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random dirty texture

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Created 6 years ago
by nikfar1
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hi everyone
some of the zombies dress texture is dirty and messy but the original texture is not dirty.I need this for my custome zombie..
Does anyone know what to do? Thanks!
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Like the xmodel for the zombies? You want them to look more like nacht and verruckt zombies and not clean like der riese zombies right?

More like this? (The zombie looking forward)


And not this, right?

Last Edit: September 09, 2018, 02:47:53 am by Joeycx
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		self random_tan(); 
in _zombiemode_spawner.gsc, this is probbably what you mean, if you wanna remove it add // before it
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		self random_tan(); 
in _zombiemode_spawner.gsc, this is probbably what you mean, if you wanna remove it add // before it

This is probably the answer. How would you set it if you want every zombie to be tan?
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This is probably the answer. How would you set it if you want every zombie to be tan?

That's quite simple, openup your _zombiemode_spawner, scroll down to this:
zombie_spawn_init( animname_set )

and comment self random_tan(); at line 145

Like what death_reaper0 said this is the script that runs on every zombie on the map including all spawner zombies.
Last Edit: September 09, 2018, 10:00:58 pm by gympie6
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		self random_tan(); 
in _zombiemode_spawner.gsc, this is probbably what you mean, if you wanna remove it add // before it


thanks for replying death_reaper0.I have quad zombie in my map and add this line that you said but nothing cahnge and all quad spawned without  "random_tan"...
Last Edit: September 09, 2018, 05:21:37 pm by nikfar1
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it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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because they need to have materials set up to support it

its shaderconstant script controlled
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because they need to have materials set up to support it

its shaderconstant script controlled
 Ok,thanks harry for relpying ,so its complicated to use it...
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To get tanning to work on custom materials you can set this at the bottom in asset manger.
//
Materialfeaturetype clothcharr
Mask = char_burning_mask.dds (no alpha) 
Color = char_body_burn_swatch.dds (no alpha)
Normal = char_burned_swatch.tga(no alpha) 
//
You can get the images from raw/images or create your own.
The xmodel char_ger_honorgdz1_1 has other charr materials for leather/linen and head.

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To get tanning to work on custom materials you can set this at the bottom in asset manger.
//
Materialfeaturetype clothcharr
Mask = char_burning_mask.dds (no alpha)
Color = char_body_burn_swatch.dds (no alpha)
Normal = char_burned_swatch.tga(no alpha)
//
You can get the images from raw/images or create your own.
The xmodel char_ger_honorgdz1_1 has other charr materials for leather/linen and head.
 hi codmodd .thanks so much,you helped me a lot.you gave me exact location that I need it.good job.+1

 
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