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FilibusterRhymes

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Everything posted by FilibusterRhymes

  1. Hey dude. There are actually just two wheels in the center of the back, I just have them modeled to look like four.
  2. Hey dude! No problem, and thank you. You don't need to start a new game, but vehicles will only spawn in areas you haven't been yet.
  3. Hey guys, I was thinking it'd be nice to be able to have the radio and TV play sound files. That way we could mod in voice overs, songs and whatever else comes to mind.
  4. Hey dudes! I uploaded a quick and dirty fix to steam that should get my mod working with this update.
  5. Hey man, check Fenris_Wolf's previous post in the thread.
  6. Hey man, I've actually got most of them done. Only need to do about 10 more. I have a kind of preview Workshop mod up that acts like an add-on to orgm you can subscribe to if you want to use the newest weapon models before they're officially integrated into orgm. the P90, vepr and sig are all in there. I'm glad you're liking the cars, dude! I had a pretty good time making them. It was a lot more productive than just making unfinished spaceships in games like Interstellar Rift or space engineers, which is what I normally do when I'm feeling creative, haha.
  7. Oh hey, I should probably update this. My main man Fenris_Wolf actually found a fix for that issue. I've got it implemented in the newer versions of the used cars mod. I don't think I have it in the smaller cars mod, but I'll try to update that tomorrow.
  8. Hey man, thanks! I wanna keep it as modular as possible, though. But I'll definitely post a link and recommend yours with it the steam description, my dude. Hey, thanks for reporting this. A handful of others have reported the same issue. I'm really sorry dude, but I'm at a loss. I'll keep trying to find a common factor, though. What are the other specs of your computer?
  9. Hey guys, I was poking around in the VehicleZoneDefinition.lua and it looks like the McCoy pickup isn't in there. I'm no coder, so I could be wrong, but it looks like the McCoy lines at 217 and 218 point to the normal PickUpVanLights and PickUpTruckLights vehicle instead of the PickUpVanMccoy and PickUpTruckMccoy.
  10. Hey man, Fenris pointed it out to me, too. It was some sloppy coding (see: copy and pasting) on my part, haha. Oops! I just uploaded a fix. Hopefully. Sorry about that! Hahaha, thanks man!
  11. Update 11/3 Hey guy! This is now working on the stable branch! Hey dudes, I finally got the compilation of my cars completed, plus a few extra. I've got all the masks working, although the damage textures are kinda half-assed. The script files are fine tuned (for the most part). But yeah, hope ya guys enjoy! Link: https://steamcommunity.com/sharedfiles/filed etails/?id=1510950729 I owe a HUGE thanks to Fenris_Wolf of ORGM Rechambered for helping with, well, all the lua files, haha. I'm as good as code illiterate, so without him, this wouldn't have gone anywhere. Car list:
  12. Hey dude, I'm home now. If you want help getting the texture right, I'm up for it. Did you wanna over discord so we don't hijack the thread?
  13. I got ya. Would you mind uploading the model file or at least taking a picture of what it looks like in blender?
  14. Hey dude, it looks like you might need to play with the UV in blender. You can also export it to get a template for your texture, too. Look up sone tutorials on uv in blender. If you need any help, feel free to pm me. I'm at work right now, but can show ya how when I get home. Good luck!
  15. Hey Harra, some more details on what RingoD said about the orientation. In blender, the model needs to be facing upward along the z access. The roof should be facing the positive direction of the y access and the bottom should be facing the negative direction (of the y access). I snapped a quick pic to show ya. I haven't messed with the scaling in the script in a while, but I think it changes the size of the tires, too, so it's probably better to resize it in blender. What I do is import one of the vanilla vehicles into blender alongside my model, resize mine, then export it. Try to place it as close to the center, too, it'll make getting the extents and stuff a lot easier. Definitely import one of the models to check it, man. It'll help with the orientation too. Good luck, dude!
  16. Hey, thanks man! I'll definitely look into the BMW, but I'm just focusing on getting what I've got into the game for now. I think we can replace sounds, but I couldn't figure out how to add new ones. Doesn't mean we can't, though.
  17. Here ya go. I also messed with the chevy trucks' proportions a bit.
  18. Hey, I tinkered with it a bit. The hmmwv is the same size, but I shrunk the tires and lowered it some. How's that look to you guys?
  19. Alright, I've almost got them all in and scripted. After that, I've just gotta go through them all and do the masks, lighting, damage, redo some textures, figure out what the spawn rate should be... It'll be a fun time!
  20. Hey, thanks guys. I'm glad you like 'em! And thanks, Arsenal. I like the original cars, but they do seem a tad on the large size compared to mine. I'm planning on making an optional mod scaling them down a little, either in blender or through the scripts, so I definitely appreciate the numbers, my dude. Also, if you guys notice anything that looks off, please lemme know, even if it's something seemingly insignificant.
  21. Hey guys, with the ability to add cars in the new weather beta (thanks a lot, by the way!), I've been working on adding them all as new vehicles. Here's a screenshot of what I've got so far. I've got like ten thrown in there for now, not counting the different similar models (like cop cars or different lengths of pickup bed). I haven't done the masks yet, but got the random colors in, so that's pretty cool. Take it easy, dudes.
  22. Hey man, thanks! I'm glad ya like it, my dude. I've got a few more in the works, but I'm waiting until we can spawn new vehicles before I really get at it again. That and I seriously hate texturing, it takes me forever, haha.
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