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fedcap

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  1. How are these made? Do you use real people? Because I have a working mod for this and a discord community (link in the description of the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2950750587&tscn=1711240449
  2. yes you can, with this: https://steamcommunity.com/sharedfiles/filedetails/?id=2950750587&tscn=1711240449
  3. I Made a mod for it: https://steamcommunity.com/sharedfiles/filedetails/?id=2950750587&tscn=1711240449
  4. I would love 2 things, required for my mod: 1: that Broadcast pass the parameter GUID in the OnDeviceText function. Currently, it is always nil for broadcasts, (it does have value for RecordedMedia) 1.5 (this is more like a bug report): For some reason, in multiplayer, all radios pass coordinates (-1,-1,-1) instead of their actual coordinates (doesn't happen in multiplayer) 2: please make it so that there is a way to control the AirTime of RecordedMedia (Like with Broadcasts AirTime values).
  5. That's not at all how the models work, sadly...
  6. Made this mod to make all player characters (zeds not included) Fat, Obese, underweight, emmanciated and muscular when required, take a look. https://steamcommunity.com/sharedfiles/filedetails/?id=3066054201&searchtext=
  7. For those interested, I managed to make it work (at least the swapping models parts). I had to decompile and modify the java to do this. I modified the class ModelInstanceTextureCreator.java public void init(HumanVisual humanVisual, ItemVisuals itemVisuals, ModelInstance modelInstance) //Modded By FedCap modelInstance.model = humanVisual.getModel(); modelInstance.m_modelScript = humanVisual.getModelScript(); //Modded By FedCap this.chrData.modelInstance = modelInstance; this.chrData.mask.copyFrom(characterMask); this.chrData.maskFolder = string; this.chrData.baseTexture = "media/textures/Body/" + humanVisual.getSkinTexture() + ".png"; //Use this lines to find where to write the lines Arrays.fill(this.chrData.blood, 0.0F); This change makes it work as expected as far as I tested, now when you force a chr HumanVisual to use certain model, It will enforce that model onto that specific character. I do not think this is the prettiest solution, I gather the Right Solution™ would be to modify ModelManager.java, but I couldn't compile ModelManager.java :v ModelInstanceTextureCreator.java
  8. Having the ability to set a player character model / animPlayer would increase the posibilities of the moding community incredibly. it would allow us to create custom special NPC with non human characteristics, like custom animals (dogs, horses, whatever), animated tails, extra moving appendages, etc. It would also allow us to dynamically change the appearance of the mesh of our character, meaning we could change his body weight dynamically assuming we have the models also for the clothing. I made a demo of what this could look like. Since it is a deformed mesh, the textures keep working appropietly, so if it is injured or bandaged, it shows correctly pz_obese_show_short.mp4 Edit: I actually managed to make it work by modifying the java class ModelInstanceTextureCreator.java, by adding this 2 lines: zombie.core.skinnedmodel.model.ModelInstanceTextureCreator public void init(HumanVisual humanVisual, ItemVisuals itemVisuals, ModelInstance modelInstance) //Modded By FedCap modelInstance.model = humanVisual.getModel(); modelInstance.m_modelScript = humanVisual.getModelScript(); //Modded By FedCap this.chrData.modelInstance = modelInstance; this.chrData.mask.copyFrom(characterMask); this.chrData.maskFolder = string; this.chrData.baseTexture = "media/textures/Body/" + humanVisual.getSkinTexture() + ".png"; Arrays.fill(this.chrData.blood, 0.0F); I tested it, and so far it works as expected, when HumanVisual Model is forced to certain one it changes their model to reflect the change. Please, consider adding this to future updates ModelInstanceTextureCreator.java
  9. On my mod Broadcast Voicer (Framework of Voiced Radios and TVs) I kinda had a way to get around this issue. To voice the AEBS, I made all posible audio lines with a python script (for instance: "Today", "Tomorrow", "Mild", "Strong", "88.9F", "88.7F", etc), then added some code to make them be played one after the other until the table is empty. The result was they are played according to the need. "Today," "Average Temperature:" "78.9F" .... This was intended for OnDeviceText() events, but you could probably get it to work on any event.
  10. pz_obese_show_short.mp4 Having the ability to set a player character model / animPlayer would increase the posibilities of the moding community increadibly. it would allow us to create custom special NPC with non human characteristics, like animated tails, extra moving appendages, or just being animals, etc. It would also allow us to dynamically change the body shape of our characters (reason I'm making this post). If our character is starving or overweight, we could have different models for those weights (and models for clothings that use those weights), and apply them accordingly to each individual character. I made this demo of what could be acomplished. However the way I got this results was by overwriting the MaleBody.X file, meaning all Male zombies where overweight. I cannot just apply it to a single player, and it would definetively not work in multiplayer: Since it is just a deformed mesh, everything about injuries, skinned clothing, etc works as expected. if this where a hidden clothing element, I would have to make all possible combinations for every piece of clothing and injury textures, check the items the player is wearing, and then behind the scenes equip the fat model with appropriate texture.
  11. SetAirTime(float seconds) on zombie.radio.media.MediaData.MediaLineData. zombie.radio.scripting.RadioLine has this method. I require this, because I'm working on a mod that adds VoiceOver to the radio and TV Broadcasts, and to add them to recorded media too I need to sync the voice lines air time to the times of the recordings.
  12. Working on it: https://steamcommunity.com/sharedfiles/filedetails/?id=2950750587&tscn=1693466676
  13. Working on it, looking for voice actors and directors: https://steamcommunity.com/sharedfiles/filedetails/?id=2950750587&tscn=1693466676
  14. As the title says, _guid in my functions is always nil. As a quick example, if I make this function: function getGUIDTest(_guid, _interactCodes, _x, _y, _z, _line) print("getGUIDTest called") if _guid ~= nil then print(_guid) end if _line ~= nil then print(_line) end end Events.OnDeviceText.Add(getGUIDTest) In the console it prints getGUIDTest called <The value of the line> I need the guid for a mod im developing, Either the broadcast guid or the line guid (preferably the line). Is there a way to get them before the broadcast starts (or as it's starting or as the line is shown)?
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