Tuesday, January 31, 2012

Counter Warfare 2

/>Thread #90 - January 31, 2012:

Hi all!I gotta quick updates about this topics. So I was on holiday and I'm staying over the night @Uncle's House. He got a good internet connection (nearly as good as mine, but not really).

I want to talk about Counter Warfare 2. It's a mod for Counter-Strike™ 1.6 that replace all the weapons, characters and maps with Modern Warfare 2 weapons, characters and maps. People might think it's this game is too old but I don't think so: without Counter-Strike™, there won't be no FPS that would define the true FPS feeling.

Anyway, what has been improved since Counter Warfare 2 2010:
  1. Aim Down Sight
  2. Killstreak Rewards
  3. Quick Knife
  4. Modern Warfare 2™ HUD
  5. All models & HUD are locked
  6. 2 Game Modes available: Normal & Deathmatch (how about SnD lol?)
  7. Hit Marker
  8. And lots more...
Here is some screenshot:
A video of the gameplay:
You can download this from its official website which is:
Counter Warfare 2 Official Site

Just register, download and use hjsplit to join all part!
I'm currently downloading part two right now, I think all parts will be downloaded by 30-45 minutes or so. I'll be enjoying this game for quite some times, though. As my laptop is Low-End :D


>/End of Thread\<

Heart Warfare 3

/>Thread #89 - January 31, 2012:

Hi guys!I don't know if it's such a good idea, but I'm telling my life story before I posted a mod because my friend's blog will show thread that... I don't wanna talk about it.

Let's get to the story:
So I have a best friend in class, she's short, she's in my school cheerleaders team and she's a good lead captain, lol. I always let her decide what to do next when there's an assignment tasked to us (or when we're in a group of people).

Not long ago, me and her sit together with bunch of other class mate. They're all girls and I'm the only boys (yeah, Scavenger Pro Perks on lol. I'm ravaging my friend's food and drinks while the other boys buy their food in the canteen) and one of the lead, prominent character (this character belong to Osiris) said: Why don't you both go out and enjoy each other?
Out of nothing, we both responded: NO!
Then the girls on the left said: You both says it together. It meant you both is a match from heaven!

Lol fuck that I thought. I don't want to date her because if we broke up, it will be fucking hard to let her do the hard work and it will be gay if I Scavenge for food around because she's my main target for food and drinks when I'm out of cash. 

It's been few months since we both said that until last night I got this dream: I went out with her.
Fuck the corporate world -_- With Natasha's is just around the corner (I think it's Valentine's Day that the Maths result came out) I need to think of how to pass this problems and let shit flow by. I do not think I wanted to be with Natasha due to her mythical nature and persistence of her secondary personality. I wanted to date a normal girls... Like Desy... or whoever!

Goddamn! My D_Weaver might get me in a lot of troubles :\

>/End of Thread\<

Sunday, January 29, 2012

[REL]M4A1 Hybrid Scope

/>Thread #88 - January 29, 2012:

Hi all!
I was actually about to post my mods before I went for holiday but my internet was fucked up so I had to do it on the holiday -_-

M4A1 w/ Hybrid Scope converted from Counter-Strike: Source™ and requested by Wicaksono Leonardy!


INFO:
[Replace m4.dff & m4.txd]
Screenies:
Link:
M4A1 Hybrid Scope 
Password:
modsbyanimus120.blogspot.com

>/End of Thread\<

Saturday, January 28, 2012

[APPS]Internet Download Manager™ 6.08 Build 8 Final

/>Thread #87 - January 28, 2012:

So, you want to download files from internet faster and have resume support?
Well, this is the right software for ya!
Internet Download Manager™ 6.08 Build 8 Final!
It's the latest build as of today (January 28, 2012) and I'm going to release new updates for this software when a new version come up and share it with you guy here!


