Outdated CRD Monster Truck

Discussion in 'Land' started by SealedGecko, May 2, 2016.

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  1. HumanTarget

    HumanTarget
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    I'm using photoshop if thats what you mean. And this is about the only thing I can contribute XD I don't know how to code or model...
     
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  2. Deleted member 160369

    Deleted member 160369
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    Guest

    No, I mean you could have the flag design changing alongside the selected paint scheme, instead of manually replacing the basic texture. :)
     
  3. HumanTarget

    HumanTarget
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    Yeah that'd be helpful. I just don't know how to do that. :(
     
  4. Deleted member 160369

    Deleted member 160369
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    Open materials.cs in a text editor, such as Notepad.

    Add material entries like this, one for each flag:
    Code:
    singleton Material("Flag.skin_Escalade_body.MadScientist")
    {
       mapTo = "Flag.skin_Escalade_body.MadScientist";
       diffuseColor[0] = "0.0 0.0 0.0 1";
       diffuseMap[1] = "** filepath here **";
       specular[0] = "0.5 0.5 0.5 1";
       specularPower[0] = "50";
       translucentBlendOp = "None";
    };
    This for example is the code for Mad Scientist.

    Flag is the name of the main material, which will be overridden by the skin entry. This will never change for any flag!

    skin_Escalade_body is the part name and varies for each body.

    MadScientist is the name of the skin. Must match the name of the other elements.

    That's about it. :)

    Once you have an entry for each flag design you have, they'll appear as skinned when you select the specific paint scheme in game.

    EDIT - Fixed wrong code.
     
    #1344 Deleted member 160369, Jan 7, 2017
    Last edited by a moderator: Jan 7, 2017
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  5. HumanTarget

    HumanTarget
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    Ok, I'll let you know how it goes. Do caps matter before I mess it up? Ex: madscientist.png or MadScientist.ong
     
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  6. Deleted member 160369

    Deleted member 160369
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    Yes, case sensitive when it comes to those keywords I listed above. Also the filepath must be correct or you'll get a NO TEXTURE error.
     
  7. HumanTarget

    HumanTarget
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    XD I managed to turn the shell into the flag...
     
  8. Deleted member 160369

    Deleted member 160369
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    That's because my code above is wrong, sorry. :)

    The name of the material should be:
    Code:
    singleton Material("Flag.skin_Escalade_body.MadScientist")
     
  9. HumanTarget

    HumanTarget
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    I thought it was me XD Lol no problem.
     
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  10. Deleted member 160369

    Deleted member 160369
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    Try again, I edited my previous post, the name of the material was wrong, and was overriding the main body material instead.

    Sorry, typing on a small tablet. :)
     
  11. HumanTarget

    HumanTarget
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    It's fine, was kinda funny. Was not expecting that XD Is there a way to load in the truck with the flag already on it? Going to part menu isn't bad, just wondering.
    Btw, flags work now. :D Thanks for the help!
     
  12. mydoomfest56

    mydoomfest56
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    it looks good
     
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  13. Deleted member 160369

    Deleted member 160369
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    Guest

    You need to edit the main file (CRDTest.jbeam)

    Find the main "slots" section. Replace this:
    Code:
    ["CRDTest_flag","","Flag"],
    With this:
    Code:
    ["CRDTest_flag","CRDTest_flag","Flag"],
    Please note that this will make any truck spawn with the flag on. It's currently all-or-nothing.

    Otherwise, you could activate the flag for select trucks and then update the preset configurations to include the flag part.
    Cool!

    Any time, glad I could help! :)
     
  14. HumanTarget

    HumanTarget
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    @FLyInG 2 YoUr SoUL One final problem. I know BlueThunder, SoldierFortune, and Zombie aren't escalade bodies. Can you tell me what they are please? :)
     
  15. Deleted member 160369

    Deleted member 160369
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    Blue Thunder's skin part is skin_f150_body.

    Zombie: skin_Zombie_body.

    Soldier Fortune: skin_SoldierFortune_body.

    Mesh name is "Flag" in all cases, while skin name is .BlueThunder, .Zombie and .Standard respectively.

    As you can see, it's rather intuitive once you get the hang of it. :)
     
  16. HumanTarget

    HumanTarget
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    @FLyInG 2 YoUr SoUL can you tell me where I messed up? I got the other 3 working, but I cant get this one.
     
  17. Deleted member 160369

    Deleted member 160369
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    The skin name is .Standard, not .SoldierFortune. That is to accomodate future variants, such as Black Ops. :)
     
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  18. HumanTarget

    HumanTarget
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    Thanks. I'll work on the shells that I know for now. I'll worry about custom shells like El Toro Loco later. And is Black Ops coming soon?
     
  19. Deleted member 160369

    Deleted member 160369
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    The texture on SM is a bit pixelated/jagged. I was remaking it from scratch using that as a reference, but then I gave up.

    I could try again now.
     
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  20. mydoomfest56

    mydoomfest56
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    im the one whos making it and it might not be realies because of my bad skills
     
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