View unanswered posts | View active topics It is currently Sun Apr 28, 2024 5:45 pm



Reply to topic  [ 97 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 10  Next
 Mod development sub-thread. 
Author Message
Rank 16
Rank 16

Joined: Thu Jul 31, 2014 2:29 pm
Posts: 351
Note that you can move the bins to a safe place after unpacking them. The only one that needs to be repacked is pack0.bin as far as I can tell.


Sat Dec 06, 2014 6:17 pm
Profile
Rank 16
Rank 16
User avatar

Joined: Wed Aug 07, 2013 4:51 pm
Posts: 314
I'm trying to open the obj files in maya, but I get read errors.
Anybody knows how to open the objects? Is it even possible?
Thanks


Sun Dec 07, 2014 10:39 pm
Profile
Rank 16
Rank 16

Joined: Thu Jul 31, 2014 2:29 pm
Posts: 351
riftporn wrote:
I'm trying to open the obj files in maya, but I get read errors.
Anybody knows how to open the objects? Is it even possible?
Thanks


I'm not sure those are the kind of .obj files (Wavefront) Maya can load.


Sun Dec 07, 2014 10:51 pm
Profile
Site Admin
Site Admin

Joined: Thu Feb 07, 2013 11:16 am
Posts: 1865
Th .obj files are not "real" .obj file just same extension.

We will have raw maya file uploaded for modders in the future.
Then you can also change objects.

First we have to solve some bugs in the software :mrgreen:


Sun Dec 07, 2014 10:51 pm
Profile
Rank 16
Rank 16
User avatar

Joined: Wed Aug 07, 2013 4:51 pm
Posts: 314
Ahw, wanted to make a dildo :(
Already successfully managed to change some tools around (more clamps!)
Is there a way to get the old "Puppet mode" back somehow?


Sun Dec 07, 2014 10:54 pm
Profile
Rank 15
Rank 15
User avatar

Joined: Sun Mar 31, 2013 12:26 am
Posts: 229
I'm translating it to Spanish, but I have found that game is not compatible with diacritic mark on vowels and most probably can't display "ñ".

Could that be added?


Sun Dec 07, 2014 11:07 pm
Profile
Rank 14
Rank 14

Joined: Wed Aug 21, 2013 12:34 pm
Posts: 133
xpadmin wrote:
Th .obj files are not "real" .obj file just same extension.

We will have raw maya file uploaded for modders in the future.
Then you can also change objects.

First we have to solve some bugs in the software :mrgreen:


ah ok thanks , I was pulling my hair out trying to get blender to work with them.


Sun Dec 07, 2014 11:09 pm
Profile
Rank 12
Rank 12
User avatar

Joined: Tue Oct 14, 2014 6:00 am
Posts: 92
I'm confused. What does "uncomment" mean?

EDIT: Ah, nevermind, I wasn't familiar with that term. I figured it out.


Mon Dec 08, 2014 2:45 am
Profile
Rank 17
Rank 17
User avatar

Joined: Wed Apr 17, 2013 10:59 am
Posts: 509
Location: Cursed Pickle Jar
hardyhar wrote:
I'm confused. What does "uncomment" mean?


http://en.wikipedia.org/wiki/Comment_%2 ... ramming%29
Quote:
In computer programming, a comment is a programming language construct used to embed programmer-readable annotations in the source code of a computer program. Those annotations are potentially significant to programmers but are generally ignored by compilers and interpreters. Comments are usually added with the purpose of making the source code easier to understand. The syntax and rules for comments vary and are usually defined in a programming language specification (see the syntax of comments in various programming languages).


Comments are also used to prevent unwanted code executing while leaving that code completely intact. To uncomment code, you simply need to remove whatever is marking it as such.
Quote:
//////////////////////////////////////////////////////
// Unpack
//////////////////////////////////////////////////////


// Uncomment this to unpack a pack
/*Pack pack1
{
unpack = true;

file = "[RUNTIME]pack/pack_dungeon.bin";

outpath = "[RUNTIME]pack/";
}*/


I am not familiar with this language, but I believe what I have marked red are the BEGINNING OF/END OF comments markers. Not 100 percent sure though. Back up that .ini file first...

_________________
Please follow me on Tumblr and Twitter.
XStoryPlayer discussion over at DigitalEro forums.
How to make easy MOD installers.
HOW TO START MODDING


Mon Dec 08, 2014 3:14 am
Profile
Rank 16
Rank 16

Joined: Thu Feb 13, 2014 3:54 pm
Posts: 379
Location: United States
Pickled Cow wrote:
I am not familiar with this language, but I believe what I have marked red are the BEGINNING OF/END OF comments markers. Not 100 percent sure though. Back up that .ini file first...


You're correct. The language uses the same comment methods of many (if not all) modern high-level languages like C++ and Java.


Mon Dec 08, 2014 3:31 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 97 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 10  Next

Who is online

Users browsing this forum: No registered users and 159 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group.
Designed by X-Moon Productions.