Internet Download Manager (IDM) is a tool to increase download speeds by up to 5 times, resume and schedule downloads. Comprehensive error recovery and resume capability will restart broken or interrupted downloads due to lost connections, network problems, computer shutdowns, or unexpected power outages. Simple graphic user interface makes IDM user friendly and easy to use.Internet Download Manager has a smart download logic accelerator that features intelligent dynamic file segmentation and safe multipart downloading technology to accelerate your downloads. Unlike other download managers and accelerators Internet Download Manager segments downloaded files dynamically during download process and reuses available connections without additional connect and login stages to achieve best acceleration performance. 

Internet Download Manager supports proxy servers, ftp and http protocols, firewalls, redirects, cookies, authorization, MP3 audio and MPEG video content processing. IDM integrates seamlessly into Microsoft Internet Explorer, Netscape, MSN Explorer, AOL, Opera, Mozilla, Mozilla Firefox, Mozilla Firebird, Avant Browser, MyIE2, and all other popular browsers to automatically handle your downloads. You can also drag and drop files, or use Internet Download Manager from command line. Internet Download Manager can dial your modem at the set time, download the files you want, then hang up or even shut down your computer when it's done.

Other features include multilingual support, zip preview, download categories, scheduler pro, sounds on different events, HTTPS support, queue processor, html help and tutorial, enhanced virus protection on download completion, progressive downloading with quotas (useful for connections that use some kind of fair access policy or FAP like Direcway, Direct PC, Hughes, etc.), built-in download accelerator, and many others. 

Version 6.08 adds IDM download panel for web-players that can be used to download flash videos from sites like YouTube, MySpaceTV, and Google Videos. It also features complete Windows 7 and Vista support, YouTube grabber, redeveloped scheduler, and MMS protocol support. The new version also adds improved integration for IE and IE based browsers, redesigned and enhanced download engine, the unique advanced integration into all latest browsers, improved toolbar, and a wealth of other improvements and new features.

Link:
Password:
animus120.blogspot.com

>/End of Thread\<

HOLIDAY CONFIRM!

/>Thread #86 - January 28, 2012:

So, the First Deputy Principal had confirmed that my school got 2 weeks of holiday! :fuckyeah:
The reason being is a traditional ceremonies of Hindu religion that occurs twice a year. It's really good as it adds another layer of holiday on top of my Semester's Break. 

It also means more time for converting mods to San Andreas™. I have been getting my hand on converting vehicle to San Andreas™ but still no luck. I got some collision errors but yeah, things need step before it was perfect! :D

Anyway, as usual, my parent has plans for holiday. It will be 5 days of holiday into the Middle Java Region & Jogjakarta Region. That meant I could not post mods between tomorrow 'till next Friday, I think.

Next, I did not actually asked Natasha out due to a reason which I could not unveil at the moment. Actually, things started going sideways since 4 hours ago: she's betting with her friend on who scores higher on Math Test (goddamn nerd -_-). If Natasha wins, then she has to confess to me. If she lose, well I'll have some more happy days.

It's kind of getting back to the Episode of Ayunda Pratami era again but I'm not about to have another things like that again, due to the fact that Natasha is a pure gothic and dark aura around her. It's hard to made her lose the bet because her Intelligence Quality (IQ) is 125 :o

Nerd -_- Nuff said, I just have to reject her. So I'll try going back to either X_11, MPK Logistic or thinking back of .NET

That is all I gotta say for today, and I'm going for a holiday. Not gonna post mods :/ Don't worry, I'll release new mods instantly as I arrive back to Reach (my home)

>/End of Thread\<

Friday, January 27, 2012

Official Explanation of No Mod Tools for Frostbite 1.5 & 2.0

/>Thread #85 - January 27, 2012:


Here is an official explanation by DICE employee Mikael Kalms:

Frostbite 1.5 consists of these components:

  • The game runtime
  • The editor runtime
  • The content processing runtime (aka "the pipeline")
  • and some plugins for Maya

The game runtime is distributed outside of EA, but the editor + pipeline + Maya plugins are not.

So let's take a look at some things that would need to be solved before we'd be ready to distribute the editor + pipeline.


Pipeline operation
Let's say that you tell the pipeline to build level MP_003.

