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Hratalvi

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  1. Hi! I've been testing this mod a bit and I feel it's exacly the type of base I really want to mod my kind of add-on to and at some point maybe release it, maybe not. But it'll be free and you'll be credited of course for the base @KhaineGB , if I release it. I've had already got a bunch of add-ons/ideas already in earlier Alphas, even a couple of custom workstations I've made... So, in others words, this is the type of mod I always wanted this game to kinda be like... You can always make stuff harder without blood moon even... (I've got a few ideas how to make it harder as it already is). I always wanted that Romero style of game every since I watched The Night of the Living dead when I was a teenager and when I first watched The Walking Dead it's the same. You can't really blend Romero/Walking Dead style of game with 28 days later/World War Z kinda...it's be just weird hybrid. That's the amazing thing with mods!
  2. am I the only one getting this error: "Unable to read the mesh asset! (Unknown asset format)" when trying to export meshes from the resources.assets -file? trying to get meshes for A17 holdtypes... Using the 2.2beta4_64bit version of this tool.. and Windows 10 if any of these make any difference?
  3. This mod actually makes you forget that you're playing a voxel-based game... the only big difference is that it pretty much kills potatoes and bring my ok computer (16Gb ram, gtx 1080, i7 6770, ssd) to it's knees at times, could be my own mod making it, too (an sdx one) and if somebody wonders, then it's really simple to install it on a pure SDX mod which adds quite a lot - as long as you haven't modded the assets that were changed (and even if that's the case - then get your hands dirty, so to speak - and you're able to combine them). Great mod! (was actually speaking of the .2 version, the only one I've been testing so far, .3 is still downloading) I assume it's even better!
  4. Replying to an old thread... I know... I have noticed the same problem... Seems that the vanilla guns have some kind of script which turns the model off (like when you attach a flashlight to a new gun you turn the object off in Unity - the game turns it on) otherwise they would, as far as my newbie understanding of Unity,act the same way your model does... have been searching for a solution to no avail so, I would like to know this too...
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