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Messages - Rambo7

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166
Mod Showroom / Re: Showdown at the plant bad endings recreation
« on: May 13, 2015, 10:19:51 PM »
Cool 8)
I think they remove this, because they didn't want Bully to be rated as adult games
and there is no single dead scene in the game, even the dogs can't be killed, only the stinkin rats can be killed (and I think parents didn't really care for a stinkin rats anyway, that is why R* still put the dead rats in game)

167
Mod Releases / Re: [Rambo7] Pimp My Ride Pack
« on: May 12, 2015, 07:31:50 AM »
Yes, I will make the F1, since I already promise it back then
But I still don't know when I will make it,
and I will add two more cars
and for adding Neon Lights & a workin front light, I think I will pass this, since I have no single idea how to do this, sorry about that :blank:

BTW, looks like no one is making any drift video, using this drift mod here
and that means my drift video is still the best here 8), since there is only one video of it
It would be awesome if I have other drift competitors

168
Mod Releases / Re: Great Knife from Silent Hill to bully
« on: May 11, 2015, 01:00:26 PM »
Don't worry dude, it's not a huge deal,
The moderator will just move your thread to the mod release section
and thats all 8)

169
Mod Releases / Re: Great Knife from Silent Hill to bully
« on: May 11, 2015, 12:05:45 PM »
Cool 8)
But I think the moderator should move this thread to the "mod release" section, since this place is the tutorial section

170
Well, I got a question,
How do we set the item price at the store (like the yum yum, comic store & etc)?
For eg. in yum yum, I want to set the egg price at $100
I remember that changing the item price is possible and there is a thread here that explain it, but I can't find it somehow
So any help?
Thanks

171
TUTORIALS / Re: [Tutorial] Ped Rigging
« on: May 11, 2015, 07:51:35 AM »
Yeah, thanks
and btw I think, I will make other supplementary tutorial

172
Mod Showroom / Re: Environment interactions
« on: May 10, 2015, 01:29:09 PM »
That means you can make the huge bell from the school rooftop, up and down automaticly
That huge bell do have a collision, and making a boss fight in the rooftop with the automatic up and down bell would be hilarious 8)

173
TUTORIALS / Re: [Tutorial] Ped Rigging
« on: May 10, 2015, 12:40:30 PM »
Just as i promised before here is the tutorial to rig a ped in bully
ps. sorry guys for the huge ass picture, I just want to make sure you guys can see this thing clearly, and btw the spoiler tag is not function well, so I can't use it
ps2. if you guys have any questions just post it here, but please note since I am not always active in this forum that means I can't instantly answer your question, so just be patience, if I see it and I am around the forum I will try to answer it or maybe another member in this forum will help to answer your question

174
TUTORIALS / [Tutorial] Ped Rigging
« on: May 10, 2015, 12:38:20 PM »
Note: I think I will make a video about this
and if you guys want to make a video using my method here, be my guest but please make a link reference to my tutorial thread here

Tools:
Note:
-I recommend you to watch this GTA SA rigging video first since bully rigging process with GTA rigging process is actually the same, the only difference is in the importing, exporting, shader (vertex paint), adding the finished model to the .nif file, and adding the texture to the .nft file
Note: Credit goes to the original video creator
Watch this rigging process (in the mediafire link below), from min 00:36 to 09:54,  it basicly will cover my tutorial from step 3 to step 6
Note: I uploaded the video in mediafire, because the original video already dead
http://www.mediafire.com/download/qhtnuz7scxpx7y7/%E2%96%B6+San+Andreas+Ped+Rigging+Video+Tutorial+-+YouTube.7z
and Here is another GTA SA, if you want to watch it:
https://www.youtube.com/watch?v=8m7uV9eliIU

Step:
1. Prepare the model that you want to rig (The Mesh) in this eg. It is Tommy (its 3d model and texture file)

and the bully ped model that we will rig to (The Donor) in this eg. It is TO_Business1 (its .nif/model & .nft/texture file). Use IMG Tool 2.0 to extract the model from Bully:SE World.img file

Note: I will use the term “the mesh” and “the donor” for the rest of the tutorial

2. Open 3DS Max, Import “the mesh” model and import “the donor” model (its .nif file), for the nif import setting just use the default setting cause it doesn’t really matter.



