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Chopperface
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PostSubject: Modding Q&A thread   Tue Jun 14, 2016 8:43 pm

Another one reprised from JPL.

I'll start off with:

Does anybody have the vanilla Brachiosaurus sounds? I misplaced them a while back. Thanks!
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PostSubject: Re: Modding Q&A thread   Tue Jun 14, 2016 9:43 pm

Hey! I want to ask something about .TML file. How much dinosaurs can be put to a .TML? Is it, 9 species? Or more? Or less? Example, I want to MST, until I reach the maximum number of species in a .TML file.

In the specific way, there is 3 species in each .TML. I want to MST dinosaurs, until the maximum number of species in a .TML file, is reached. The maximum number of species that can be added to a .TML, is? And,the total of specieses that included in a .TML before the skins go black, is?

-----

@Chopperface : The vanilla Brachiosaurus sounds that sounds like whales, but deeper? (Whatever)
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PostSubject: Re: Modding Q&A thread   Tue Jun 14, 2016 11:37 pm

Yes! I believe they're the same sound effects from JPIII, specifically the one from the Brach right as the scene is transitioning.
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PostSubject: Re: Modding Q&A thread   Tue Jun 14, 2016 11:46 pm

I think I have it. I will upload it here, when I found it!

Edit : Here it is! - Vanilla Sounds - Brachiosaurus Altithorax
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PostSubject: Re: Modding Q&A thread   Wed Jun 15, 2016 12:00 am

Many thanks, my friend!
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LeahMcFallFan
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PostSubject: Re: Modding Q&A thread   Wed Jun 15, 2016 12:02 am

Your welcome! I'm sorry if that the wrong sounds. You better listen to it first, as I now use PMEP's sounds few months ago. So... Anyone can answer my question?
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PostSubject: Re: Modding Q&A thread   Thu Jun 16, 2016 4:41 am

@LeahMcFallFan: there should not be any limit to the number of species or skins a tml can have.
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PostSubject: Re: Modding Q&A thread   Thu Jun 16, 2016 8:30 am

@EchoGreen : What? Fdinick says the limit, is, 18 skins in an .TML before all skins go black?
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PostSubject: Re: Modding Q&A thread   Thu Jun 16, 2016 8:35 am

@LeahMcFallFan wrote:
@EchoGreen : What? Fdinick says the limit, is, 18 skins in an .TML before all skins go black?
That's false. I've tested it myself a while back, 20 skins total and not a single skin bug.
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LeahMcFallFan
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PostSubject: Re: Modding Q&A thread   Thu Jun 16, 2016 8:52 am

@SpinoInWonderland wrote:
@LeahMcFallFan wrote:
@EchoGreen : What? Fdinick says the limit, is, 18 skins in an .TML before all skins go black?
That's false. I've tested it myself a while back, 20 skins total and not a single skin bug.
Okay... Thanks, @EchoGreen & @SpinoInWonderland!
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PostSubject: Re: Modding Q&A thread   Thu Jun 16, 2016 5:52 pm

If the structures tml can hold more than forty skins, I can make 40 tree skins in the flora tml, what makes it crazy is that Godzillasaurus's challenge mid has 100+ dino skins in one tml if I am saying this correctly.
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PostSubject: Re: Modding Q&A thread   Fri Jun 17, 2016 7:24 am

FTKchuuNINJA Good .... cheers cheers
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PostSubject: Re: Modding Q&A thread   Fri Jun 17, 2016 1:39 pm

Just wondering and I think Bela is doing this for Skull Island; what if a Gigantopithecus was made from Brachiosaurus?

Make the tail and neck+ head invisible, and give what remains the ape skin; the part of the body that was the "stump" of the neck could be the head. Now I said Gigantopithecus because I'm thinking of the oversized King Louie in the new Jungle Book (Jon Favreau said the animals were sized up to help us look at them like a child would), to be fair.

Just some pondering.

EDIT: Also, how does one give another dinosaur more weight? You see, I gave a Dicraeosaurus INI the Amphicoelias model (because my earlier Wuerhosaurus/Amphi hybrid kept crashing the game), but it doesn't have the stomps and heft of say a Brachiosaurus. So, how do I make my Dicr/Amphi as heavy and stompy as a Brachiosaur? What do I do to the INI?
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PostSubject: Re: Modding Q&A thread   Sat Jun 18, 2016 7:57 am

@Chopperface : I don't understand what are you saying right now... Well, if you mean, you want your Dicraeosaurus to have the stompy ground, make trees shake when it's pass, make some earthquake effects, and something like that, you have to edit some lines in the Dicraeosaurus .INI file to match the lines in the Brachiosaurus .INI files, or, you can simply copy the traits of Brachiosaurus .INI and replace the Dicraeosaurus ones. For the earthquake screen effects, you have to edit some lines of your Dicraeosaurus .INX, which is:

  • duration=0.2;
  • magnitude=0.05;
  • radius=60.0;
  • fadeduration=0.2;

to match the numbers the Brachiosaurus .INX have. The numbers above have been taken from the Brachiosaurus .INX.
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PostSubject: Re: Modding Q&A thread   Sat Jun 18, 2016 6:47 pm

=w= huehuehuehuehue... imma' just leave this here

duration=0.4;
magnitude=0.05;
radius=60.0;
fadeduration=0.2;
SFX_TREXROAR
{
animname=idle_post_lp;
framenum=20;
}

now let all your dinos' raors be earthshattering!!! >B)
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PostSubject: Re: Modding Q&A thread   Sat Jun 18, 2016 7:35 pm

