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May. 20, 2013

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Help: Edit Current Worth?
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Where can you edit the Current Worth from Player Stat for Single Player?

Because when I used the Save Editor, only the delta_worth or the Next Level Requirement is present and the Current Worth is no where to be found.

Does anyone know where to edit the current worth values?

Thank you...

Posted on: Yesterday 23:34
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Re: Models giveaway
Home away from home
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Quote:

SolCommand wrote:
Hehe then you can keep trying mate but it isn't going to happen any time soon Besides, why even try this hard to get better at this thing when I have no future plans in this line of work. I plan to take things one day at a time, whatever happens happens, that's one thing I learned from my recent motorcycle accident where I'm still amazed I actually escaped rather ok.


Ah bollox! I adopted that attitude when I had an argument with a lamp post at 80mph 12 years ago, since then I've achieved nothing in particular that I hadn't already achieved back then.

Put it into perspective! You might feel like you've cheated death, and you're probably thinking more about what might have happened (but didn't), than what actually did happen. Truth is, you're fine and you still have the rest of your life to look forward to, so dream, and dream big!

I had a heart attack last year and finally woke up. Time is not something to waste away with a whatever happens happens attitude, make plans and make things happen otherwise nothing ever will

Posted on: Yesterday 20:34
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Re: HUD Texture Problem

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I've been messing around with the HUD (still) and those blue inner edges just won't go away. I took another look at that thread, however, and I think that those dc nodes are my problem. I'm just not sure how to change the RGB values of INV_insideframecolor #. If someone could tell me which program to use (right now I'm using UTF Editor) and how to change those values, it would be highly appreciated.

Posted on: Yesterday 15:21
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Re: Wherre are the files ? =D
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No body here ?

I had sent a PM to Taï (FLSES dev) for 2-3 weeks and no answers...

Posted on: Yesterday 13:15

Edited by Lady}{Diamond on 2013/5/19 13:20:47
Edited by Lady}{Diamond on 2013/5/19 13:21:54
Lady Diamond
--------------
Homlt Adventuary

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Re: Models giveaway
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Automatic UV doesn't work for me especially when working with your older models (no UV at all). I just tend to like customized UV for the models which points out your 'every modder has a preference' statement. Most of your textured models are unaltered but if they aren't, I texture them to my own preference. Hehe guess I'm used to it since Furball never textures his models anymore, it's a non-issue to me. Just keep creating great models and I will keep UV mapping them accordingly.

When you do texture them like he said, usually the modders will keep those textures intact, even I do...

Posted on: Yesterday 11:06
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Warning: Sound Leak Detected: 1 sound

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Hello guys. I need help. I have another error to be fix again. Any solutions for this 1 error I am getting?


Code:

E:\FL\Scratch\Source\Client\cmn\Sound.cpp(1242) : *** WARNING: sound reference count leaks detected: 1 sounds


Posted on: Yesterday 11:01
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Re: Models giveaway
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Hehe then you can keep trying mate but it isn't going to happen any time soon Besides, why even try this hard to get better at this thing when I have no future plans in this line of work. I plan to take things one day at a time, whatever happens happens, that's one thing I learned from my recent motorcycle accident where I'm still amazed I actually escaped rather ok.

Posted on: Yesterday 9:24
* Download 100+ of my original models *
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Re: Non-global cruise speed?

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salutations

Thanks again sumanuti. I really appreciate the immediate direct source for this non-global cruise speed.

It is much better now. Cause before the NPCs were travelling too fast and they would crash to the surface of the planet because of the cruise speed was assigned to 1000. Right now I am the only one who has the speed of 1000 in-game and the NPCs are using 300 or the default cruise speed.

ayeayezir...

Posted on: Yesterday 5:35
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Re: Emitter-Particle Death Timer

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@ sumanuti & khayman

Thank you so much for checking and letting me know if the code/s are right. <3 you both. lol

And also thanks for the tip of what hex editor I should use. I saw from the images the name and it is called ICY Hexplorer. Thanks khayman.

Posted on: Yesterday 5:30
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Re: Models giveaway
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Most modders DON'T have the know how to make proper textures. Of all the skills in the general modding community, texture artists are the second most scarce, behind proper high-level programmers.

I'm telling you, you sound just like me about 3 years ago. 'I can do it, but I don't want to.'

What's really happening here is that you aren't satisfied with what you can do (you've said as much), therefore you don't like doing it... therefore you won't get better at it. Making a metallic texture isn't hard, it just takes a few tricks. They're stupid obvious, but easy to overlook. I am going to keep harassing you till you try. Someone did the same for me, and I hated him a bit, but it was worth it.

Posted on: 5/18 23:04
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"Before I start, I'd like to apologize from all my heart in front of everybody for all the bad things I've done before posting this thread. (Sizer, I'll ALWAYS hate you)" - TheDVDMan
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Re: Models giveaway
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Yes LS but that's as easy only when doing a "general" texture where usually an automatic uv unwrap solves the problem but if you want to make a proper texture, you'll need a proper uv layout, arranged manually so that it is easy to paint and also not to have problems when making normal maps, having it look clean and not cluttered and stuff like that.
If I were to release all my models with a default kind of texture it would only take me minutes to texture them but I don't want to do that, cause I either map the UVs the proper way or I don't do it at all.
Making a good and clean uv unwrap is pretty time consuming but I can do it if I want to (afterall I did it so many times before), so that's not the actual problem. Main issue is that I don't like doing "general" textures and at the moment I also lack the skills to make "realistic" looking hull textures, they always end up looking more like plastic than metal so I prefer not to waste my time making textures that might not even be used by a dev for their mod or game in their original form made by me. Most modders here have the know-how to make textures so that means that even if my model will be used in 2 different projects it will look different because it was textured by 2 people with different tastes and variation is always a good thing.

Posted on: 5/18 22:51
* Download 100+ of my original models *
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Re: Models giveaway
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Oh and use FBX, so much better for max users.

Posted on: 5/18 11:46
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Re: Models giveaway
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Well it took me a total of 1.5 hours to texture the Mjolnir, most of the time was spent picking the right texture, thats what 89k polys? As long as u keep the part separate it usually is pretty easy. Most of my time working on your models has been reassigning polys to a specific texture then using various UV mapping on them. Its not hard though, just time consuming. I also recently did a one called Uberport, most of the mapping time was spent pulling the windows out of the model so the interior could be seen in-game (one of your 2009 starports btw). A tip, leave ur model in parts, it helps when UV mapping them.

Posted on: 5/18 11:39
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Re: Models giveaway
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Hehe yeah it is a pain. Although when it comes to models let's say below 5k polys it is quite fun to unwrap the UVs, but when it comes to models 30k and more I start looking at the blue sky and wishing I had a different life on this earth

Posted on: 5/17 8:53
* Download 100+ of my original models *
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Re: Models giveaway
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Have to agree with Sizer. UV mapping is the biggest pain in the butt ever. After that, making a good texture is rather easy.

Posted on: 5/17 2:14
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