3. Now we need to make “the mesh” to match “the donor” from its rotation, scale, and translation
Note: change your view from perspective to orthographic (if you haven't set it), it will help you easier to transform (rotation, scale & translation) “the mesh” to match “the donor”


-Click “the mesh” and rotate it until it match “the donor”, for rotate just click “the mesh” and press “E Key” on your keyboard. There is two way to rotate “the donor”, u can use either one of this method (method a or b)
Note. You can press the “Q Key” on your keyboard to return to  “select object”
a. See there’s like a round thing in the middle of “the mesh”, it is called the rotate manipulator. It has X,Y, Z plane, so just click and drag to rotate “the mesh” until match “the donor”. Note: you can change your view by clicking that box at the top right corner (see the pic below).

b. another way is, see the rotation panel below (see the pic below), there are X, Y, Z, change the value that X, Y, Z to rotate “the mesh”
In my case, I put the X = 90 to rotate “the mesh”


-Click “the mesh” and scale it until it match “the donor”, for scale just click “the mesh” and press “R Key” on your keyboard. There is two way to scale “the donor”, it basicly just like the rotation that I already explained before (by scale manipulator or scale panel below), in my case I scale it from 100 to 50


-Click “the mesh” and move it until it match “the donor”, for move just click “the mesh” and press “W Key” on your keyboard. There is two way to scale “the donor”, it basicly just like the rotation that I already explained before (by move manipulator or move panel below)

Note: you can change to the wireframe view to help you match "the mesh" with "the donor"


4. If all the transformation (rotation, scale & translation/move) already match, then we need to transform (rotate, scale & move) “the mesh” body part that is still unmatch with “the donor” body part, in this eg. It is “the mesh” hand & leg.

a. Enter the “Edit Mesh” mode,
-Click “the mesh” then click the “Modifier List” option in the right side panel, then search for “Edit Mesh” modifier.


-Then LMB the “Edit Mesh” and select Collapse to


-Click the “Editable Mesh” and below the selection click the “Vertex” option. You will notice that the “the mesh” model shows up many blue dots, that blue dots is called vertex.


b. I will start from “the mesh” hand.
Note: we will only use “Rotate” & “Move” transformation
-Press the “E Key” to enter the “Rotate” transformation, then click and drag your RMB (Right Mouse Button) to select “the mesh” hand vertex

-the red dots is the selected vertex, rotate it until it match the rotation of “the donor” hand


-Press the “W Key” to enter the “Move” transformation
-With “the mesh” hand vertex still selected, move it until it match the translation of “the donor” hand


c. do the same transformation procedure (rotate & move) for the other hand, and the two legs
Note: for advanced user, you can transform (rotate & move) both of the “the mesh” fingers to create a better rig.


5.   After “the mesh” & “the donor” transformation match perfectly, now we can rig “the mesh”
-Exit the vertex mode by click again the “vertex” option at the right side panel below “selection” to turn off the vertex mode.
-Click “the donor” first, then in the right side panel click “editable mesh”. If there is warning shows up just click yes.


-At the right side panel below “selection” click the “vertex” option. Then select all “the donor” vertex by pressing “CTRL+A” on your keyboard


-then scroll down the right side panel until you meet “edit geometry” and below it there is “attach” option, click “attach” and select “the mesh”.
After that “attach options” window will show up, just click Ok, then press “Delete” on your keyboard to delete “the donor”. And now “the mesh” have a bone


6. But please note that the rig still contain bug, so we will clean it up.  This process called “Weight Painting”
Weight Painting refers to giving a vertex some weigth that will be influence by the mesh bone.
Sorry guys, I didn’t write anything about this one, since it Is really hard to explain this, just using a mere word. So watch the GTA Rigging video above (that I attach to the mediafire) from min 04:06 to 09:54.

