Jump to content

Maclimes

Premium Member
  • Posts

    65
  • Joined

  • Last visited

Nexus Mods Profile

About Maclimes

Maclimes's Achievements

Enthusiast

Enthusiast (6/14)

  • Week One Done
  • One Month Later
  • One Year In
  • First Post
  • Collaborator Rare

Recent Badges

0

Reputation

  1. Fair enough. I assumed, mostly just because I've never seen anyone else do it. But it never hurts to ask! Thanks for the info!
  2. I want to make a talking dog. He'd be treated like a normal NPC, with gifts and friendship and a schedule and events and so on. (Obviously not datable!) The problem is that the 16-pixel-wide sprite size for the human NPCs is not big enough. The in-game dog sprites are 32 pixels wide. Is there anyway to have an NPC use larger sprites? Maybe something in PyTK, or some other utility I'm unaware of? Thanks so much!
  3. I'm attempting to edit the dialogue that Pierre, Marnie, and so on utter after losing (or winning) the grange display judgement at the SVFair. (Maybe even alter how the judging happens at all, although that may be a different thing.) But I can't find any of it. It's not in the fall16.xnb in Data/Festivals. All the dialogue included there is from before the judging. I don't even see the hook to start the judging, or the code to decide who wins. Does anyone know where that stuff is located? Thanks!
  4. Personally, I'm not a fan of the "pod" mechanic at all.
  5. Sort of? It depends on a lot of factors. If you have more questions, shoot me a PM (so we don't distract from the purpose of this thread).
  6. Because the animation is built into the weapon archetype in the UDK. So if you change where the mesh of the weapon points, you are also automatically changing the animation as well. The only way to fix it is to go into the UDK, create a new weapon, and manually pull the animations from one with the mesh/material from the other. THEN you can go in and set up the code. Yes, it absolutely can be done. And frankly, it's not "difficult", per se. But it is time-consuming. So will it happen? Probably yes. Will it be immediately? Probably no.
  7. I *think* that "humandeadmale" is actually a leftover from XCOM:EU. (There's a few other oddball assets from EU scattered about in the UDK). That would explain why the bones and collision boxes aren't the same.
  8. Hey, guys. I'm the art asset guy for Playable Advent (All of the custom armors, including the new MEC Armor Mk.2, are my creation). What do you think? Is it too "futuristic"? It was obviously inspired by Tron (choose black as color 1, and a vibrant blue or red for color 2. It's awesome.) Would you like to see a similar style for the inevitable upgrades for other aliens? What recommendations/suggestions/feedback do you have for me?
  9. The DIF doesn't have to be black. I've experimented with a lot of weirdness, and it can be pretty much anything. I know for a fact black, white, and grey all work. And yes, I've set up the tint options correctly. Like I said, the color is applied, it's just only applied to solid white masked areas. But I think Synthorange nailed it: I realized that pale grey (almost white) works too, and in the gradient I desired. But the gradient doesn't correspond 1:1, as you noted. It seems like 0% color is around 75-80% alpha, scaling up to 100% at 100%. So. Adjust your gradients accordingly!
  10. I'm having a strange problem. I can't seem to use gradients in my "blue" channel for customizable colors (like Armor color). Solid white recolors just fine, but anything less than pure 255 doesn't apply the color at all. I feel that has to be a setting somewhere, but I can't find it. Anyone know?
  11. I want to say, "Yes", because it gives me a starting point. But almost every word went over my head. I'm traditionally an art guy, not a code guy. But it gives me something to poke at, so thanks!
  12. I want to change certain details of a soldier while wearing my new armor. In specific, I want to change some of the movement (for example, can't climb ladders while in my armor) and change the archetype (in order to facilitate custom animations). Both can be set in the Character Template: CharTemplate.bCanUse_eTraversal_ClimbLadder = true;or CharTemplate.strPawnArchetypes.AddItem("GameUnit_AdvCaptain.ARC_GameUnit_AdvCaptainM1_M");But is there a way to alter these things dependent on when the soldier changes armor?
  13. Big thanks for this! I'll be honest, this sounds like it's about 5 miles over my head, but it's nice to at least be able to put this to rest one way or the other! Thanks again!
  14. Hm. I don't suppose you found where the animations are referenced? I guess, for me, the big question is: Does it reference the pawn's assigned animation set, or does it have an implicit reference to a specific animation (regardless of who the actual pawn is)?
×
×
  • Create New...