Oh... sorry i realy think the 18 skin in a tml are the limit... so... 20 skins are the limit of dinos tml???
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PostSubject: Re: Modding Q&A thread   Sat Jun 18, 2016 10:33 pm

I have like 60 different skins in Flaming Cliffs and they're all fine. So I'm pretty sure you can add as many skins as you want. The only concern I'd have is loading times on certain computers.
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PostSubject: Re: Modding Q&A thread   Sun Jun 19, 2016 1:59 pm

Jesus ! Can u send me that tml please ? I realy like to show that from JPBrazil team. If u can send me only one, with that i transform in the orthers 8 tmls ...
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PostSubject: Re: Modding Q&A thread   Sun Jun 19, 2016 2:22 pm

Is it possible to perform any kind of mod for the PS2 version of the game?
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LeahMcFallFan
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PostSubject: Re: Modding Q&A thread   Sun Jun 19, 2016 4:30 pm

I think, no...
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PostSubject: Re: Modding Q&A thread   Sat Oct 01, 2016 2:42 am

Is cloning the Dilophosaurus with a new skin and model different from other dinosaurs? because I have done the same I have done the same with all the other dinosaurs yet the clones just have black skins.
If anyone can tell we if it is different or not
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PostSubject: Re: Modding Q&A thread   Thu Nov 17, 2016 11:15 pm

is it possible to make new fossil sites with their own unique species? (not necessarily a "real" new species--i mean like single a site with, say, the dryo, trike, and rex all in one, rather than being split between three sites)
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PostSubject: Re: Modding Q&A thread   Sat Nov 19, 2016 6:04 am

Yes, but the species inside must either be species or clones of species from the same digsite. E.g. a digsite can have Ouranosaurus, Iguanodon (Ouranosaurus clone) and Spinosaurus, all of which are from the Chenini Formation.
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PostSubject: Re: Modding Q&A thread   Sat Nov 19, 2016 9:01 pm

puts a bit of a damper on the idea i had, but how specific does it get? like, would Chenini one NEED to have all three of the originals?

separately, is there any way to make a completely custom site with completely different dinos in it?
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PostSubject: Re: Modding Q&A thread   Sun Nov 20, 2016 4:34 am

No to the first. Yes to the second.
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PostSubject: Re: Modding Q&A thread   Sun Nov 20, 2016 8:10 pm

that might be good news, them Smile what i specifically want to know is if totally different dino models from different fossil sites could be combined into one customized site
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PostSubject: Re: Modding Q&A thread   Sun Nov 20, 2016 10:26 pm

That isn't possible.
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PostSubject: Re: Modding Q&A thread   Sun Nov 20, 2016 10:52 pm

thanks for the quick reply--you post was ambiguously worded. i'll have to think around that, then Wink
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PostSubject: Re: Modding Q&A thread   Sat Nov 26, 2016 5:15 pm

how many fossil sites can be modded into the game? an idea occurred to me that could be a decent go-around to the problem that occurred to me: instead of specific fossil sites*, it's a whole species list that you select to mix-and-match whichever exact animals you want, with one and its variants to a single "site". the ecosystems that are directly stated in the vanilla game are implied in the Dinopedia instead, mentioning where those dinos were found in real-life, their time period, and what their favored companions and prey animals are (assuming the authenticity thing can be determined beyond just fossil site). i guess you could say that you’re buying the rights to that dino from InGen. while i came up with this for a hopeful separate project, it could apply to the FCM and other mods, too.
 
 
 
*possibly--in the same train of thought, it occurred to me that fossil sites could still be used, but much more specifically, such as Iguanodon being specifically provided by "Bernissart Formation" and it's the only one there
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PostSubject: Re: Modding Q&A thread   Sun Nov 27, 2016 2:35 am

Don't double post. (double posting doesn't harm the rules but everyone will get frowned upon with them, you might need to edit your post.)
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PostSubject: Re: Modding Q&A thread   Sun Nov 27, 2016 5:23 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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PostSubject: Re: Modding Q&A thread   Tue Dec 13, 2016 12:35 am

any answers on my earlier question?
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PostSubject: Re: Modding Q&A thread   Tue Jan 24, 2017 12:25 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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PostSubject: Re: Modding Q&A thread   Tue Jan 24, 2017 8:45 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   Mon Jan 30, 2017 7:00 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   Mon Jan 30, 2017 3:24 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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PostSubject: Re: Modding Q&A thread   Mon Jan 30, 2017 9:26 pm

4999 it is, then Wink
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PostSubject: Re: Modding Q&A thread   Tue Jan 31, 2017 11:31 am

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   Thu Feb 16, 2017 7:39 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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PostSubject: Re: Modding Q&A thread   Fri Feb 17, 2017 5:18 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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PostSubject: q   Sun May 07, 2017 1:24 pm

Can OG be installed on W10?
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PostSubject: Re: Modding Q&A thread   Sun May 07, 2017 3:29 pm

Yes, i run it myself on Windows 10 with no problems.
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PostSubject: Re: Modding Q&A thread   Sun May 07, 2017 5:09 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   Sun May 07, 2017 11:05 pm

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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PostSubject: Re: Modding Q&A thread   Sun May 28, 2017 1:59 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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