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11
Help Wanted / Re: How to remove Pistol and Crossbow projectile trails?
« Last post by Phanjam on May 25, 2020, 09:45:05 am »
Glad u found a solution!

Btw, i tried the Gunmage in my mod loadout,but it would not show in the classes selection menu. Tried different slots (up/down) but it wouldnt show. I'll wait for later versions i guess.
12
Help Wanted / Re: How to remove Pistol and Crossbow projectile trails?
« Last post by InsanityPilgrim on May 24, 2020, 03:56:15 pm »
I would like to thank TwnK on Discord for the awesome suggestion about using ENDGAME as inspiration.

What is ENDGAME?
ENDGAME is a Legendary Pistol Number 5 and it has a neat little effect.

What Effect?
It fires like a shotgonne.

Woah thats awesome!
Thats not a question.. but yes, yes it is.

How is this acheived?
Simply by adding the RIFLE Skill in the desired Pistol Items entry.

Thats it. Your pistol now treats it's Basic Attack as a Shotgonne instead of a Pistol. You can then clone the skill if you want, and edit it's properties since it has a .DAT File & .LAYOUT File.

Enjoy!

13
Help Wanted / Re: How to change Chatacter Select weapon animations?
« Last post by InsanityPilgrim on May 23, 2020, 11:46:27 pm »
Thanks very much, worked like a charm.
14
Help Wanted / Re: How to change Chatacter Select weapon animations?
« Last post by Phanjam on May 23, 2020, 10:37:16 pm »
Hey @InsanityPilgrim welcome to the forums.
If no char select anim is specified, it should play the idle anim specific to the weapon equipped.
The char select anim can be forced via the "MAINMENUIDLE" (or similar to that) line in the .DAT of your class unit. You can use that line in the "base" unit file, in which case it will be inherited into the male and female unit files. Or you can use it in the separate male / female files so they can have different animations.
You can get the list of all available animation names from the .ANIMATION file in MEDIA/MODELS/PCS/HUM_M and HUM_F.
15
Help Wanted / How to change Chatacter Select weapon animations?
« Last post by InsanityPilgrim on May 23, 2020, 09:23:33 pm »
As the title. How do we switch between the four weapon holding animations in character select?

Thanks.
16
Help Wanted / How to change Summon Limit?
« Last post by InsanityPilgrim on May 23, 2020, 07:43:53 pm »
As the title. How do we increase or decrease summon limits for things like Spider Bot and Gun Bots?

Thanks.
17
Help Wanted / How to remove Pistol and Crossbow projectile trails?
« Last post by InsanityPilgrim on May 23, 2020, 07:41:55 pm »
As the title. How do we remove the white line projectile trail from pistols and crossbows?

Thanks.
18
Lord Nyriox's Playground / Re: [SCRIPT] Automatic Mesh Rebuilding
« Last post by Lord Nyriox on May 21, 2020, 08:33:07 pm »
Thanks for these scripts @Lord Nyriox. They saved me a ton of time right now.

That is great to hear, @Kva3imoda!

I may one day come back and clean my scripts up (i.e. add proper variables and better documentation).  But I am glad that even in its incomplete state, my TL2 toolchain has proven useful for you. 

P.S.  For now, I will be locking all my forum topics while I am away.

Thank you so very much for all your support!
19
Tips & Tools / Re: [Tool] another localization tool
« Last post by Awkward on May 12, 2020, 10:29:37 pm »
fresh update:
Hint for "notes" added
"build" toolbar button created
Addon files accepts paths
exported file name finished by '_exported'
"Reopen projects at start" option added
Export don't includes non-translated lines now
ignoring source lines just with parameters without text
Parameter/color insert in edit window
20
Help Wanted / Re: Need Help: Getting Translation into game
« Last post by Awkward on May 09, 2020, 10:12:16 am »
you can download it from yandex.disk service
here is my thread http://torchmodders.com/forums/tips-tools/(tool)-another-localization-tool/
links on latest tool version in first post.
how to use...
1 - unpack mod
2 - start that tool (change some options before, if needs)
3 - Ctrl-N for text lines generate (choose mod folder there)
4 - scan files
5 - save file after scan complete.
when scan complete, you will see table with file of text, tag, source text, checkboxes to mark translated text as partially translated, empty column - place for translation.

STRONGLY recommended to keep somethere TRANSLATION.DAT file from game directory with your language (if it presents) or from mod with game translation.
guts: create new project, set the name. then make directory for translation file - all text placed into TRANSLATION.DAT always, check how other mods do it. place your translation file and compile mod.

I hope, you will understands how to do it all properly by yourself :(
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