows how to guide me and help me ... and I appreciate all the help provided. Edit: I already resolved it, I delete attachments.
  8. <m_FemaleOutfits> <m_Name>AmbulanceDriver</m_Name> <m_Guid>e3fcc5f7-3484-4e9f-b522-58eb17cceec9</m_Guid> <m_Top>false</m_Top> <m_Pants>false</m_Pants> <m_AllowPantsHue>false</m_AllowPantsHue> <m_AllowTopTint>false</m_AllowTopTint> <m_AllowTShirtDecal>false</m_AllowTShirtDecal> <m_items> <probability>0.2</probability> <itemGUID>6d702d88-4ca0-4bcb-9aee-d88f2be29e69</itemGUID> <subItems> <itemGUID>sfdress0-time-glas-0000-000000000000</itemGUID> </subItems> </m_items> With this piece of code, could you explain what it is for: <subItems>? please?
  9. Forget it, it came in a dream last night and I already made it xD
  10. Looking at a mod that modifies a swimsuit in the workshop, I realize that just by specifying the address of the image and having the name correctly you can modify an image using a mod, without having to go to the directory and do it manually. I would like to know if there is any way to add options for example to the file: Bag_SchoolBag.mxl In its section: "clothingItem" <textureChoices> schoolbag_black </textureChoices> <textureChoices> schoolbag_blue </textureChoices> <textureChoices> schoolbag_spiffo </textureChoices> through some code in a mod so you can put more than one "skin" customized from that BAG thank you.
  11. I like the idea! It makes me want to play again! xD
  12. Excuse me sir. Is this a bug?, Does not display the toolbar, as in the video. https://i.imgur.com/2XJHOFd.png https://i.imgur.com/8nlOoSn.png https://i.imgur.com/ek5QRS3.png Version 38.11 (Vehicles) ********** Sorry for harassing, but I really want this mod working and I do not know where to pay more attention here or in the workshop.
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