Search found 18 matches

by kinyocase
Fri Dec 27, 2013 6:25 pm
Forum: [LS13]English-Forum
Topic: Front Loader Attachment Rolls when dropped
Replies: 3
Views: 543

Re: Front Loader Attachment Rolls when dropped

Thanks to bassaddict I got this bale spear fixed up. Gonna finalize some textures then I'll post in somewhere and drop a link in this thread for anyone who wants it. Thanks a lot bassaddict!
by kinyocase
Fri Dec 27, 2013 3:31 pm
Forum: [LS13]English-Forum
Topic: Front Loader Attachment Rolls when dropped
Replies: 3
Views: 543

Re: Front Loader Attachment Rolls when dropped

I had a feeling it would be in one of those two areas. I will get to work on it when I get home from work. Thanks bassaddict.
by kinyocase
Fri Dec 27, 2013 5:08 am
Forum: [LS13]English-Forum
Topic: Log file
Replies: 6
Views: 958

Re: Log file

You will need to get a something that will allow you to save .dds files. The dds file is the standard image file format for the engine. You just open the PNG save as dds. Then you'll probably have to open the i3d file with notepad++ and change the .png to .dds .
by kinyocase
Fri Dec 27, 2013 5:07 am
Forum: [LS13]English-Forum
Topic: Front Loader Attachment Rolls when dropped
Replies: 3
Views: 543

Front Loader Attachment Rolls when dropped

http://imageshack.com/a/img845/428/7k2r.jpg Hoping somebody can tell me why this is happening. I'm working on a bale spear...No errors in the logs...all is well until I raise it up with the front loader and release it with points towards ground. It rolls over and stays up like this. If I need to po...
by kinyocase
Mon Dec 16, 2013 4:36 am
Forum: [LS13]English-Forum
Topic: help Service car/Damage Mod
Replies: 14
Views: 2430

Re: help Service car/Damage Mod

Anyone know how to keep your vehicle from taking damage on the lift in the service garage? While driving off the lift I get anywhere from 10-20% Damage from the lift arms. [Edit] Haha nevermind. Just use the open bay and you will not gather any damage. Should be away to remove the collision from the...
by kinyocase
Thu Dec 05, 2013 5:07 am
Forum: [LS13]English-Forum
Topic: Need Help with Error
Replies: 8
Views: 929

Re: Need Help with Error

Scratch that last plea for help. Messing around in blender I found the rotation application route and now have a placeable mod. Will keep working on it to get it where I want it. Thanks again.
by kinyocase
Thu Dec 05, 2013 4:31 am
Forum: [LS13]English-Forum
Topic: Need Help with Error
Replies: 8
Views: 929

Re: Need Help with Error

Okay back with another issue. I'm setting a mod as placeable. When I place the mod into a map it sits exactly as it should, but when I purchase as a placeable it is rotated with the doors to the sky. When inspecting the mapi3d in the editor it too shows the building rotated 90 on the x, but isn't po...
by kinyocase
Tue Dec 03, 2013 12:40 am
Forum: [LS13]English-Forum
Topic: Need Help with Error
Replies: 8
Views: 929

Re: Need Help with Error

No, it's not that complex. I just never have worked with uv maps. However I've got my LWO Exported with one UV map covering the entire thing, and I am going through my texture work now. Will post up a preview when I get done. Thanks for your help Bassaddict.
by kinyocase
Mon Dec 02, 2013 3:23 pm
Forum: [LS13]English-Forum
Topic: Need Help with Error
Replies: 8
Views: 929

Re: Need Help with Error

I am assuming that it requires one UV map for the entire model? I cannot have multiple maps? If so then it will be quite difficult as the building has a different interior than exterior, but I can always make them the same if need be.
by kinyocase
Mon Dec 02, 2013 8:53 am
Forum: [LS13]English-Forum
Topic: Need Help with Error
Replies: 8
Views: 929

Re: Need Help with Error

Okay I solved the issue of getting it to export to i3d. However i'm in a situation now where it will only apply one texture map when exported. So instead of having a roof texture and a front wall texture it only gives me whichever uv texture I had selected in blender when exporting. Is there away fo...
by kinyocase
Mon Dec 02, 2013 7:08 am
Forum: [LS13]English-Forum
Topic: Need Help with Error
Replies: 8
Views: 929

Need Help with Error

I'm working on my first Mod for this game, and hoping someone can assist me with the export from blender. I'm currently importing a .LWO file into blender, adjusting my textures, and trying to export but error pops up. The image below reads the error, anybody else have this problem? http://imagizer....
by kinyocase
Wed Feb 06, 2013 2:43 am
Forum: [LS13]English-Forum
Topic: Modding the Terrano15FX
Replies: 4
Views: 722

Re: Modding the Terrano15FX

Just thought I'd post a quick showing of the John Deere conversion I'm doing. Now that I've finally found that Diffusecolor is an ability within the i3d file I was able to finish up the work on this guy.
Image
by kinyocase
Wed Feb 06, 2013 2:22 am
Forum: [LS13]English-Forum
Topic: Modding the Terrano15FX
Replies: 4
Views: 722

Re: Modding the Terrano15FX

Haha Col. I am actually in the process of doing this exactly procedure. I couldn't wait for information via the forums so I continued to dig myself. First time using Giants Editor I found the nodeId and located the materialId for said node. Got her all figured out and decided to post to let you all ...
by kinyocase
Tue Feb 05, 2013 11:27 pm
Forum: [LS13]English-Forum
Topic: Modding the Terrano15FX
Replies: 4
Views: 722

Re: Modding the Terrano15FX

Okay I am happy to report that i have fixed the info pane in the upper left corner by adjusting the typedesc within the moddesc file. Now I'm just looking at the texture issue for those wings of the cultivator. If I am allowed to insert a link to the download I will so others can view the files I'm ...
by kinyocase
Tue Feb 05, 2013 9:23 pm
Forum: [LS13]English-Forum
Topic: Modding the Terrano15FX
Replies: 4
Views: 722

Modding the Terrano15FX

I'm currently trying to make the Terrano15FX_NEW_LS13 work the way I want it to. I'm not in any way going to be releasing this, but I'm working on a John Deere farm and wish to convert this to John Deere. Well I've got it half way converted, but there are two transform groups named Ter1 and terranor...