(S)Custom.obj => Model,Screenshot,Video SHOP (SP only)
Hello people. I'll be making some 3d models for your tori.
You can use them in your matches, spars, parkours and videos.
This will be singleplayer only and only you will see them. And you may need to load them manually in everygame.
-Useless post will be reported-
Pm me for info.
There's 2 request types;
1: Order and Buy an object and use as you wish (replays, images etc)
2: Want a screenshot of your tori with models I made
II
II
V
Screenshot Models;(will add more soon)
NEW MODEL RULES
- I may not accept what you want. So Pm me before you want something in my thread.
- Dont want me to do so complicated things and send some reference pictures in Pm's.
- Cant Texture them yet. Whole item will be one colour when you pick color id.
- It may take 1 day or a week to make a new model.
- I take only 2 new model requests untill I finish them.
SCREENSHOT RULES
- I cant make screenshot's with sold models.
- Screenshot's will be in 1366-768 resoultion and High/Max graphics.
- Send me a replay(with what frame you want ofc) and a screenshot you made without model and I will make it with model. (To see what camera angle and pose you want)
- Pick the color id. http://toribash.com/colors.txt
PRICING
New Model & Buying
Head obj's--------------------------------------- *
Simple ---------------------------------------20k
Not-Simple---------------------------------------30k
Other obj's--------------------------------------- *
Simple ---------------------------------------20k
Not-Simple---------------------------------------25k
Screenshot With My Models ---------------------------------------*
All---------------------------------------10k
Video with my Models---------------------------------------(SOON)
When you order a model and take obj file to see it ingame you need to enter a command or edit item.dat.
I use command one. Works pretty good.
Keep questions to pm.
Manually load a single model ingame;
Command code:
/obj load "directory" "player number" "bodypart" "color id" "alpha" "dynamic" "partless" "ghosted"
DIRECTORY= Lets say you put your model named
"hat" in
"Toribash/custom/uke" folder. You will write;
PLAYER NUMBER=
0 : Tori,
1 : Uke
BODYPART=
0 to 20.
Originally Posted by
Ezeth
0 [Head] 1 [Breast] 2 [Chest] 3 [Stomach] 4 [Groin] 5 [Right Pec] 6 [Right Bicep] 7 [Left Tricep] 8 [Left Pec] 9 [Left Bicep] 10 [Left Tricep] 11 [Right Hand] 12 [Left Hand] 13 [Right Butt] 14 [Left Butt] 15 [Right Thigh] 16 [Left Thigh] 17 [Left Shin] 18 [Right Shin] 19 [Right Foot] 20 [Left Foot]
COLOR ID= The Toribash colors id.
http://toribash.com/colors.txt
ALPHA= Opacity of the 3d item.
DYNAMİC= Not sure but I think shrinks/flattens object.
PARTLESS= If you make this 1 the tori model will disappear( only that bodypart) . For example if you have a hand model and load it with partless option 1 normal square hand will not shown ingame. If you want it to shown make it 0.
GHOSTED= 1 : Custom model will shown in ghost. 0 : Custom model wont shown in ghost.
Now as an example;
head object code:
/obj load custom/iblackleon/beret.obj 0 0 85 255 0 0 1
My beret object in that directory will be
on Tori, on head, Void, Fully Visible, wont be dynamic, head will shown, it will be on ghost.
Or go into your item.dat file in Toribash/custom/yourname and do these;
Originally Posted by
Ezeth
*ChangedThisPart*
Copy obj into "Toribash/custom/yourname"
Rename it to "bodypart.obj"(head.obj for example)
now that you have the obj file you save it to your folder
*ChangedThisPart*
Your folder should now look like this
4.1. Item.dat modifying
OBJ0 1; 2 3 4 5 6 7 8
Breakdown:
OBJ0: Bodypart to modify. The number after OBJ denote the bodypart ID (OBJ0 = head, OBJ1 = breast)
Refer:[Tutorial]Improved Item.dat Editing Tut
Number values:- Toggle object on/off
- <unknown>
- Color ID: REFER toribash.com/colors.txt
- Alpha: 255 = fully opaque, 0 = fully transparent
- Use texture overlay: body part texture is MULTIPLIED over the object color. If colorID is 0 or 1 or pure, the texture color is used as is
- ?Dynamic <unknown> currently shrinks/flattens object
- Replace body part with object: 0 = body part is visible with object, 1 = bodypart is replaced with object
- Ghost: 0 = object doesn't appear in ghost, 1 = object appears in ghost
Example:
Say we want to replace the mesh of the left foot and have it color textured, and appear in the ghost
we add this in the item.dat
OBJ20 1; 1 1 255 1 0 1 1
Last edited by IBlackleon; Jul 5, 2015 at 04:42 PM.