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Messages - Busterdash

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P2 and AW Mods / Re: How to replace default textures?
« on: December 21, 2013, 11:40:37 AM »
First, save the UTX package you want to edit as a package with a different name, because the original packages are read-only. Second, in the new UTX package, find the texture you want to replace, take note of it's texture name and compression, right-click it and click delete in the menu. Third, go to the file menu, click Import, find the new texture file, import it, and another menu will show up; set the new texture's name to the original texture's name that you noted, and the original compression. When you're done; save the package. Now find the original package in the Windows Explorer, move it to a backup folder somewhere, and rename the new package you just saved to the original package's file name.

Good luck and have fun.

POSTAL III- Mods / Re: Postal 3 User-Made SDK *Released*
« on: July 12, 2012, 07:54:30 PM »
The picture is not showing up for me, what is it you might be onto?

Custom FGD, but I'm stuck between a rock and a hard spot with it now.

POSTAL III- Mods / Re: Postal 3 User-Made SDK *Released*
« on: July 08, 2012, 08:17:03 PM »
No fgd? Lame. If you're advertising this as SDK, you should give us an FGD. You've just vmexed a few maps and call yourself a hero.

I can't just make an FGD, for that I need access to the game's source code. The only way we will be able to get one is if it is leaked.

Actually I might be on to something...

POSTAL III- Mods / Re: Postal 3 User-Made SDK
« on: July 06, 2012, 11:14:31 PM »
Oh,any any news on your Postal 2 map for Garry's Mod?

Its going pretty good, I have most of the arcade and the bar done, and I have all of the laundromat done. All in all its about 30 to 40 percent done.

POSTAL III- Mods / Postal 3 User-Made SDK *Original FGD*
« on: July 05, 2012, 08:48:14 PM »
Postal 3 - User-Made SDK

I was able to come up with an unofficial SDK using a custom configuration in Source SDK 2009, and the decompiling of maps to add npcs and other entities.
I will later give details on how to do this unless the official SDK is released before I do.

Edit: 1:04AM - 7/7/12
I'm working on a tutorial page on my website on how to set this up, it should be up sometime next week.

Edit 1:52AM - 7/8/12
Nevermind, instead of a week here it is now:

Edit 1:35AM - 7/31/12
Konstantin Efimov emailed me the original FGDs. Go here for the revised tutorial page and download them there.

P2 and AW Mods / Re: Texture Mod - Aestheticly Pleasing Windows
« on: April 08, 2012, 08:30:23 PM »
Oh sorry. I can't really answer that, I don't know either. The texture I used for the cubemap in this window mod was just a tiled, blurred tv-static that I generated in GIMP.

P2 and AW Mods / Re: Texture Mod - Aestheticly Pleasing Windows
« on: April 08, 2012, 04:42:48 PM »
Yeah it's manual, in the texture browser's file menu you click new, then choose cube map in the material class, then you'd go into it's properties and set the faces of the cubemap, then go back up to the file and new and create a TexEnvMap and set its material to the cubemap texture, and last you would create a shader to combine the texture and the cubemap.

Although you could just make a shader and use one of RWS's cubemaps in Zo_Smeg package.

P2 and AW Mods / Re: Texture Mod - Aestheticly Pleasing Windows
« on: April 08, 2012, 03:44:02 PM »
Sure; a picture's worth a thousand words. Although the cubemap doesn't show up well.

This mod makes windows in Postal 2 look a bit more realistic. I masked the opacity of the windows so blinds and curtains aren't translucent anymore, made the outside of the window slightly translucent so you can kinda see inside, added cubemaps so the windows shine a little, and threw in some extra textures for mapping.

  • Install STV_Suburbs.usx into StaticMeshes folder of your Postal 2 directory.
  • Install BDTex.utx into Textures folder of your Postal 2 directory.
  • Keep a backup of STV_Suburbs.usx somewhere in case if you want to revert back.

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