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Izaro - Duwelscheys

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Duwelscheys

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16 comments

  1. wwds32
    wwds32
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    Will they be made to JWE2?
    1. Duwelscheys
      Duwelscheys
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      No
  2. sebastain18
    sebastain18
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    hello! i was wondering where i put the exteanded behaviors
    1. Duwelscheys
      Duwelscheys
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      From this mod? Just in the ovl data folder, like any other mod. Note though, it won't do anything without the Expanded Behaviour main mod.
  3. neloadino
    neloadino
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    bro, your Mapusaurus is really cool! I want to download it but I'm having trouble downloading Joseba's special ACSE; it must have something to do with my rudimentary computer skills lol

    I wanted to know if you could help me. I went to Joseba's link, but I'm not sure what I have to install and download for it to work. Is it just downloading that "main" file that's in "Branch" and replacing it with the equivalent file in the normal ACSE that I have in the game? Or is it more complicated like encoding some codes that appeared to me elsewhere on joseba's page. I really don't understand those codes at all hahaha. Or do I just have to download all those files that appear at the beginning and put them into ovldata?

    On the other hand, I read that they are going to update ACSE to include these updates from Joseba, or so I understood. If I can't, I can be patient and wait for them to publish an updated version of ACSE with all those changes.

    Greetings!
    1. Duwelscheys
      Duwelscheys
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      No worries, Github is a bit weird for users not acquainted with it. You can either click on the green button that says "<>Code", then a smaller popup should show and then "Download as zip" or go straight to releases on the right side, below "About". The version is 1.2 and the "Download this" zip.

      ACSE got updated, though it has the issue of old new species mods not working with it. Can't say for sure once it actually gets fixed and goes public, for now it's only available on the modding tools server and primarily for us modders. In case there's a need for debugging.
    2. neloadino
      neloadino
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      Thanks for your tips, I was finally able to install it correctly. The mod is epic!
    3. Duwelscheys
      Duwelscheys
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      Thanks and have fun!
  4. Greenblyat
    Greenblyat
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    oh wow this looks great!! 

    I'm not sure if you know how to edit gloss/shine but I think its the only thing to improve here (imo). It tends to make skins looks a bit too plastic-y and really holds back great skins, atleast for me. I can always just fix it for myself and my weird tastes

    Still though, great model, great skin design, love it! Will def be using
    1. Duwelscheys
      Duwelscheys
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      Glossiness is affected by the roughness map, I noticed going past 60 on the whitescale makes the textures look like dry clay ingame. The more white, the less glossy it becomes. So I stick with 50, which is more fitting for the game. It doesn't like 16bit textures either, as it seems or well, Giga. Same issue arises. Scales on reptiles have a natural shine to it, so is likely dino scales had that too.
      I also think the plastic look comes from the low res textures of vanilla, my mods all have 2k res textures and have baked scales on 4 textures. That's how you achieve that level of detail.
    2. Greenblyat
      Greenblyat
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      I think it also just boils down to a preference, I tend to like the clay look which not many do it seems xD

      Either way, can't wait to use this one in-game, certainly one of my favorites already 
    3. Duwelscheys
      Duwelscheys
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      That's fair. It's more or less something I've noticed over on the JWE2 side, some stuff looks off with maybe roughness too strong. I guess there might be a value in one of the fgms, not sure though.
    4. Greenblyat
      Greenblyat
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      oH! It's the basepacked texture files. I do all my texture work in SAI an art program, not something like blender. 

      What I do is extract that which gives you 4 files. I take the 3rd and 4th and layer them together and adjust values as needed so I can have high gloss on the mouth and tongue, med on claws or spikes, and pretty matte on the body itself. 

      For me its as easy and controllable as moving a slider around and re-injecting. 

      The FGMs which I also have alot of experience with is just how the colors are adjusted automatically with skin patterns. Those will also just absolutely RUIN a skin if they don't work out and thats all trial and error. 

      Most of my dinosaurs I've adjusted the FGMs around to look a little nicer and play better with the skin colors. I'd be happy to play around with those things and show you the work in private just for fun ^^
    5. Duwelscheys
      Duwelscheys
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      I use Substance Painter to make skins, the roughness map is made via inverting the curvature texture (which you get after mesh baking the normal map with scales into the textures), invert it and adjust whitescale to 50-60 in Gimp. Roughly gets you the same as the vanilla roughness textures. Could also do it with the baked normal map. I'm still not exactly sure what basepackedtexture_G is, I use the strength map that Substance produces so I assume it's that
      . _R stays untouched, cause in Giga's case it just seems to affect the scales on the hand and feet.
  5. AnthaRod
    AnthaRod
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    Awesome ! 

    I love the PNSO variant. 

    Thanks for your work. 

    PS : I used to translate some mods into french version. Is it ok for your if I translate some of your mods ? 
    1. Duwelscheys
      Duwelscheys
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      Sure go ahead, since I rather not want to rely on automated translation that I can't verify. If anyone wants to, feel free to contact me.