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Messages - -мα∂нαттяι¢к-

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16
Mod Showroom Archives / [WIP] Total Conversion Mod
« on: July 18, 2013, 07:33:39 PM »
This is the topic for my working progress mod, currently unnamed. This mod transforms Bully into a game with all new characters, weapons, vehicles, and much more. I'll get more into what exactly it is later. All artwork is by me. Updates coming soon. I would love help from some of you guys, you can leave a comment or send me a message if you're interested.

Green= Finished

Cliques/Characters
-New Main Character
-Motorcycle Gang
-Mafia
-Ghetto
-Police
-More to come

Weapons
-AK-47

-Pistol

-Fireaxe

-Machete
-Grenade
-Molotov Cocktail


Vehicles
-Car
-Motorcycle

HUD
This is a photoshopped photo of what I hope to make the HUD



Other Aspects
-New Storyline (Hopefully)
-Custom Loading Screens
-Prefects, Non-clique Students, Kids, teachers, and Townspeople (possibly) will be removed

17
Modding Questions/Help Archives / Re: Did Anyone...?
« on: July 18, 2013, 05:47:39 PM »
Yup

18
Modding Questions/Help Archives / Re: Did Anyone...?
« on: July 18, 2013, 05:12:20 PM »
Download Fallout mod manager, from the mod manager open BSA opener, or something like that. It should take you directly to the files if not find the Data folder under skyrim. Open meshes.bsa. You can extract models with the program. Open textures.bsa for textures.

19
TUTORIALS / Re: [Tutorial] Scaling Model to become smaller or bigger
« on: July 18, 2013, 04:22:24 PM »
yup, that worked. Good job, I'll test for Jimmy

20
TUTORIALS / Re: [Tutorial] Scaling Model to become smaller or bigger
« on: July 18, 2013, 01:50:58 PM »
How did you succeed in doing that?

21
TUTORIALS / Re: [Tutorial] Scaling Model to become smaller or bigger
« on: July 18, 2013, 12:01:54 PM »
My thoughts exactly, DaBoss. I'm thinking maybe its overwritten by the characters setting in ide. Can't be sure though.

22
TUTORIALS / Re: [Tutorial] Scaling Model to become smaller or bigger
« on: July 18, 2013, 11:40:36 AM »
You can't enlarge the skeleton joints one by one, it distorts the model.  You can enlarge just the model, and the skeleton stays intact with animations still working. however ingame nothing changes. You can also Transform/edit the first line, NiNode, to enlarge everything including skeleton. Again no change ingame. I'll continue to talk with Rambo7 and try to figure it out.

Rambo7: Good job on the model swap. You  can do some cool stuff with this. One thing I did was turn the baseball carnival game to a football game. Changed the baseball to a football. Then took jock football player models (removed skeleton and made them smaller) and replaced them with the baseball players, to make recievers and defenders.

23
Modding Questions/Help Archives / Re: Did Anyone...?
« on: July 18, 2013, 07:27:57 AM »
http://www.bully-board.com/index.php?topic=17813.0

Only way to import is that. Try it, ask me any questions and I promise I'll help you. On page 2 I ddi a bit of a more detailed tutorial for Rambo7

24
Modding Questions/Help Archives / Re: Did Anyone...?
« on: July 17, 2013, 06:38:39 AM »
You can't retexture a bat to look like a sword. Since it's only texture editing, the shape doesn't change, it would probably just look like a gray bat. It's impossible to do it well. However if you prefer to texture edit instead of model replacing, there is a wooden sword, used by vance in his pirate outfit. You could texture edit that and place it in the game.

If you want a more realistic sword, you have to model replace.

25
TUTORIALS / Re: [Tutorial] Scaling Model to become smaller or bigger
« on: July 17, 2013, 04:50:07 AM »
Great job!
This is one step forward in model editing :)

Model editing is already possible, if you create teh texture. Which isn't hard as nifskope can export the UV map for you.

