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#301 |
Inactive
Join Date: Dec 2006
Location: France
Posts: 31,967
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^ Wow that's impressive !
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#302 |
Explorer
Join Date: Oct 2011
Posts: 533
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How to put it ingame?
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Don't mess with a witch |
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#303 |
Tomb Raider
Join Date: Jan 2016
Location: USA
Posts: 20,927
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Question, I know that you can easily get the dual pistols with SCU, but I was wondering if it was possible at all to mod the game where they would be actual pickups in the game itself?
I've always been curious about this. ![]() |
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#304 |
Professor
Join Date: Sep 2007
Location: The Netherlands
Posts: 3,156
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Awesome to see you're still modding the game! I never thought that would be possible!
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#305 |
Professor
Join Date: May 2011
Location: Reality
Posts: 3,729
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Wow, really good work!
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#307 |
Professor
Join Date: Dec 2010
Posts: 2,730
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I don't mind cutting in to help, do you already have a room mesh importer or something? How are you extracting the rooms nakamichi680? I wrote some code which could import .chr files into Noesis but I never finished it. The format is really simple though.
As for rooms, I never looked at the room files, I should though. Cheers. |
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#308 | |
Explorer
Join Date: Feb 2015
Location: Italy
Posts: 873
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Thank you guys!
Can you work with hex editors, 3d cad programs and excel? If yes then I could explain, otherwise no because there isn't an all-in-one tool yet. I do it manually. Quote:
![]() So you fully understood chr files structure? I haven't figured out why there are two sets of coordinates per vertex in the first part of the mesh (the body) yet. And how you translate each part of the body to the right position? I'm saying it because vertex coordinates are written as signed shorts but the skeleton coordinates are float numbers. |
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#309 | |
Inactive
Join Date: Dec 2006
Location: France
Posts: 31,967
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![]() Can I upload it you know where ? ![]() |
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#310 |
Professor
Join Date: Dec 2014
Posts: 2,505
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