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Post by Graysonn on Jan 24, 2017 15:42:39 GMT
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Post by the meg on Jan 25, 2017 1:37:42 GMT
There's two unused lines from the Kenny flashback;
Clem= Crap! Kenny= Shit!
I'm not sure if it's Clem and Kenny's, but it's close respectively to their names so it's safe to assume.
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Two different Clem lines: CLEMENTINE = [pickup4][alt]This is payment. For saving you. CLEMENTINE = [pickup4][alt][chewing apple]This is payment. For saving you.
---
CLEMENTINE = Good.
---
(was this ever used? Haven't heard it.) CLEMENTINE = [pickup4][alt]And no speed counting. Mississippi's. Got it?
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Post by Dont_Look_Back on Jan 25, 2017 2:24:03 GMT
There's two unused lines from the Kenny flashback; Clem= Crap! Kenny= Shit! I'm not sure if it's Clem and Kenny's, but it's close respectively to their names so it's safe to assume. --- Two different Clem lines: CLEMENTINE = [pickup4][alt] This is payment. For saving you. CLEMENTINE = [pickup4][alt][chewing apple] This is payment. For saving you.--- CLEMENTINE = Good. --- (was this ever used? Haven't heard it.) CLEMENTINE = [pickup4][alt] And no speed counting. Mississippi's. Got it?Apple in mouth one was used. And no that Mississippi line wasn't used.
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Post by thatstoomuchfestivity on Jan 25, 2017 2:55:56 GMT
So for those who don't like my Clem & Gabe kiss scene this is for you: Screen: Still can't get over modded Gabe's model If I may ask, what was the reason behind that again?
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Post by spyder2103 on Jan 25, 2017 4:18:53 GMT
I tried to replace Javi with Gabe but his face looks so buggy. Can someone tell how can I fix that up? ![](//storage.proboards.com/5444708/thumbnailer/8mQzulbrdtn5KwJYMt9s.png)
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Post by the meg on Jan 25, 2017 6:33:36 GMT
I tried to replace Javi with Gabe but his face looks so buggy. Can someone tell how can I fix that up? Replace animations.
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Post by Maxine on Jan 26, 2017 11:40:00 GMT
I Can't seem to find how to use .ps and .vs shaders that ninja ripper rip - in Blender(or any other 3d editors), in fact i can't even find any info on these kind of Shaders files that Ninja ripper rip, does anyone here know to use them? Or is there a way to rip models with shaders already on it, because i want Clem in editor looks exactly like in game and shaders is the best way to do it!
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Post by Maxine on Jan 26, 2017 15:18:11 GMT
And i also can't seem to get her hair working properly any ideas because it looks like that: ![](https://s23.postimg.org/ez49wk56z/tsk.png)
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Post by spyder2103 on Jan 29, 2017 19:20:43 GMT
How to model swap characters from different episodes in The Walking Dead Season-2. I know how to do in same episode.
Edit: I swapped Nick with Carver finally but there is too much lightning on Carver's body.
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Post by escope12 on Jan 30, 2017 6:17:04 GMT
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Post by Joel on Feb 1, 2017 0:55:06 GMT
Latest post by RTB Good news -- finally got something working for the Walking Dead: Michonne models. Image Got a model (Michonne's face) to import with the rigging on the correct bones now (the weightmap's shown in the above image). Problem is, the UV mapping's still buggered (Seriously, though -- what's the point of having a short-value set up for 'em that has to be multiplied by an external value? What's the benefit of using those over full-floats or even half-floats?) and I have yet to find where the polygon split/vertex buffer information is stored, so that's all manually set up for now. Hrm. Still, at least I know it's definitely possible to get these models extracted. I'll continue working on this, hopefully I can have the script updated within a week if things don't go horribly wrong. (EDIT: Got some of 'em to import automatically now, but others still won't. I'm getting there, slowly but surely!) and link to prove it forum.xentax.com/viewtopic.php?f=16&t=11687&start=120
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Post by the meg on Feb 1, 2017 10:23:34 GMT
To add, he's gonna have to figure out only the UV Mapping since he could import everything else fine.
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Post by escope12 on Feb 1, 2017 16:51:09 GMT
Latest post by RTB Good news -- finally got something working for the Walking Dead: Michonne models. Image Got a model (Michonne's face) to import with the rigging on the correct bones now (the weightmap's shown in the above image). Problem is, the UV mapping's still buggered (Seriously, though -- what's the point of having a short-value set up for 'em that has to be multiplied by an external value? What's the benefit of using those over full-floats or even half-floats?) and I have yet to find where the polygon split/vertex buffer information is stored, so that's all manually set up for now. Hrm. Still, at least I know it's definitely possible to get these models extracted. I'll continue working on this, hopefully I can have the script updated within a week if things don't go horribly wrong. (EDIT: Got some of 'em to import automatically now, but others still won't. I'm getting there, slowly but surely!) and link to prove it forum.xentax.com/viewtopic.php?f=16&t=11687&start=120 I look forward to it.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Feb 4, 2017 1:17:28 GMT
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Post by escope12 on Feb 4, 2017 3:50:13 GMT
Is there a Discord Server for The Walking Dead Mods?
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