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Combining ped meshes (or: How to mix and match clothes for a ped)
Done it, thanks for your help :) Now the cop has a badass State Trooper head with short sleeves, and the waist belt of the Improved Cop O.o
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Combining ped meshes (or: How to mix and match clothes for a ped)
Nah, that's still not working, however it now comes up with Lowr_001_u.skel not found?
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Combining ped meshes (or: How to mix and match clothes for a ped)
Version 110 12 { gtaDrawable lowr_001_u { shadinggroup { Shaders 2 { gta_ped.sps lowr_diff_001_a_uni lowr_normal_001 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 lowr_spec_001 1.00000000 gta_default.sps lowr_diff_001_a_uni } } skel { skel m_y_strooperlowr_001_u.skel } lodgroup { high 1 m_y_strooperlowr_001_u_high.mesh 0 9999.00000000 med 1 m_y_strooperlowr_001_u_med.mesh 0 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center 0.04441850 -0.00121719 -0.45625500 AABBMin -0.16920500 0.23389000 -0.94502300 AABBMax 0.25804200 -0.23632500 0.03251310 radius 0.58292800 } } gtaDrawable lowr_000_u { shadinggroup { Shaders 4 { gta_ped.sps lowr_diff_000_a_uni lowr_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 lowr_spec_000 1.00000000 gta_default.sps lowr_diff_001_a_uni gta_default.sps null gta_default.sps lowr_diff_000_a_uni } } skel { skel m_y_strooperlowr_000_u.skel } lodgroup { high 1 m_y_strooperlowr_000_u_high.mesh 0 9999.00000000 med 1 m_y_strooperlowr_000_u_med.mesh 0 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center 0.01967900 0.00002930 -0.33955700 AABBMin -0.21868400 0.25293400 -0.94551400 AABBMax 0.25804200 -0.25287600 0.26640000 radius 0.69854200 } } gtaDrawable uppr_002_u { shadinggroup { Shaders 1 { gta_ped.sps uppr_diff_002_a_uni uppr_normal_002 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 uppr_spec_002 1.00000000 } } skel { skel m_y_strooperuppr_002_u.skel } lodgroup { high 1 m_y_strooperuppr_002_u_high.mesh 0 9999.00000000 med 1 m_y_strooperuppr_002_u_med.mesh 0 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center -0.01832630 0.00415108 0.32255200 AABBMin -0.23707600 0.54883600 -0.02315080 AABBMax 0.20042300 -0.54053400 0.66825500 radius 0.68120700 } } gtaDrawable uppr_003_u { shadinggroup { Shaders 3 { gta_default.sps uppr_diff_003_a_uni gta_ped.sps uppr_diff_003_a_uni uppr_normal_003 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 uppr_spec_003 1.00000000 gta_default.sps null } } skel { skel m_y_strooperuppr_003_u.skel } lodgroup { high 1 m_y_strooperuppr_003_u_high.mesh 0 9999.00000000 med 1 m_y_strooperuppr_003_u_med.mesh 0 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center -0.00880467 -0.00243736 0.13261100 AABBMin -0.23316900 0.55615800 -0.41084600 AABBMax 0.21555900 -0.56103300 0.67606800 radius 0.81099500 } } gtaDrawable uppr_001_u { shadinggroup { Shaders 2 { gta_ped.sps uppr_diff_001_a_uni uppr_normal_001 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 uppr_spec_001 1.00000000 gta_default.sps uppr_diff_001_a_uni } } skel { skel m_y_strooperuppr_001_u.skel } lodgroup { high 1 m_y_strooperuppr_001_u_high.mesh 0 9999.00000000 med 1 m_y_strooperuppr_001_u_med.mesh 0 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center -0.00489875 -0.00219326 0.33598000 AABBMin -0.18531800 0.53369700 0.01981720 AABBMax 0.17552000 -0.53808300 0.65214300 radius 0.64783300 } } gtaDrawable head_000_r { shadinggroup { Shaders 2 { gta_ped.sps head_diff_000_a_WHI head_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 head_spec_000 1.00000000 gta_default.sps head_diff_000_a_WHI } } skel { skel m_y_strooperhead_000_r.skel } lodgroup { high 1 m_y_strooperhead_000_r_high.mesh 0 9999.00000000 med 1 m_y_strooperhead_000_r_med.mesh 0 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center 0.00852900 0.00000381 0.36893900 AABBMin -0.10767500 0.59912590 -0.10860000 AABBMax 0.12473300 -0.59911900 0.84647800 radius 0.77491600 } } gtaDrawable uppr_000_u { shadinggroup { Shaders 2 { gta_default.sps uppr_diff_000_a_uni gta_ped.sps uppr_diff_000_a_uni uppr_normal_000 35.00000000 0.20000000 1.00000000;0.00000000;0.00000000 uppr_spec_000 1.00000000 } } skel { skel m_y_strooperuppr_000_u.skel } lodgroup { high 1 m_y_strooperuppr_000_u_high.mesh 0 9999.00000000 med 1 m_y_strooperuppr_000_u_med.mesh 0 9999.00000000 low none 9999.00000000 vlow none 9999.00000000 center -0.00734010 -0.00243781 0.34013000 AABBMin -0.20387300 0.51807200 0.03593000 AABBMax 0.18919200 -0.52294700 0.64433000 radius 0.63410800 } } }
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Combining ped meshes (or: How to mix and match clothes for a ped)
If you mean the folder layout which contain the .odd's: http://imageshack.us/photo/my-images/801/oddsb.png/
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Combining ped meshes (or: How to mix and match clothes for a ped)
What d'you mean by folder layout? I'm new to this, so sorry if it sounds nooby :P
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Combining ped meshes (or: How to mix and match clothes for a ped)
I can't seem to combine the ''Remodeled Cop'' with the ''New Rookie Cop'' Meshes. I'd like the newrookiecop to be slimmer, and not have that bit of gut on his stomach like the other cops, and also his pants to be the original state trooper pants. It comes up with an error: Fatal error: File "m_y_strooper.skel" not found. Why is this happening? O.o thanks