@forces, Yeah Forces. That is sweet as sin even if you don't get a long bed for it. But if you do make the fender flares, I hope it's an add on because I think it looks better with out them. I'm not a big fan of the way they look. The mod is looking bad ass tho.
Yeh, a visor would be cool. A toolbox for the bed made from diamond plate, maybe a front push bar and different bumpers, maybe. Spare tire. Maybe some tools or a portable welder or a portable generator. Stuff used on a job site. Maybe a couple different hoods.
I really like what you did with the other Chevy where ya have different bodies with different colors. Great idea.
Sux we can't change wheels like in ST.
@forces, Awesome bro. Can hardly wait until it's release. It will certainly be my favorite. Any chance of you making a long bed version? I like long beds because short beds aren't long enuf to haul the equipment I use for masonry. My truck wasn't a 4x4 tho. Just a standard 3/4 ton with an 8 bolt rim. I miss that truck.
@pix3lmonkey, When I played the Badlands II, I didn't have stmod installed and it played fine except when viewing the map where the truck was way high and in the map where I couldn't see the red route line. Other than that, it played fine for me single player.
This is what I know about them. There's code in 2 files of a mod for the driveshafts.
</Sounds> <Shafts> <Shaft SocketPointA="Shaft1a" SocketPointB="Shaft1b" /> <Shaft SocketPointA="Shaft2a" SocketPointB="Shaft2b" /> </Shafts> <OcclusionVolume
<CombineXMesh> <SocketPoints> <SocketPoint Name="Shaft1a" Pos="(1.306; 0.303; -0.182)" /> <SocketPoint Name="Shaft1b" Pos="(0.342; 0.468; -0.194)" /> <SocketPoint Name="Shaft2a" Pos="(0.234; 0.519; 0.014)" /> <SocketPoint Name="Shaft2b" Pos="(-1.15; 0.303; 0)" /> </SocketPoints> <Material DiffuseMap="trucks/chevrolet_k5_blazer__d.tga" NormalMap="trucks/chevrolet_k5_blazer__n_d.tga" MeshParts="chassis 0" SpecularMap="trucks/chevrolet_k5_blazer__s_d.tga" /> <Material Blending="alpha" DiffuseMap="trucks/chevrolet_k5_blazer_glass__d_a.tga" MeshParts="glass 0" SpecularMap="trucks/chevrolet_k5_blazer_glass__s_d.tga" /> </CombineXMesh>
Here's a max file with the default driveshaft to help align it to your mod.
Use the bones BoneStart and BoneEnd to move the ends to where you need it.
I remember there was a problem getting them to work when a mod has more than one mesh. Someone got it working but I'm not sure what the fix is or if it's been changed since ST days.
Oh yeah, after you get it aligned to the mod you'll need to copy the coordinates to the .xml's. You'll need to have your display units set to Metric. Goto, Customize, then Unit Setup. In the new window, select Metric, then hit ok. Now you just copy the coordinates over to the .xmls.
@roughrider, What's the name of the file again? I'm looking but forget it's name.
edit: I found the texture but I can't a file to go with it so I'm guessing it's hard coded.
The texture name is env_rope_winch__d and there is no _a which stands for alpha. So I don't think it's possible unless there's an .xml that can be changed. Sorry
The new camera is sweet!
Changes in version 1.8.3:
- Update the current supported version of the game to 11/19/18.
- Added free camera.
Activate / deactivate Camera - ALT-C, F9
Move Forward - NUM8
Move Backward - NUM2
Move Left - NUM4
Move Right - NUM6
Move Up - NUM9
Move Down - NUM3
Move Fast - NUM0
Move Slow - NUM1