MP_003 is represented by an XML file, which references a bunch of other files. These in turn reference other files. If you follow this graph of references, you will find the level layout, heightmap, characters, weapons, vehicles, and all the content that you can see in-game. (The in-game HUD and related stuff might also be in the graph.)

When the pipeline is about to build MP_003, it will first perform a consistency check on all content, and yell if any file that is referenced by any other is not present.

If all files are present, the pipeline will attempt to convert all files referenced by MP_003. It uses the file system journal to determine which files have changed on-disk. Also, and any files that have already been converted have info on which files depend on it (so it has info like: "if file X changes, then files Y,Z,W will also need to be rebuilt").

Building all content for BC2 from scratch takes something like 48-72 hours on a normal workstation. Half that time is spent building common content (such as character animations), half builds level-specific content.

In addition, there's a caching mechanism: if the pipeline wants to build a specific bit of content, it will first check if the pre-built content is already available on a cache server and take the result directly from the cache server instead. The pipeline can also populate the cache if it builds something new.


Pipeline issues
So how does this work in practice? It's not ideal, but it's good enough for us to ship games on it.

The pipeline is a bit overzealous with regards to rebuilding assets - sometimes it rebuilds stuff that it shouldn't need to.

The pipeline will normally crash about 2-3 times during a full rebuild.

You need to have Maya 8.5 (32-bit version) installed in order to convert any meshes.

Any content in the cache expires after 3 weeks. After 3 weeks have passed, that content will need to be rebuilt and re-uploaded by a machine running the pipeline. The effect that this has on day-to-day development is minimized by having one or two machines dedicated to running the pipeline every time any content change is done. By running the pipeline, those machines will populate the cache, thereby speeding up the build process for everyone else. (The output form those content build steps is discarded.)

In short: the pipeline + cache setup works better the more people are using it simultaneously.


If there are content errors, you need to know a lot about the internals of the game engine to figure out what's wrong.

Finally, in its current form, the pipeline + editor expects some specific IT infrastructure in place (most notably the cache server and a Perforce server).
If it's not there then the pipeline + editor will behave strangely.
The first time I tried, it took me about one week to get the full editor + pipeline setup to work properly outside of the DICE office. And that was when I had the option to call any of the other developers to ask for help.



... does this sound bad to you?

Truth be told, this is approximately where the industry average is at for game studios' internal game engines. One of FB 1.5's weaknesses is specifically that its content processing is flaky, and the flakiness gets more problematic as the amount of content goes up. FB 2.0 is much improved in this regard, but FB 1.5 is what we're using for BC2 and that's what relevant in the current discussion (or monologue if you prefer).


Content
Both the pipeline and the editor takes in all content in its raw, original form. Anyone who is to build any content needs the full 80GB of raw data on their machine. We are not comfortable giving out all our animations, meshes etc in raw form.

We are comfortable giving out the processed data - after all, that's what on the game disc - but that data does not plug into the editor/pipeline at all.


Licenses
The game, editor and pipeline all use commercial middleware. It is developed by Havok and several other companies.

The licensing agreement for the middleware allows us to use that code in specific products, on specific platforms.
If we want to release editor + pipeline, we need to license the middleware specifically for this. How much would that be? Perhaps $1M-$3M. I'm guessing wildly here.

Stripping out that middleware would seriously hamper the functionality especially of the pipeline. We use Havok Physics, for instance. Without Havok Physics, the pipeline wouldn't be able to convert any of the physics meshes. We also use Granny. Without Granny, the pipeline will not be able to convert any of the character animations. Etc.

Re-implementing the necessary functionality of the middleware ourselves ("let's make our own physics engine / let's plug in an open-source physics engine") would take literally man-years. Licensing is cheaper in pure $ cost and faster (it works now instead of by 2012).

The pipeline also uses some code that is under GPL. Given that we do not want to release the full source code for the editor + pipeline, we would need to replace the GPLed code with other implementations.

The GPLed code is less of a problem than the proprietary middleware.


