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Messages - Rambo7

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121
Bully Modding / Re: Cautious's Corner
« on: July 19, 2015, 10:33:18 AM »
Id love to have a mission created for this dude, he is scary as hell aha
Amazing work, Dude!!! It looks really terrifying
Actually the reason why, I request this Jeff The Killer skin, it is because I wanted to make a mission mod with the skin
It would be great if you can lend me the skin for my mission mod
and Of course I would give you all the credit for it
and btw, I will announce my mission mod soon

122
Bully Modding / Re: Cautious's Corner
« on: July 15, 2015, 03:32:53 PM »
^ You're welcome dude!
Btw cautious, can you make jeff the killer skin?
Well, there is actually a lot of jeff the killer model on the web, but the model is not that good, their jeff the killer look so thin not just like the original a rather chubby jeff the killer

123
Bully Modding / Re: Cautious's Corner
« on: July 15, 2015, 11:32:51 AM »
@Cautious, it's good to see, that you can rig it perfectly now
and btw, your werewolf skin look really great 8)

124
^ It is already been there,
I am the one that wrote all of that in the first place and I never edited my first post
I think you just missed it
and BTW back to topic, so does anyone here know any solution to this problem about spawning weapon?

125
^ yeah, I know
I actually stated it before and changing the probability didn't work for me
I had already try using the classic method of pedstats.dat modding,
Changing the probability to 100 and set all the weapon slot to spudgun and rocket launcher
This method works well for Jimmy, but somehow it is not working for the freeroam ped, and the funny thing is when I go to the shop, the ped inside the shop is actually equip with the specific weapon that I had assign before.

Here is the tutorial about pedstats.dat
http://www.bully-board.com/index.php?topic=14626.30
The user, name Redblast posting in that thread actually had the same problem with me
So do you guys have a solution to this problem? Maybe from Lua?
Have you try this before? or maybe you got another method that work?

126
TUTORIALS / Re: Unlocking Doors [LUA]
« on: July 11, 2015, 11:21:09 PM »
For the "CLASS_MUSIC"
I had tried it already, but it didn't work
But it think the English/Maths/Geology Class is actually the same with the music class, but when I play the music class there is a different prop in the music class, any idea about this?

and for the observatory, I found this door, but somehow it can't open the door for the observatory
AreaSetDoorLocked("DT_observatory_doorL", false) -- Maybe this just the front gate, not the door for the observatory
AreaSetDoorLocked("observatory_doorR", false) --Not Working
AreaSetDoorLocked("DT_Observatory", false) --Not Working
Any Idea about this?

and I found some working doors, @soldier maybe u can add this to your first post too
AreaSetDoorLocked("ischool_Door25", false) --Roof Door (2nd floor), but after u climb the stair and reach the upper door and open it, it won't get u to the rooftop
AreaSetDoorLocked("DT_TINDUST_CHEMEX_DOOR", false) --Chem Plant Front Door (Outside/for enter the chem plant)
AreaSetDoorLocked("DT_ChemPlant_DoorL", false) --Chem Plant Front Door (Inside/for exit the chem plant)

127
TUTORIALS / Re: Unlocking Doors [LUA]
« on: July 11, 2015, 03:53:34 AM »
^ Yes, it can

AreaSetDoorLocked("DT_tschool_AutoShopL", false) --Autoshop
AreaSetDoorLocked("DT_ischool_Door01", false) --Chemistry Class
AreaSetDoorLocked("DT_ischool_Classroom", false) --English/Maths/Geology Class
AreaSetDoorLocked("DT_ischool_Art", false) --Art Class
AreaSetDoorLocked("DT_ISCHOOL_BIO", false) --Biology Class
AreaSetDoorLocked("DT_ischool_Staff", false) --Staff Room
AreaSetDoorLocked("DT_ischool_AuditorBalc", false) -- Auditorium Balcony 2nd floor
AreaSetDoorLocked("DT_ischool_AuditorDoorL", false) -- Auditorium 1st floor

and btw I haven't found the door for the music classroom yet

For the principal room and the roofdoor, it just didn't work well, u must need to use the warp method, "AreaTransitionXYZ(areacode, x, y, z)"
AreaSetDoorLocked("DT_ischool_RoofDoor", false)
AreaSetDoorLocked("DT_ischool_PrincipalDoorL", false

ps. @soldier, if you want, you can quote my post here and put it in your first post, since I believe this could help people out

and I am still searching for the funhouse door, but somewhat I believe the funhouse must use the warp method too and it just won't work with the AreaSetDoorLocked code

