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Bloodlines Modding / Re: [WIP] X20 Mod
« Last post by IanW on Today at 07:48:32 PM »
After my success in upping the resolution of several other textures -- clan symbols, haven posters, bus stop maps, etc. -- I figured I'd try my hand at doing the same for the bus shelter posters.

The textures of the posters themselves seem to work fine, but the lighting effect which makes the posters look backlit... doesn't. See attached image.

It looks like the lighting overlay is still assuming the original texture size, so it's only covering about 1/4 of the area that it's supposed to, in the upper-left corner.

I had assumed that postergen1_ref.ttz was the file responsible for this lighting overlay, and I upped the resolution on that too, but it hasn't changed the in-game appearance at all. Is another file responsible for the lighting? Or is it something that would have to be changed with the model or level, and thus not something I can change just by mucking with textures?
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I recorded another part of my War Games mod Let's Play, last night. I noticed while killing one of the enemies, some of the cartoony blood drops that I saw in the first screenshot on this thread.

I've gone from puzzled to downright flummoxed. I swear I never saw them before, now a bunch of different people are experiencing them out of nowhere. Gotta be a reason.

I believe particles like fire are like brushes (in the .tga files) and the instructions to how draw the file (in the .txt files) but I'm not sure

One thing I'm sure is the hierarchy of the particle folder: something outside it (like a discipline) calls a txt file, then this calls a few other txt which calls the tga (maybe there is one more txt to txt passage, I don't remember....)
I suggest using notepad++, with it it's possible (among many other things and being more reliable than the default wincrap notepad) opening more than one txt-like file at the time and perform a cross-research between all the files (and also replacings)

Thanks for the info! I've got notepad++ and I agree it's much more reliable, and perfect for comparing files. I'll give it a shot, but I know next to nothing about scripting and less about particles. If I come up with a fix for myself, I'll be sure to post it, but I have a feeling there's too much to learn, and I've got several other things going on. Hope someone who knows what they're doing sees this thread  :rofl:
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Bloodlines Antitribu Mod / Re: Objects for Gary Issue
« Last post by Wesp5 on Today at 05:45:12 PM »
  I am using the one right before this latest patch that was released this week...

But you are using the Antitribu Mod too? Because this could have moved it...
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Bloodlines Antitribu Mod / Re: Warrens
« Last post by khaos526 on Today at 05:25:28 PM »
You needed to smash those lights, also those on the balcony up the door, then switch a level to disable the force field. Or continuing jumping from that balcony on the roof up to an higher balcony where a malk will is there to greeting you

  Alright.  It's always confusing seeing things you can interact with and can't figure out what to do.  I had attacked one of the lights, but it didn't do anything.  Later I realized depending on strength I guess, you may have to hit them a lot of times before they activate.  At the time my Giovanni didn't have much in the strength or other hand to hand combat stats and didn't realize later on in the game that some things needed to be smashed like that...
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Bloodlines Antitribu Mod / Re: Objects for Gary Issue
« Last post by khaos526 on Today at 05:22:53 PM »
Which patch are you playing? The vacuum tubes have been moved into the new library map for a long time...

  I am using the one right before this latest patch that was released this week...
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I recorded another part of my War Games mod Let's Play, last night. I noticed while killing one of the enemies, some of the cartoony blood drops that I saw in the first screenshot on this thread.
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Bloodlines Antitribu Mod / Re: Warrens
« Last post by Barabbah on Today at 01:32:45 PM »
You needed to smash those lights, also those on the balcony up the door, then switch a level to disable the force field. Or continuing jumping from that balcony on the roof up to an higher balcony where a malk will is there to greeting you
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I believe particles like fire are like brushes (in the .tga files) and the instructions to how draw the file (in the .txt files) but I'm not sure

One thing I'm sure is the hierarchy of the particle folder: something outside it (like a discipline) calls a txt file, then this calls a few other txt which calls the tga (maybe there is one more txt to txt passage, I don't remember....)
I suggest using notepad++, with it it's possible (among many other things and being more reliable than the default wincrap notepad) opening more than one txt-like file at the time and perform a cross-research between all the files (and also replacings)
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