Editor
The editor itself is reasonably stable and well-behaving. It is far from obvious how to set up the game logic for a level, but that is easily covered by releasing some example levels which contain the logic setup for the common gamemodes.


Test-running levels
First the level needs to be successfully processed by the pipeline. Then you'd want to be able to test it locally. That involves having a listen server around. We don't have a listen server neatly packaged. There's probably a piracy angle here too but I'm not going to discuss that.


Distribution of levels
Getting levels onto the RSPs server machines would likely not be any problem. However there's need for checksumming levels, so that game clients can know whether or not they have the correct version of level X on their machines. There's a whole bunch of other things (mainly UI-related) which will need cleaning up as well. Not difficult to do, just takes time and I'm listing it for the sake of completeness.

Also, there are some complications wrt when we release patches that affect the base game's content. Whenever we release a patch, all existing levels will need to be rebuilt with a new set of original data. This is because some level-common data is stored inside of the level archives. I'm not sure at the time of writing, but that probably means that the only manageable way for us would be to invalidate any user-made levels when we release a patch of that form.
Then creators of any user-generated levels would be required to run their levels again through the pipeline with the new base content supplied.


So how about just a map editor?
If it doesn't plug into the ecosystem above, then getting it to work involves some serious wrangling. Either it is a light-weight replacement for our existing editor - in which case all the challenges with the pipeline still remain - or it is a separate mode (think Forge for Halo). Developing an extra mod-layer that is sandwiched into the game would easily take 6-12 months.


Synergy effects between FB 1.5 and FB 2.0
So let's say that we would go through the procedure of making mod tools for FB 1.5. How much of that work would be reusable for FB 2.0?
I don't have any firm figures, but the differences between FB 1.5 and FB 2.0 are pretty large by now. Given this and the fact that a fair bit of the FB 1.5-specific problems (where the devil often is in the details) don't apply to FB 2.0, I'd guess that less than half of the work would port over to FB 2.0.


Conclusion
In conclusion, my recommendation to the rest of DICE is not to develop mod tools for BC2 PC. There are too many hurdles to overcome. That energy is better spent elsewhere, be that on BC2 or other titles.

You can found the original thread in this link:
Explanation of No Mod Tools for FB 1.5 & FB 2.0





>/End of Thread\<


Wednesday, January 25, 2012

[REL]Battlefield 3™ M39 EMR

/>Thread #84 - January 25, 2012:

Hi all!
Today I'm releasing Battlefield 3™ M39 EMR, replacing the Sniper in San Andreas
™!

INFO:
[Replace sniper.dff & sniper.txd]
Screenies:
Link:
Battlefield 3™ M39 EMR
Password:
modsbyanimus120.blogspot.com

>/End of Thread\<

[WIP]Battlefield® Pack

/>Thread #83 - January 25, 2012:


Well, I haven't updated the blog for 2 days because I was a little bit busy at the moment. Since the school year has started properly and my hard drives was full, I was forced to uninstall San Andreas™. Don't worry, I will continue to convert weapons for San Andreas since the required items is 3ds Max, default San Andreas™ weapon and the weapon that I wanted to convert.

Anyway, I've been thinking and working on this project quite a bit. It's called Battlefield® Pack which is just compilation of my most downloaded mod with few tweaks to the weapon.dat files, two peds I'm currently rigging (from BFBC™ & BFBC2™ if you can guess them, you're good) and maybe reMaster the Battlefield 3™ Animation if I'm not lazy xD

I have asked for Rudy057 whether I can hack his awesome Battlefield 3™ M16A3 models and he allows it! I was jumping jackin' cars in my neighbourhood! So I will work on it later on and upload it here.

It's been on progress since my friend asked me to just put my weapon into a pack and release them like a DLC or patch. I liked the idea and let people download my mods. I've gathered enough information and ask around my San Andreas™ Indonesian Community and they liked the idea, too. It's like an All-Star of my mods!

Update coming soon about this project and I will release the Rudy057's Battlefield 3™ M16A3 mods later today as I post this thread very late (0052 Hours).