Update: I already tried it, for the funhouse, and I failed
It has lots of animation to open a door from one place to another place, and I have totally no idea how to make it work

128
TUTORIALS / Re: [Tutorial] Ped Rigging
« on: July 10, 2015, 02:25:29 PM »
^ Ok, thanks for the sticky, man

129
TUTORIALS / Re: [Tutorial] Ped Rigging
« on: July 10, 2015, 08:04:11 AM »
Few days ago, a dude named cautious, asked me about this through PM,
and I feel need to repost it here since I believe it could help other member that maybe will face the same problem

this is basicly a texture problem
and the problem is, he wrongly put the texture name in the .nif (nitextureproperty)
His original texture name was Aaron_d and in the nitextureproperty he put it aaron_d,
The solution is, to put the texture name precisely in the nitextureproperty including the upper case/ capital letter

130
Introduce Yourself / Re: Hello!
« on: July 04, 2015, 09:41:22 AM »
Welcome to the board, dude!
and btw for the Bully 2 news, I found rather same news
But I think this is a trool news too
Cause, I already try to search it on rockstar website, their twitter and dan houser twitter but there is nothing at all about Bully 2
But I still #PRAY4BULLY2
http://huzlers.com/rockstar-announces-bully-2-to-be-released-in-2016/

131
Bully Modding / Re: [WIP] Bully Multiplayer
« on: July 04, 2015, 09:27:37 AM »
^ Well, okay. Sorry about that
I have no intention to spam this thread
I just show my interest on what mad is talking about
and he already stated that he will explain it on another thread if someone show interest on it
Trigger.img hard locks ped counts...especially in freeroam. I can explain how to do this in another thread if you like.  8)

132
Bully Modding / Re: [WIP] Bully Multiplayer
« on: July 04, 2015, 06:52:44 AM »
I have spawned over 100 peds ingame before. You have to modify not only lua code to achieve this...but also edit the .dat files inside of trigger.img.

Trigger.img hard locks ped counts...especially in freeroam. I can explain how to do this in another thread if you like.  8)
I found this on trigger.img, the "population.dat"
and there is a code like this in that population.dat
TOTAL 15
                  PREFECT 0
                  NERD 0
                  JOCK 0
                  DROPOUT 0
                  GREASER 0
                  PREPPY 0
                  STUDENT 0
                  COP 1
                  TEACHER 0
                  TOWNPERSON 14
                  SHOPKEEP 0
                  BULLY 0
for setting 100 peds, do I just need to make the "TOTAL" to 100?
and set all the other like PREFECT, NERD, JOCK, ans etc into the total count of 100
is that it? do you mind to teach me about this?

133
TUTORIALS / Re: [Tutorial] Ped Rigging
« on: June 29, 2015, 08:33:52 AM »
That is a texture problem, I think you attach the wrong texture to .nft file
Send me the .nif & .nft file, so I can know what is wrong with that

134
You must find jimmy clothes, that its shapes look like james bond clothes and then you can start to retexture from it, just find some kind of tuxedo texture on the web, and photoshop it into jimmy clothes texture
I think it is harder if you want to make it from retexturing

It would be easier in my opinion, to just find 3d model of james bond with tuxedo suit, and then just do like I already told you before like how you make that johny jacket for jimmy.
Delete all james bond body part, and only leave his tuxedo maybe his shoes too, and rig it to jimmy. But you need to resize the tuxedo though, since jimmy is rather short compare to james bond.

135
TUTORIALS / Re: [Tutorial] Ped Rigging
« on: June 28, 2015, 09:46:57 AM »
I already tried to copy it, and get this "Nif Version Differ" error
This error happpened because you use the wrong exporting setting when you try to export the model.
Read again at Step 8 and follow all the setting there including the nif version, change it to the version 20.3.0.9
Please read my tutorial carefully and follow all the step

and please note that for jimmy/player rigging it has a little difference with ped rigging
any of Jimmy/player .nif file for eg. S_Sweater5.nif, it can only contain 1 single nitrishape, since your rig got 2 nitrishape (which is jimmy hand and johny jacket), you need to distribute it
for eg.
-Jimmy hand will be copy to S_Wristband1.nif (this is jimmy wristband accessory
-Johny jacket will be copy to S_Sweater5.nif
If you copy all the rig nitrishape (jimmy hand & johny jacket) to only 1 .nif file for eg. S_Sweater5.nif, it will cause a texture error when you load in the game

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