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BEGINit

Shine o' Vice

Recommended Posts

-Anti-
On 6/8/2018 at 1:36 AM, Speccy said:


Hey! Unfortunately, from my knowledge, there is no straightforward solution to this. I haven't discovered a way to tile the texture beyond its default (singular) appearance in UV mapper. A method you might want to take under consideration is:

 

1) You select all the polygons at once in the UV mapper (you can use object mode)
2) then lock either the X or Y axis depending on the offset of the polygons from the texture (in your screenshot, they are below so I'd lock the Y axis)
3) move the selection towards the texture and eventually onto it until in 3D view, the mapping looks identical to how it was prior (in your case, moving the polygons up onto the texture along the Y axis)

 

In most cases, it is possible to align everything almost perfectly pretty quickly because you'll see how the polygons fit the texture once they are positioned onto it. Good luck and sorry for the late response!

 

On 6/8/2018 at 5:49 PM, deltaCJ said:

Well, now for Zmodeler I don't really know, but it is a setting in 3dsMax to tile the texture in UVW Unwrap.

 

To be honest the only way to do it, is to guess and try to manually place it back on to the spots, by selecting all the uv's and just dragging it up.

Now if there is an axis-lock button (I know in 3dsMax it's shift and move it in what ever axis you want to make it only go in X,Y, or Z axis.) use it to have more of a smooth and more precise movement.

 

Yeah, I know it Sucks, but you could also just export the uv's and place the uv's on top of the texture you're using.

 

Hopefully I helped!

 

Thanks to both of you. I already thought about moving them manually but it seems like an annoying hastle. Thx again anyway. :)

 

 

@ Sthealth Kill Mission Video: Very nice, but the wall seen in the video at 0:53 seems to be infinitely thin...

 

Just out of curiosity. Does the condition for being spotted change when you run/sprint instead of walk?

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deltaCJ

@Anti was literally gonna say the same thing, but other than that and the guy still sitting when he sees you and says "No I don't wanna die!" the mission is over all good! 

 

Btw I was gonna ask Speccy a very similar question.

 

Could you possibly make it where if you are in close proximity of the actor and you're running, they would hear you? Would that not be the most realistic? And if you don't feel like coding it you, could always make it where if the player is sprinting for too long, he would make too much noise, (kinda like SA robber missions)

 

Just suggestions! The mission is absolutely great!

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Ivan1997GTA
7 hours ago, deltaCJ said:

@Anti was literally gonna say the same thing, but other than that and the guy still sitting when he sees you and says "No I don't wanna die!" the mission is over all good! 

 

Btw I was gonna ask Speccy a very similar question.

 

Could you possibly make it where if you are in close proximity of the actor and you're running, they would hear you? Would that not be the most realistic? And if you don't feel like coding it you, could always make it where if the player is sprinting for too long, he would make too much noise, (kinda like SA robber missions)

 

Just suggestions! The mission is absolutely great!

Yeah. A "Noise" meter would also suffice for that "Manhunt" mission.

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The Eddo
1 hour ago, Ivan1997GTA said:

Yeah. A "Noise" meter would also suffice for that "Manhunt" mission.

Agreed, but the default system is much better and I appreciate it.

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Xwno

Sorry but when it will be finished ? Any news ?

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The Eddo
10 hours ago, Xwno said:

Sorry but when it will be finished ? Any news ?

The first Beta is hopefully nearing completion, so let's wait and see.

I know you can't wait to play this mod but- the fruit brought by patience is sweet, isn't it?

 

But still, it'll be released When It's Done.

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