>/End of Thread\<

Monday, January 23, 2012

[REL]Bugatti Veyron Super Car Indonesian Police

/>Thread #82 - January 23, 2012:

Hi all!
I'm promoting my friend's mods. Why?

I'm on Most Wanted List B)
It's Bugatti Veyron Super Sport Indonesian Police! I actually wished that Indonesian Police stroll around the highway with this car, but it's just in the dream of every modders of San Andreas™.
Screenshot:
Download this car from this link:
Bugatti Veyron Super Car Indonesian Police


I redirect you to my friend's blog to increase his Total Pageview, yeah, I'm such a good friend :)


If you want to catch me in San Andreas™, download this car, and drive around the desert. I'll be waiting with my M27 IAR!




>/End of Thread\<

Sunday, January 22, 2012

Jets Ownage!

/>Thread #81 - January 22, 2012:

Uhh... my lucky day?
I have never been a good jet fighter. Getting a kill on a jet itself is count as lucky for me! But not today, I guess. I have pwned people hard with jets today!
Here's the proof:
6 kills, no death
A proof of jet kill? Here it is
As you can see in my Vehicle stat below, a further proof of me getting lots more kills with Jet:
I got more kills with the F/A-18E Super Hornet than the SU-35BM Flanker E for some reason... maybe because I was in the American Team more than the Russian Team. I don't know but I still like the look & feel of F/A-18E Super Hornet :D
Well that's it for today! Hopefully I got more kills with jets or just disable & destroy enemy jets. All that I need is points so that I can get the Air-to-Ground Missile.
See you guys later!

>/End of Thread\<


Saturday, January 21, 2012

Taking a break & Plan a strikes!

/>Thread #80 - January 21, 2012:

Hi guys!
I'm here not to post mods, I wanted to announce my break from modding. Maybe for 2-4 days. Why?

I need to plan on how I'm going to ask Natasha to go out with me :3
Yes, I'm on that stage and I wanted to do this perfectly and hopefully it last longer than my previous girlfriend. I won't be off for long, my friend! By Monday or Tuesday, I'll be back posting up a weapon again!

Whoever you are and wherever you are, please pray for my success!

Signed,
Animus120

>/End of Thread\<

Friday, January 20, 2012

FIGHT SOPA & PIPA!

/>Thread #79 - January 20, 2012:

Since we all rages about the SOPA & PIPA, I wanted to show you how to fight against it.
Visit this link and write down your identity:
Fight off SOPA & PIPA!
Fill in the blank and click on that sexy, greeny Write Congress button. By doing that, you've helped us all fights off the SOPA & PIPA.


If SOPA & PIPA made it into the bill, the internet as we know it know will be different. I cannot post mods, you cannot open Facebook, and worse: WE CANNOT DOWNLOAD TORRENT!


I hope you understand and do the right thing... it's a small decision but it's always worth it.


Signed,
Animus120

>/End of Thread\<

Thursday, January 19, 2012

[REL]M16A2

/>Thread #78 - January 19, 2012:

Hi all!
Just your typical M16A2. Converted from GMod®



INFO:
[Replace m4.dff & m4.txd]
Screenies:
Link:
M16A2
Password:
modsbyanimus120.blogspot.com

>/End of Thread\<

Wednesday, January 18, 2012

[TUT]Bypass Decompiling Models Error

/>Thread #77 - January 18, 2012:

Hi all!
If you're a Source™ game modders, you might come to face to one of these errors:
You face this errors while trying to decompile a Half-Life 2 Models to .smd file. In this tutorials, I will tel you how to fix (more like bypass) this problems. Here's what you need:
1. Notepad++
2. A .mdl file that has this errors

So, here's how to bypass this:
1. Instal Notepad++
2. Find the .mdl files>Right Click on the files>Edit with Notepad++
3. You will get this on your screen (it's code, really, written in C++ Language)
4. On the very first line, it reads like this: IDST0NULNULNULûÝà?weapons\nameofmodel.mdl
Replaced the 0 with coma (IDST,NULNULNULûÝà?weapons\nameofmodel.mdl)
5. Click Save and close the Notepad++. Try to decompile the model again and VOILA! It worked :D


You can thank me later ;)
Also, thanks for the guys @gamebanana for telling me (not really, it wasn't a tutorials and the thread has never come to conclusion) how to bypass the errors!


