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TormentedEmu

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Posts posted by TormentedEmu

  1. On 11/6/2023 at 12:24 PM, Almost Human said:

    Are the green flannel-wearing zombies supposed to be set to nightmare speed no matter what? I'm playing with 16x ambient zombies and feral sense so seeing this guy is a death sentence.

    Yes.  Forgive me.  They are a little bit of a challenge at first.  :D

  2. Update to version 1.1
    Added ability to optionally load mods earlier in the life of the game using a derived mod manager class to override the base game's methods.
    
    Added an optional link method to the IPatcherMod class to mimic SDX/DMT
    
    Added a utility class and methods
    Refactored some code
    Updated the NLog.config to display colored text

     

    Cheers

     

  3. 3 hours ago, arramus said:

    The mauling from all 3 zombies was instant and real. No worries there at all, and highly recommended for anyone looking to add additional variety to their zombie collection.

    Again, thanks for your wonderful feedback, Arramus.  If it wasn't for you pointing out that discrepancy, I wouldn't have been able to fix that bug.  I was determined to figure out what the heck was wrong with it compared to vanilla zombies :D

     

    Cheers!

  4. Hey everyone!

     

    Here's a new rebooted version of DMT by Hal9000 that works for Alpha 21.  It does what Harmony cannot.  Only for advanced modding purposes such as virtualizing or publicizing methods and properties to allow the creation of derived classes for base classes like EntityVehicle.  The only other change is the addition of the ModManager.LoadMods method moved to an earlier place to allow for harmony mods to override most MonoBehaviour scripts/methods before they run.

     

    This is not a replacement for the built-in Harmony system that the Fun Pimps put in place, which I greatly appreciate ❤️  but just to enhance certain mods that a small number(all two) of us would like to release without writing Harmony patches for every single method in a class :D  ;)  ❤️

     

    Anywho, hope you like it and let me know if you have any feedback or issues.

     

    Current version 1.1 - Updated: 11/02/2023

    Download at  Github Repo  - Direct Link to release:  v1.1-46ModsLater

     

    Screenshot.png.1b6a7a2124694d82f34043e06db68287.png

     

    Join us on Discord:  https://discord.gg/DN33qqM7am

     

    Love you all ❤️

    Emu

     

  5. Hey everyone!

     

    Here are a few of my mods and modlets for Alpha 21:

     

    TE_Vehicles:

     

    Introducing the Ravager - For all your zombie demolishing needs!

     

    ApocTruck_TE.thumb.png.4cc6db62a2e7d124cbb52b2f4f342308.png

     

     

    Updated to version 0.3 on 11/09/2023

     

      TE_Zombies:    Download: v0.3 - TE_Zombies

     

     

     

    My mods can be found on Github at:

     

    TormentedEmu's Mods on Github

     

     

    Compatible with the latest Alpha 21.1 b16 and EAC friendly.

     

     

    I appreciate any feedback you have!  Thank you all ❤️

     

    Emu

     

    Going to release an extended mod of the Ravager that will change the default vehicle behaviour soon!  :)

  6. 1 hour ago, Evil_Geoff said:



    @TormentedEmu - Do your zombies require/work with NPCCore?  I don't want to end up crashing if they conflict with the one's I already have installed.

     

     

    No they don't require the NPCCore to run.  There will more than likely be a naming conflict because I used Xyth's definition for mixamoConvertedStandardZombie.  You can comment out the one in my physicsbodies.xml if you run it with NPCCore.

  7. 4 hours ago, smedic55 said:

    It works great for me! I would love to see you add more. There are currently no mods that add zombies for a21 that I know of. Thank you for your work!

     

    Thanks!  I already have the next one in the works :)

  8. Hi everyone!

     

    Here is the initial release of my zombie pack.  Hope you enjoy!  I do plan on adding more zombies and possibly some custom harmony mods as I ease back into the modding scene.  Please let me know what you think of it.  I'd love to hear your feedback.

     

    Spoiler

    7DaysToDie_G0ebporCNX.thumb.jpg.de608f86a230545aebd2998d822bea4f.jpg

    I call him Freddy.  Super nice guy.

     

    I want to give thanks to my friends who supported my husband and I through the difficult times in the last few years:

     

    Guppycur, TSBX, Sphere, Khaine, Sirillion, Chikorina, Mumpfy, Xyth, and so many others.  I love you guys.