7. Giving “the mesh” a shader, so it will not look contrast ingame
-Change back to “realistic view” by pressing “SHIFT+F3”
-Click “the mesh” , then click the “Modifier List” option in the right side panel, then search for “Vertex Paint” modifier.


-The “Vertex Paint” window will show up, then click the “Color Pallete”.
The “Color Selector” window will show up, set the color value for “Red, Green & Blue”. to 127 (the middle value), then click Ok.


-Back to the “Vertex Paint” window, click the “Paint All” to set the vertex paint to “the mesh”. After that just close the “Vertex Paint” window.


8. We are going to export “the mesh” now
-Click “the mesh” and Export “the mesh” model. Choose a directory to save and set the save as type is “Netimmerse/Gamebyro (*.KF,*.NIF). In this eg. I named my modded rig “Tommy”


-Use this export setting below, change the “game” setting to “user”, change the version to 20.3.0.9 and please make sure you tick and untick according to these setting. Then click “Export”.


9. Since 3DS Max don’t have any proper .nif Bully:SE version importer/exporter, that means, the modded rig .nif file can’t work properly ingame. But don’t worry, there a way to overcome that problem.
a. First open both:
-The modded rig (“Tommy.nif”/ “the mesh” that we export out of 3DS Max before) and
-The unmodded bully ped (“TO_Bussiness1.nif”/ the original unmodded Bully:SE ped)
Note. If you had problem to open the second .nif file in the nifskope, just press "CTRL+N" to open a new nifscope window and click "load" in nifskope and select the second .nif file


b. Go to the “tommy.nif” file  first, in the nifskope:
-Click the mesh, which is tommy.
-It will highlight the “NiTriShape” in blue in the “block list”
-Then in the “NiTriShape”, spread the nif tree list by clicking the “+”.
-It will shows up a lot of node (NiMaterialProperty, NiTexturingProperty, NiTriShapeData, NiSkinInstance, etc)
-Delete all the properties (for eg. Click the NiMaterialProperty then press “CTRL+Delete” to delete the properties), and only leave the “NiTriShapeData and NiSkinInstance”



-Copy the “NiTriShape” by clicking the “NiTriShape”, then press “CTRL+C” or you can click RMB and select the “Copy Branch”. We will paste it to the unmodded original bully ped



c. Go to the “TO_Bussiness.nif” file (the unmodded original bully ped) that we already open before:
-Click the mesh, which business1
-It will highlight the “NiTriShape”. Above the “NiTriShape”, there is a “NiNode”.
-Click the “NiNode” and press “CTRL+V” to paste Tommy “NiTriShape” that we copy before or you can click RMB and select the “Paste Branch”.


-There will be two “NiTriShape” shape, the bully original ped “NiTriShape” and our modded rig/tommy “NiTriShape”
-Now we need to copy all properties from the bully ped “NiTriShape” except the “NiTriShapeData and NiSkinInstance” to our modded rig/tommy “NiTriShape”, by using CTRL+C for copy and CTRL+V for paste.


-After we finish copying all the properties to our modded rig/tommy, delete the bully ped “NiTriShape” cause we don’t need it anymore. And it will just leave our modded rig/tommy with the correct properties.