>/End of Thread\<


Tuesday, January 17, 2012

[REL]Battlefield 3™ Silenced Beretta 92F

/>Thread #76 - January 17, 2012:

Hi all!
You all might now this weapons from Battlefield 3™. You unlock it by acquiring 86,000 points on Co-Op mode. Now I'm proud to release it for San Andreas™!

I haven't release a handgun that has silencer, so I add silencer to this beast and it looks nice, actually. Just a fun fact, this weapon is 3-round burst & single-fire.

INFO:
[Replace slienced.dff & silenced.txd]
Screenshot:
Link:
Password:
modsbyanimus120.blogspot.com

>/End of Thread\<

Monday, January 16, 2012

[REL]Battlefield 3™ Tactical M27 IAR

/>Thread #75 - January 16, 2012:

Hi all!
A lot of my visitors loves the M27 IAR, so I took some time to reMastered it and here I am, releasing it now.

I always reMaster my mods if it was such a huge hits (one of a fine example is my HUD) and M27 IAR is going to be one of it. I have attached the M27 with an EOtech & foregrip. I also included the one without the foregrip, just to give you variations. 

If you use the M27 with foregrip on, I recommend you to use my Battlefield 3™ Animations because I made the animation to fit a foregrip attachments; the link for the animation is at the end of this post. If you choose the normal version, do not download it.

INFO:
[Replace m4.dff & m4.txd]
Screenshot:
With Foregrip
Without Foregrip
 You can go prone (I replace crouch animation with prone)
Sergeant Johnson with M27 IAR (noticed he's holding the foregrip)
 CJ with M27 IAR (again, he's holding the foregrip)
CJ go prone

I'm just making a comparison of how the animations are handled by custom & original models.
Link:
Link for Battlefield 3™ Animation:
Password:
modsbyanimus120.blogspot.com

>/End of Thread\<

Sunday, January 15, 2012

[REL]M1911

/>Thread #74 - January 15, 2012:

Hi all!
The first weapon of Project 2! A classic M1911.


INFO:
[Replace colt45.dff & colt45.txd]
Screenies:
Link:
M1911
Password:
modsbyanimus120.blogspot.com


>/End of Thread\<

[TUT]Rigging Peds ke San Andreas™

/>Thread #73 - January 15, 2012:


All credits goes to Diego4Fun for the pics & original tutorials. I'm just translating the language so that the Indonesian people can do it on their own!

Semua credit di tujukan kepada Diego4Fun utk gambar & tutorial originalnya. Aku cuman men-translate bahasanya supaya teman2 sekalian bisa me-rig ped sendiri!
Tutorial untuk rig peds ke San Andreas™:
1. Mulai 3ds Max dan klik Import
2. Pilih "All Files"
3. Pilih model yang ingin di convert dan klik Open (punyaku .3ds)
4. Model sudah terimport!
5. Tekan M pada keyboard
6. Pilih texture dari model yang telah di import
7. Drag n Drop file texture ke kotak pertama
8. Ulangi sampai semua texture sudah ada di dalam kotak
9. Klik + (di sebelah kiri dari tab Editable Mesh) dan pilih Element
10. Scroll kebawah sampe ketemu tab Material!
11. Tekan tab kosong dan pilih option pertama
12. Sekarang klik kotak material dan pilih assign...
13. Ulangi sampai seluruh model mempunyai texture
14. Klik Element lagi, untuk meninggalkan Tab ini
15. Klik Utility Tab, scroll ke atas dan klik tulisan A. Pilih Import DFF
16. Di Windows baru, pilih DFF file dari ped original (lapd1.dff, etc) dan klik Open
17. Sekarang ada 2 model, yang dari convert (bertexture) dan asli dari San Andreas™ dengan bones
18. Move, scale dan rotate converted model supaya sesuai dengan model peds dari San Andreas™
 19. Sekarang, posisinya sama, tapi lengannya tidak