     

    Credits:  Xyth and Sphere helped me get back into modding again ❤️

     

    Links:

     

         A21 Mods on Github

     

     

         Direct download Latest Release

         Updated Wednesday 09/20/2023

     

    Physicsbodies and entityclasses xml data provided from the mega powerful NPCCore and SCore

    POWERED_LOGO_HORIZONTAL_low.jpg.30572724bdebd894423969bd55a044f3.jpg

     

     

     

  9. The config is in the cs file, which you figured out.  This is the easiest way rather than a cs script to read another xml file only to change the same value in the code 😄

     

    It's a nice suggestion and maybe you could incorporate that into your own version, fork the repo and submit a pull request :)

  10. Step by step walk through Tutorial to create a new Texture2dArray within Unity:

     

    Get Unity 2019.2.17 from here
    https://unity3d.com/get-unity/download/archive

     

    Create a new 3d project.
    Install this package here https://github.com/pschraut/UnityTexture2DArrayImportPipeline
    GitHub - pschraut/UnityTexture2DArrayImportPipeline
    A Texture2DArray Import Pipeline for Unity 2019.3 and newer. - pschraut/UnityTexture2DArrayImportPipeline

     

    Here is a direct link to the download https://github.com/pschraut/UnityTexture2DArrayImportPipeline/archive/1.2.0.zip
    Unzip this file, then from within Unity, you need to manually install this package and point it toward the unzipped package and wait for it to completely install it.
    After that, probably a good idea to make a new folder in the Assets directory, call it whatever or TextureArrays
    Right click on the new folder and select the option to create a new Texture2dArray
    The new texture mod requires 3 arrays in total
    The first array will contain all your base color/diffuse textures
    The second array will contain the normal maps
    The third array will contain your metallic gloss, roughness, emission, ambient occlusion maps
    The slice index is very important and each set must match for each texture set.
    If a picture of wood is set to index 1, then the normal must go in index 1 of the second array, and the metallic map goes in index 1 in the third array, likewise
    I recommend using a placeholder image for index 0 due to the way the paint brush identifies index 0 as a way to "erase" a paint
    Basically, start placing all images at index 1.  All three arrays will require a blank/black/whatever image in index 0.
    Once all three arrays are complete, make sure you hit the Apply button for the array to save, within Unity.
    Then select all three arrays and export the bundle using Xyth's export script

    https://github.com/7D2D/Templates-and-Utilities


    Next, you need to modify my mod xml located in the Config folder.  You need basic xml and xpath knowledge to change my defaults to whatever you like.
    Modify the UV mapping.xml to match the blocks.xml id's
    UV mapping file, the ID will correlate to the ID in blocks.xml.  The index number will correlate to the slice index of the texture2darray within Unity
    Make sure all the numbers match up.

    Make sure the texture array names in Unity match those within the InitHarmony.cs file, particularly:

    public static string MyTextureArrayDiffuse = "ta_NewBlockTest";
    public static string MyTextureArrayNormal = "ta_NewBlockTest_n";
    public static string MyTextureArraySpecular = "ta_NewBlockTest_s";

    Either make your file names the same, or change those variables in the InitHarmony.cs fileTrial and error go a long way to understanding.

     

    Good luck and if you need help, talk to me in Discord

     

     

  11. On 12/26/2020 at 3:13 AM, Pyrokar said:

    EDIT: Found the Discord, will be looking there. Sorry.

     

    Hi and happy holidays to all of you! First I have to say, I love your mods and have been waiting for this for years.

    Are there any tutorials on how to add your own texture arrays with this? I know how to add custom models to the game thanks to xyth's videos, but i do not know how to shape the texture arrays that they can be used by your mod when exported as a unitty3d file.

     

    Would be grateful for any kind of help. Sorry if this is the wrong place, this is my first post here.

    Best regards and stay safe :)

     

    Hi and thanks Pyrokar!

     

    I did post a step by step tutorial on Guppycur's Discord in the #texture_array channel.  I also have plans to make a video.  I can also try to format it and post the steps here.

     

    Let me know in Discord if you have any questions!

  12. Happy Holidays everyone,  I hope everyone is having a good and safe end of year.

     

    I updated the New block texture mod with a few new features, including the new modded paint brush, recipes for the new blocks, and added some more block properties.  You can find all my mods at the Github link in the first post.  Please let me know if you have any questions or bug reports either on Github or on Guppycur's Discord.

     

    Cheers!

  13. Hey everyone!

     

    A user in Guppy's Discord by the name of Kamooti was talking about how to change sounds in game.  The conversation led to changing the main menu's background music and how to override it without patching asset files and then having to distro large files.  Well, as it turns out, the fix was even easier than I thought.  It did take a small change in DMT to use a new hook method to begin loading Harmony patches.

     

    So now I introduce my latest creation:

     

    TE_MenuMusic

     

    Allows you to change the menu background music at the start of the game without needing to patch the resources.assets file.  A sample music file in the ogg format has been provided for you to play around with.

     

    The mod is available on my Github at the link in the first post of this thread.  The version of DMT needed to enable this mod can be found on my fork page here:  Download link

     

    If Hal decides to accept this change and merge it into the main trunk, then I will leave this download available until such time as his is ready to download.

     

    Cheers!

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