Cài đặt Steam
đăng nhập
|
ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
Also, you should check out E3245's Materials Guide for an in-depth look at X2's various materials and how their textures should be set up.
https://docs.google.com/document/d/1IveUUFgF2Cu0msCwX17oQVuCljbEfSHHZZ25Md1GUzE/edit?usp=sharing
I know how to mod unreal engine 4 games
The gmod ones available are all stuck with 𝘳𝘦𝘥 𝘱𝘢𝘯𝘵𝘴...
I didn't fix up all of your packs, obviously, just some of the more popular/stand out ones. The cooking process for VPs usually shrinks them down by a HUGE factor, it's not uncommon to see 10x reductions in size for them, sometimes even more, so you should update as many of yours (if not all of yours) as possible, but of course it's up to you. You can either friend me on Steam or contact me on Discord (same name and avatar) for more info.
so you know how you made that big smoke mod ?
well, how about a CJ mod, or a Grand Theft Auto: The Trilogy – The Definitive Edition model pack or something like that.
(PS: love your work, would like to see more.)
If you don't mind me asking, is asset cooking that difficult or tedious? Because I wonder why other modders not cook their assets like yours, leaving them hundreds of MBs heavy.