10. Assigning texture name in the .nif file, and still in "TO_Bussiness.nif” file,
Note: Bully:SE game can only read .tga file texture. if you have a texture for .eg .jpg or.png change it first in the photoshop, save as to .tga file texture.
Note: I only recommend you to use only photoshop when you converting your image
-In the “NiTexturingProperty”, spread the nif tree list by clicking the “+”.
-It will shows up a 3 “NiSourceTexture” ( _d.tga, _s.tga, _n.tga)
_d.tga = diffuse map/ this is the full color texture of the mesh
_s.tga = specular map/ it defines a surface shininess/shiny
_n.tga = normal map/ it stimulate the impression of a 3D surface
(Ps. You actually just need to understand the diffuse map, if you have no idea what is the other map, it is okay)


-First we need to change the _d.tga or diffuse map name to our “the mesh/tommy” texture name, look for the texture. In this example the diffuse texture name is “tommy_d.tga”
-In the  _d.tga “NiSourceTexture” look at the “Block Details” below, scrool down until you found  “File Name” and beside it there is a purple flower with the _d.tga name. Click RMB and select “Txt Edit String Index” and change the name to “the mesh/tommy” texture



-Change the name of the _s.tga into “skin_s.tga” and _n.tga into “skin_n.tga”, using the same method, like how to change _d.tga name. and the final result will be look like below picture. After that save the nif file (CTRL+S).


11. Importing all of your texture file (_d.tga,_s.tga,_n.tga) to the .nft file:
-open the original bully ped .nft file, in this eg. it is "TO_Business1.nft". Note: if you had problem to open the .nft file click RMB and select the “open with” nifscope.
-click and RMB the NiSourceTexture and select “choose”.
-Find the_d.tga texture, in this eg. It is tommy_d.tga.


-Click and RMB the NiSourceTexture again, and select “Embed”. You will notice that the “NiPixelData” will show up, delete the “NiPixelData’ (CTRL+Delete), since we don’t need it.


-Do it the same step for all the other file (skin_s.tga & skin_n.tga (note: both this shader texture can be downloaded above of this the tutorial step, in the tools section name “Rambo7 Universal Shader”).
Embed the texture and delete the “NiPixelData”  if it show up.

-After you finish embed all the texture save it (It must be save in the .nft format)

175
Mod Showroom / Re: Environment interactions
« on: May 10, 2015, 10:56:24 AM »
Cool 8)
About that train, did you move it manually or automaticly?
and if it's manual, can you make it move automaticly?
I think, the logic is by moving the train to a point then wait for 5 sec, after that move back to its original point and wait for 5 sec,
and do it again and again or use the loop code

176
Mod Releases / Re: [Rambo7] GTA Character Skin Pack
« on: May 06, 2015, 07:17:07 AM »
Thanks for the great video Mick 8)
I will stick it to my first post above

177
Mod Releases / Re: [Rambo7] GTA Character Skin Pack
« on: May 05, 2015, 09:49:40 AM »
Well, okay, but maybe u can add at the end of your video, so people know, that it is not only one skin mod
"Trevor Skin from The GTA Character Skin Mod (Which consist of all GTA Character Skin)"
or maybe you just can write whatever you think is suitable for it
and maybe add my name there too
Thanks

178
Mod Releases / Re: [Rambo7] GTA Character Skin Pack
« on: May 05, 2015, 08:52:42 AM »
Well, basicly I created a mod just to share the fun with the others and I think I will keep making mod for free.
and for his adfly, If it is for the promotion fee, I don't really mind it

My only complain in the video is:
-There is only Trevor skin video & no other GTA skin video. People could think that it just a trevor skin.
Maybe He can make a video using my GTA Wars mod, which will show all the GTA character skin and they will fighting each other.
-and He forgot to put my name in the video, for example "Skin Made By Rambo7"

and BTW, Money sure can bring a little friction and conflict
That's why I suggest everyone to befriend with this great guy named "Leprechaun",

and He won't let you down


179
I had a question and here it is:
How do we spawn a weapon to the freeroam ped?
Well, actually I want to do this for my GTA Character Skin Mod, specificaly the GTA Wars, I want to equip the ped with spudgun or rocket launcher

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?

180
Mod Releases / Re: [Rambo7] GTA Character Skin Pack
« on: May 02, 2015, 01:29:51 PM »
Released a little gameplay compilation of this sweet mod.
Great work, Rambo!
TREVOR PHILIPS MOD!!! (BULLY:SE)
Great video as always,
I will stick it to my first post above

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