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Guppycur

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Everything posted by Guppycur

  1. I had that in medieval; it was quite fun, but the bullet sponges that tfp calls zombies would dominate them. =)
  2. Could go apocalyptic and do zip guns and other crap people would actually be capable of building in an apocalypse...
  3. Lol good one; I'm out of ideas, except maybe some more pickups and sedans. I thought about doing a Segway, but fuggit. I might start making weird ones like my shopping basket cart, otherwise I'm tapped for ideas.
  4. I own 99% of what I use, but I can't abide by adobe's intrusiveness and current pricing scheme. Gimme paintshop pro 9 any day of the week.
  5. I picked Gaia up for like 5 bucks on a humble bundle deal once; suits my needs and I'm not great with change. But I find it only good for the initial random generation of terrain plus the stamps, after that I'm using straight unity to flatten, raise and lower terrain. The workflow from start to finish is intense, and is a driving force behind me waiting til gold to do another tut. I got tired of free apps for photos so uh, acquired Photoshop just for this purpose... It's just easier.
  6. I think the raw files are 16bit; I got Minecraft blocks when doing 8bit. But yeh pretty much. I use http://terrain.party to grab a file, and edit THAT file, doing a save-as in Photoshop... Always editing the open file, never the saved file... Delete .rg files, test, repeat. Also, Gaia (a unity app) also exports height maps, and it's kind of nice for terrain terraforming, AND it's close if not the same to what madmole says they're going to use.
  7. Yeah they changed a lot of how this works over the past few versions which is why I'm not updating my video until they settle on a method, but you can just edit the raw file directly in Photoshop.
  8. You extract the textures with uabe, edit them with whatever, import them into unity, build .unity3d files with them, then reference those with XML, like you would custom blocks, sounds, entities, items, etc.
  9. You're not using the one shot trader spawn? Want it, if you don't already have it?
  10. What's that translate to in unity?
  11. Funny, because I want a drift machine that doesn't flip... Which physics aspect played the largest role, side friction?
  12. Yeh; it matters quite a bit. SDX mods will not work with EAC enabled.
  13. The guns are a16 code, which doesn't work in a17 (hence it's commented out); unsure if Manu will ever update the code part to a17.
  14. ANY script error causes unity to not load any scripts. Sounds like you have more than one copy of the builder script in unity.
  15. Pilles is simply better. I see the in game editor as an extension of pilles, not the other way around.
  16. You ain't done yet?
  17. Okay let's forget the launcher and git. Well, sort of. On the git, download the zip of the entire mod, and unzip it into the game folder, making sure the files replace the ones that are already there... I don't know his file struct, so you may need to look for the files to overwrite. All of the XML ones (including mine) simply go into a gamefolder/mods folder. So mine would look like gamefolder/mods/guppymobiles and his would look like gamefolder/mods/hdhq2k or whatever his mod name is.
  18. Oh, okay. That would be a localization issue, and I'm not sure if this mod has one, but if it does (likely) you'll have to manually install it into the data/configs folder because the pimps in their infinite wisdom, don't push that particular file.
  19. Never said you were. I gave you a concise answer; at the very least, you knew where to look, to solve it on your own. So there no need to continue pm'ing me accusing me of not being helpful. Have a good day.
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