• Content Count

  • Joined

  • Last visited


About tommysticks

  • Rank
    Not the Cuddly Type
  • Birthday 01/01/1987

Profile Information

  • Gender

Recent Profile Visitors

1784 profile views
  1. tommysticks

    Vanilla Lightsaber Mod

    What do you mean behave like a real lightsaber? It does sounds n shit, kills instantly. I see you’ve posted on a lot of my mods, I’ll try to hook you up but it’ll be like a week. I’m in training. I could certainly add more colors.
  2. tommysticks

    Fix the Aiming System or revert to old one.

    Good point. Don’t know how much that would fuck it up. Mod would be easy to make with this.
  3. tommysticks

    Fix the Aiming System or revert to old one.

    Would a fix be to just drop all the weapons aiming arcs to whatever the lowest value is?
  4. tommysticks

    Pump it up

    Firs... ...ah damn it
  5. This shit works, man. Pretty excited right now! Yo dog, sorry taken me a minute to get back. Busy as hell these days. Thanks to @Connall a bunch of this shit can be cut out. I gotta mess around with it then I'll get back to you.
  6. tommysticks

    Lua Method "loadSkinnedZomboidModel"

    I suppose I should mention, the "hair" that I loaded is a backpack. I hope you can see where I'm going with this.
  7. tommysticks

    Lua Method "loadSkinnedZomboidModel"

    So I'm still fuckin around with it, but I got the model to load in-game but had an error and had to restart. Upon restart my model was visible with a custom texture. Don't know what caused the error, but my game is so fucked from messin around with shit it could have been a number of things. And yes, it is an old model I've used to get in-game the old wonky way, but the version I'm screwing around with is clear of all my old ModelManger.class edits. Behold! Back on track! Yes, that is indeed the tip of a peepee on bob. Back on the other track! Here's my working code: local function loadTGModel() dir = getDir("Tommyguns"); txt = ".txt"; png = ".png"; local loadTable2 = { "chops_backpackwstraps", } for i, k in ipairs(loadTable2) do -- print(i, k); name = k; locationModel = dir .. "/media/models/" .. "beard_" .. name .. txt; locationTexture = dir .. "/media/textures/" .. "beard_chops_backpackwstraps" .. png; print("Model loaded: " .. tostring(locationModel)); print("Texture loaded: " .. tostring(locationTexture)); loadSkinnedZomboidModel("beard_" .. string.lower(name), locationModel, locationTexture ); end end Events.OnGameBoot.Add(loadTGModel); With the above code more hair models can be added to the table loadTable2. Down below, where it says locationTexture, that can be changed to load multiple textures. But for the sake of testing this out I had it only load my current model's texture. Hope this helps.
  8. tommysticks

    Lua Method "loadSkinnedZomboidModel"

    Damn it all... as much as I want to be the first with a roll-out, I'll divulge what I've found here due to my time being drained by a baby these days... standby.
  9. tommysticks

    Lua Method "loadSkinnedZomboidModel"

    Holy fuck, this works. God bless your heart.
  10. Import male.txt or kate.txt, they include the skeleton. These are located in the base game model folder. So you’re going to need something to edit the .class file, I use JBE, I believe it is Java Byte Editor Open ModelManager On the left side drop down method, drop down create, and highlight the code folder With code highlighted, on the main screen click code editor Scroll down to the base game hair models, choose one and copy from line “aload_0” to line “pop” Paste and change the name of the old model to your new one. The name here has to match the name of your model. If it doesn’t, or you accidentally remove part of the old code, the game probably won’t load correctly. Good idea to make a backup of ModelManager. Pic for reference
  11. Import male.txt or kate.txt, they include the skeleton. On my phone, so this gonna take a minute to explain ModelManager.class
  12. No tutorial that I know of. Import the body so you have the skeleton and so you can fit the hair to bob or kate. Weight the entire hair 100% to the skull bone (or add other shit like a backpack and weight it to the spine) All hairs use the same texture, f_hair_white.png, so you can use that in blender to make the model look good on the texture when you unwrap it. Alternatively, you can add stuff to f_hair_white.png and have custom textures (which is what I've done for my models). Delete all unneeded bullshit like kate or bob's body. (this step is somewhat unnecessary if you know what you're doing in blender) Export. - I don't remember (because it's been a while) but the model probably has to be formatted like this: hair_yournamehere.txt The file won't load if it's in a mod folder, so it has to go in the base game model folder: G:\Games\SteamApps\common\ProjectZomboid\media\models Edit ModelManager.class. Some things I commonly forget or fuck up: Not exporting the hair with a skeleton Not weighting the hair Not UV unwrapping the model Hope this helps Also, it looks like some of those steps might not be necessary if the new loader works. I haven't fucked around with it yet.
  13. Well FMA, this might work.
  14. I've fucked around with this shit a whole lot. Does loadModel work now? You can change hairstyle with this: getPlayer():getDescriptor():setHair("F_Hair_Bob_White"); ...but afaik there has never been a way to load weighted models with lua.
  15. It would be super neat to have getter/setter, but this is how I've been doing it for the past decade. It is same way we used to do it with weapon models: We used to need to add similar highlighted text with the new model name for weapons. No texture is needed for the hair, since all hair models use the same texture. I've been using this method to make custom clothes, too. The new "hairdo" would be body armor and helmet for example. We actually had it working on a server at one time. Kind of a hassle though. I don't know how hard it would be to implement getter/setter for this, but it sure would be super neat.