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Ericbeaudoin

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  1. It's all good. Use it and edit it whichever way to see fit to fit with the rest. Cheers.
  2. The models should work but have to be "recompiled" using the new lighting parameters if you want them to be rendered properly in game. However, it appears that the origin point for some of them have moved. It's the case for the motorcycle. In order to keep using the same motorcycle XML entities for vehicles and entity classes, I had to move the origin point for the alternate motorcycles model I was using.
  3. It is me :-). I extracted the mesh from FunPims asset bundle file, imported it in Blender, separated the spikes, shield, and hood into their own objects, created the headlight and taillight objects, redid the rigs, imported in unity, created a custom asset, and added the extra XML for the mod. You know, the usual workflow :-). I'm glad you like the look. That's why I did it after it was shown during one of the Fun Pimps designer stream. Feel free to include these in your overall mod if you want. Cheers
  4. I'm glad you appréciated the mod. My gold was to do a purely cosmetic change so I used the exact same values as the normal motorcycle. Feel free to tweak it for you own pleasure. If you manage to do a bike stand, let me know. I'd like it too. 🙂
  5. Don't worry about your English, I understood and I'm happy that you like the mod. I've just updated the mod and the new hud navigation sprite is now configured properly. Let me know if you find anything else that is not working. Best
  6. There was a missing file in the package. I've redone it, it should work now. Let me know if there are any other issues.
  7. I'll look into it. It's. Can you tell me which version of the addon you use and which version of 7 Days to Die?
  8. Cool, let me know what you think. Over time, I plan on adding more designs. Don't forget that the mod must be install on every player's PC.
  9. Are you tired of driving the exact same Jeep as you friend? Do you want to pimp your ride? PaintJob is for you! This mod add recipes that allow you to change the colour of your ride. V1.4: Add the missing HUD sprites for the Jeeps Release Notes v1.4 Download v1.4 To see all my mods
  10. Yea, I should probably remove the blocks from PaintJob since I didn't need to add any blocks in the end (all vehicles are items). That was a placeholder from my mod template.
  11. CastleSpartan (Modlet + POI) MotorcycleAlterations (Modlet) PaintJob (Modlet)
  12. During one of the FunPimps' stream for Alpha 19, the motorcycle model was shown without the shield and spikes. I thought it looked cool. This modlet allows you to select alterations to the base model in game. I've also added a taillight just because. v1.3 base model now also sports the headlight and taillight v1.2 fix a few bugs that were introduced with A19 - Add the new hud navigation sprite - Fix the model so that the player avatar sits properly v1.1 is Alpha 19 ready: I've rebuilt the assets and tested. Release Notes v1.3 Download v1.3 To see all my mods
  13. I love the in game level editor. Will it get any new features in Alpha 19?
  14. My guess, and it's only a guess, is that the POIs that have both the old and the new group were created with the old group names and then added/modified sleeper volumes more recently, but didn't touch all the volumes, just some of them. Unless you do some thorough testing, you might not notice that some of the sleepers are never spawning. Only one group name changed, all the other groups are still working as intended.
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