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@SmarOneNine
Speaking of both density and scale, I watched a developer video on YT a while back about the creation of the map for FarCry 5 and it mentioned something that applies here. Naturally, forests will have larger trees and more of them near the middle, and smaller more sparsely spaced trees around the perimeter. Makes things look a lot more natural than having a bunch of big trees right up to the edges of a patch of woods. Trees gradually increase in size and density as you get closer to the middle of the forest.

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@Forces
Sounds like a complicated build, I bow to your superior skills sir! XD

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@rufus
Yes. You need to manually copy all of the relevant files for each non-vanilla object in the entire map. So if you only use 1 custom object, you'll only need to copy the files for that specific object. If you have 10 non-vanilla objects, you'll need to copy all of the relevant files for EACH object.

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@rufus
https://steamcommunity.com/sharedfiles/filedetails/?id=1583079240
Look in the "Directory structure" section.
EDIT: In a nutshell, you need to COPY the XML files (classes, meshes), the model file (<model_name_here>.X), and all of the textures for EVERY custom object on your map into the matching directory for your map in the Media/_mods/<your_map> folder, THEN publish.
Clear as mud, right? 🙂

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Thanks @SmarOneNine
It might sound like nothing but lip-service, but I'm legit super grateful for all the help I've received from the community over the years. I doubt I'd even be making my own mods if it wasn't for guys like you and @Forces and @Tattoo, and a bunch of others I'm forgetting to mention. Mad respect for all involved!
Facility map is excellent, btw! Tons of fun to run around on! Pretty sure it might become my new Proving Grounds! 🙂

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@Tattoo
Thanks bud. Better than a lot of my previous work, but still nowhere near the calibre of anything from @Forces . 🙂

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@malcolm_tucker
I I managed to model a snorkel that doesn't look too bad, and since my JKU is kitted out primarily for overlanding I just made the snorkel permanent and aligned the damage point accordingly. Might check out your suggestion with a future mod though, thanks!


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