26
TUTORIALS / Re: [Tutorial] Scaling Model to become smaller or bigger
« on: July 16, 2013, 07:59:33 AM »
Good Job! I found this too a while ago. I've never gotten it to work with characters, but I can try

27
TUTORIALS / Re: TUTORIAL- Importing Custom Models into Bully
« on: July 15, 2013, 06:53:11 PM »
We could do some retextures to make the characters, and add some more manhunt elements to Bully.

28
TUTORIALS / Re: TUTORIAL- Importing Custom Models into Bully
« on: July 15, 2013, 01:41:04 PM »
Glad that you figure it out.
What you have to do to rotate it is simple. Go to editable mesh again, and click Transform/edit. Under rotation, go to R, and set it to 90 or -90 (whichever works). That should work, if not try rotating the Y or P. Once you rotate it you're probably going to need to move it down to get it centered on the axis. For this go to Translation, then Z. Try something like -0.2. You have to adjust it until seems right.

There must have been a problem somewhere in the saber model or texture, I'm not sure.

I've never really had an issue with the game crashing after model replacing. I would try rebuilding your archive in imgtool.

29
TUTORIALS / Re: TUTORIAL- Importing Custom Models into Bully
« on: July 15, 2013, 09:55:43 AM »
Sorry if this is confusing for you, I really should re-do this tutorial with pictures or as a video at some point.
OK here's what you need to do:
Open a clean yardstick.nif file, and open it in nifskope. Go to NiNode, the one to the 4 next to it, NOT the 0. Click the arrow to show the contents. Under it should be Editable Mesh, click on that. It should look like this ( but with the yardstick model on the right, I have already replaced it.

Now, with editable mesh selected, click file/import/import OBJ, and choose your .obj saber model. Now you'll see you're saber model on the right, like you had before. Now click the arrow next to editable mesh to open up the contents.
Now, you need to take the saber texture you had and convert it to a tga. You can't just rename  it to tga, it doesn't work. Use this online converter: http://image.online-convert.com/convert-to-tga . Now take that saber texture that you just converted to .tga, and rename it to WP00_yardstick_d.tga . Now go back to nifskope. You've already opened up the contents of editable mesh so you should see a line that says txt with an arrow to the left of it. The first to txt lines are not the right ones. Open up the contents of this txt line, and you'll see 3 textures. Select the first one. It should look like this (Again, I've already replaced the model and texture, you're first line will read WP00_yardstick_d.tga for now, mine doesn't)

Right click the first texture and select texture/choose. Now select your WP00_yardstick_d.tga, the one you converted and renamed. I usually embed the textures, though it isn't necessary.

Now you're done with the .nif file, but you aren't done yet. Save the .nif and put it in a new folder (otherwise names change when you rename the .nft in a second).

Go back to imgtool and extract yardstick.nft . Now rename it to yardstick.nif and open it up in Nifskope. This part is just like texture editing. Again, right click the first texture and select texture/choose. Again, choose your converted and renamed WP00_yardstick_d.tga . Now embed it, and your done. Save the the file, and rename it back to yardstick.nft . NOW you're done. Delete the original yardstick.nif and yardstick.nft in imgtool. In imgtool, click commands/add and choose your two new files. Once you go ingame, you should have a light saber instead of a yardstick.

30
TUTORIALS / Re: TUTORIAL- Importing Custom Models into Bully
« on: July 15, 2013, 06:05:27 AM »
@Walter20210: Haha that thing is awesome man, great work. Maybe we could get all the manhunt weapons and make some sort of mod out of it. I remember a weapon like that in manhunt, not sure if 1 or 2.

Rambo7: On step 2, extract the .nif. The .nft is not a model, its the texture file. For step 4, that's happening because your replacing a model with multiple parts. You just replace one part and remove the rest. I reccomend you start by replacing a melee weapon, like the yardstick. If you really want to replace one of the guns, the bottle rocket launcher is much easier.

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