20. JADI pilih bone yang ada di lengan model
San Andreas™
 21. Dan putar sampai posisi bonenya sesuai dengan converted model

22. Sekarang, modelnya sudah "sempurna"

23. Pilih model ped San Andreas™ dan klik Utilites Tab, DFF IO, pilih Skip Col dan pilih Bone/Skin Export
24. Tulis apa aja yang anda inginkan utk nama .dff, saya tulis test.dff
25. Sekarang, delete mesh ped original San Andreas™
26. Pilih bone-nya dan hapus semua
27. Sekarang, kamu cuman liat converted model saja, buka tab Utility lagi, DFF IO dan Import DFF
28. Import file yang kamu simpan sebelumnya (test.dff)
29. Sekarang kamu melihat model yang ingin di convert dan model original San Andreas™ tapi kali ini, posisinya sama!
30. Pilih model original San Andreas™ dan klik + (di sebelah kiri dari tab Editable Mesh)
31. Klik mode Vertex dan kamu akan mendapatkan sebuah Warning seperti ini, pilih yes
32. Sekarang anda melihat banyak titik-titik biru
33. Teken CTRL+A untuk men-select titik-titik biru tersebut dan titik-titik tersebut jadi warna merah
34. Scroll kebawah sampai kamu keliatan tulisan "Attach" dan klik itu
35. Klik model yang mau diconvert dan Windows ini akan keluar, pilih Option pertama dan klik OK
36. Sekarang ada banyak titik, merah & biru
37. Tekan tombol Delete di keyboard kamu dan titik-titik merah sekarang menghilang!
38. Klik Vertex lagi untuk meninggalkan pilihan Vertex
Sekarang kamu sudah berhasil me-rig peds, namun mungkin ada bug di modelnya. Let's check it out, gan!
39. Pilih Arm's Bone (bone yang ada di lengan)
40. Sekarang putar itu, dan kamu akan melihat bug di badan model ini
41. Klik modelnya, klik + (di sebelah kanan dari SKIN) lalu klik Envelope dan pilih Verticles
42. Di tutorial ini, bug-nya ada di dada (chest) jadi saya memilih Spine 1. Agan milih bagian yang ada bugnya!
43. Scroll kebawah sampe ketemu "Weight Properties"
44. Pilih titik dimana kamu liat ada bug
45. Setelah itu, pilih Rigid dan tulis 1.0 di Abs Effect
46. Lakukan ini juga di bagian lain dari model. Pilih titik kuning yang ada bugnya
47. Dan ulangi lagi (Pilih Rigid dan tulis Type 1.0 di Abs Effect)
48. Didalam kotak, pilih Skin lagi dan model-nya sudah de-select
49. Sekarang klik di bone-nya lagi (titik kuning) dan Rotate untuk melihat hasilnya
Agan sudah mem-fix bugnya!
50. JADI klik Utilites Tab lagi, klik DFF IO dan pilih Skip COL dan klik Bone/Skin Export
51. Sekarang, copy satu .txd file kedalam satu folder dengan converted model dan import textures dari converted model. Jangan lupa beri nama sesuai dengan nama asli file texturenya!

Congrats, bro! Agan berhasil me-rig ped ke San Andreas™
Mudah-mudahan berhasil bro! Kalo ada problem ato ada yang ga ngerti (maklum, English ku Australian, jadi mungkin ada yang ga ngerti) silahkan chat di C-Box ato PM aku melalui Facebook & Twitter.

Once again, thanks to Diego4Fun for allowing me to use his photos & tutorial and translate it to Indonesian!
Sekali lagi saya ucapkan terima kasih ke Diego4Fun karena sudah memperbolehkan saya menggunakan gambar & tutorial yang ada di blognya dia dan di terjemahkan ke bahasa Indonesia!

>/End of Thread\<