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 Modding Q&A thread

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Oshronosaurus
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeSun Nov 27, 2016 6:23 am

i understand the sentiment, but i don't think it counts as much as double-posting when there's about a week inbetween the posts Wink if i'd double-posted within an hour or two, then we'd have a problem

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Oshronosaurus
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeTue Dec 13, 2016 1:35 am

any answers on my earlier question?

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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeTue Jan 24, 2017 1:25 pm

Question: Is it possible to have a dead skin (ex. Parasauralophus) come out of the Carn Feeder? I have hungry scavengers that need replenishment.

At the moment, I've replaced the goat with an inanimate meat piece.
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Oshronosaurus
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeTue Jan 24, 2017 9:45 pm

that'd certainly be an interesting development--could work well for machinima makers, too Smile

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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeMon Jan 30, 2017 8:00 am

So i saw in some videos that it's possible to create denser jungles. What to i need to modify to have that?

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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeMon Jan 30, 2017 4:24 pm

You need to go to "TreeDist.ini", find bubbles and modify from 240 for any number what you want, but remember. More than 5000 then the game will crash.
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Oshronosaurus
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeMon Jan 30, 2017 10:26 pm

4999 it is, then Wink

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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeTue Jan 31, 2017 12:31 pm

Question: Is it possible to convert the hatchery into something (trees) that looks more natural on Site B mode? Changing the model (and powerbox) works, but the dinos have no way of exiting the grid box (no hatchery door). I attempted some .INX work but have been unsuccessful.
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeThu Feb 16, 2017 8:39 pm

i'd still appreciate an answer to my earlier post. i'll reiterate:

how many fossil sites can be added into the game? i want to know because i have a rather interesting idea of essentially replacing the fossil dig menu with a species list instead where it literally just has all the dinos listed out (obviously this would conflict with alot of other mods) and each one is essentially given a check mark (the actual fossil site in terms of game mechanics). each fossil site here would provide just one dinosaur so you can pick and choose exactly which species you want in your park.

i'll also be upfront: this is mainly for a larger mod idea i have and is intended as a way around the known restrictions to fossil sites so that there aren't fossil sites where you have unrelated species from completely different places and time periods together in a fossil site (say, compys in the Flaming Cliffs since they're modded from the galli)

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FTKchuuNINJA
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeFri Feb 17, 2017 6:18 am

I have no clue to how to make another dig site. Those that do don't show up as much as I thought they would.

On another note, for the denser jungles, we won't be needing to up the trees distance when theres already modelers putting five trees in one model.
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sdp
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PostSubject: q   Modding Q&A thread - Page 2 Icon_minitimeSun May 07, 2017 2:24 pm

Can OG be installed on W10?

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Megaspino2
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeSun May 07, 2017 4:29 pm

Yes, i run it myself on Windows 10 with no problems.
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeSun May 07, 2017 6:09 pm

Hi,someone can help me with Reshader and JPOG? I tried with some versions and I can't make that work in JPOG,help please.
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeMon May 08, 2017 12:05 am

You have to use the d3d9 version. There's a function in the program that will rewrite the script of the d3d8 shaders to work with the 9 version. Make sure to install it to the SimJP.exe; also make sure you're computer is strong enough to handle the filters.
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sdp
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeSun May 28, 2017 2:59 pm

Thanks for the response, let's see if I'm able to install it, my notebook doesn't have a CD Drive so I'll try the cdless method that I saw on google. Sadly my last computer that did have a cd drive the game was not compatible with the graphics card apparently and would crash as soon as you tried to start up a save file, it only loaded the intro screen.

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Gondrasia
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeWed Jun 07, 2017 4:00 pm

Sorry for causing any inconvenience, but I'm having some problems with JPOG at the moment.

The game does not load through the Operation Genesis setup menu to set highest quality models in the game, such as the Park Entrance. However, it does load through the normal click on the shortcut, but unfortunately when I do this, the game is not at its best.

Spoiler:
 

It's such a shame as I've downloaded the Forgotten mod and I've seen what the quality of the structures once was, where once could see Ammonite fossils embedded into the kiosks. It's also quite distracting seeing the new footpaths connected to the old structures using the old stone footpath design. 

Is there anything that I can do to fix this problem?


Last edited by Gondrasia on Thu Jun 08, 2017 7:13 am; edited 1 time in total (Reason for editing : Previous font size was too big)
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EchoGreen
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeWed Jun 07, 2017 9:40 pm

Set the model quality to 'High' in the Setup and run the game in Administrator mode.

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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeThu Jun 08, 2017 8:01 am

@EchoGreen wrote:
Set the model quality to 'High' in the Setup and run the game in Administrator mode.
I just tried it now, the game's still not loading unfortunately.
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Paralitian stromeri
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeSat Jun 10, 2017 6:19 pm

Whenever I try to launch my game with the mesozoic revolution mod it crashes after 5 seconds, without loading the main menu screen.
I tested my game with the forgotten mod and the JW pack and they world flawlessly.
Also 2 other mods by SpinoInWonderland, the cretaceous and jurassic expansions, cause my game to crash whenever any of the dinos from the mod is supposed to come out of the hatchery.
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeWed Jun 14, 2017 3:32 pm

Does anyone know how to remove the blocking on the land cruiser?
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeWed Jun 14, 2017 4:54 pm

@Paralitian stromeri wrote:
Whenever I try to launch my game with the mesozoic revolution mod it crashes after 5 seconds, without loading the main menu screen.
I tested my game with the forgotten mod and the JW pack and they world flawlessly.
Also 2 other mods by SpinoInWonderland, the cretaceous and jurassic expansions, cause my game to crash whenever any of the dinos from the mod is supposed to come out of the hatchery.
That is because your PC don't support the skins in high resolution.
@JPGrid06 wrote:
Does anyone know how to remove the blocking on the land cruiser?
You mean the short distance of the road of the jeep? Yep,is so easy,you only need to change the line "JeepFuellimit" and the line "MaxSafariPathLenght".
I hope I helped to you
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JPGrid06
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeWed Jun 14, 2017 4:58 pm

Thanks but I was talking about the "teeth blocking" on the grill you get when you skin the land cruiser
https://i.servimg.com/u/f58/19/50/28/79/simjp_17.jpg


Last edited by JPGrid06 on Thu Jun 15, 2017 12:12 am; edited 1 time in total (Reason for editing : Image added)
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeThu Jun 15, 2017 5:57 am

You could make an alpha for that part
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeThu Jun 15, 2017 11:15 am

I did :/
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeFri Jun 16, 2017 12:10 pm

Are you sure that the alpha is in the skin?
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeFri Jun 16, 2017 1:42 pm

I add the alpha channel manually
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeTue Jul 18, 2017 1:42 pm

Is there a way to skin the fences or has that not been figured out yet?
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeTue Jul 18, 2017 6:55 pm

Yes,the fences skins files are in the Fences_Hi.tml or Fences.tml
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeTue Jul 18, 2017 7:31 pm

Thanks Troodon Smile
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PostSubject: Re: Modding Q&A thread   Modding Q&A thread - Page 2 Icon_minitimeSun Oct 01, 2017 9:31 am

is there a way to skin this model, i made the model using the tmd processing tool??
https://imgur.com/H74KnSk
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