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Loren has posted 759 times.

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Questions About Skins

Posted on (8 years ago)

The name of a skin is it's internal name in CustomText.ini, like H_DONUT is the name of Homer - Donut. The characters mostly use a swatches image found in art\chars\global.p3d for their colors. You have to copy that image over to the character and then edit the copy. It's also best to rename the tex...

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Moving the Orange Power Couplings

Posted on (8 years ago)

These also fall into the KD Tree (formally known as the Sector List) but the game supports there being like an extra 10 of these in each node so it'll probably be fine. Let me know if you run into issues though.

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Moving the Orange Power Couplings

Posted on (8 years ago)

It's more complicated than that Douglas since these are world props contained within the a region (art\l1z6.p3d) and you can't just load that like a regular P3D file. I think you'd copy the Breakable World Prop 2 and all related chunks into a new P3D file and load it like a street race prop region (...

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I can't edit mfk files

Posted on (8 years ago)

That's good, you're doing it the proper way then. The game defaults to having its files read-only which it's probably good to keep it that way until you copy them to a mod to make sure you don't accidentally edit anything.

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I can't edit mfk files

Posted on (8 years ago)

It depends on what version of Windows you have. Either way it's terrible and you should always use a mod to tweak the game in anyway. Even if you just want to do random stuff you should just use a dedicated testing mod.

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Changing the clothing for level 1 in rewards.mfk

Posted on (8 years ago)

I believe the game is hardcodedly trying to use an animation for Homer in the skin shop. I think you'll just need to require CustomSkinShopPreviewAnimations in your Mod's meta.ini and change the animation for Level 1 using CustomSkinShopPreviewAnimations.ini. See here for a template of that ini file...

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Donut Mod

A Misteryus Error

Posted on (8 years ago)

Actually that setting is broken in the current release since I added it before making some Radical changes to the structure of basically everything in the mod and I forgot to update that part to work. And the workaround you suggested sounds kind of sketchy. Does that actually work? Makes me want to...

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Support

Flying Vehicles

Posted on (8 years ago)

That too, those invisible barriers are the Wall Collision which are infinite vertical walls of collision. A flying vehicle could never work with those there and we couldn't just remove them even if they did without creating entirely new collision of a different type to replace them and even then the...

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Off Topic

Donut team why did you start modding?

Posted on (8 years ago)

Jake and I came across the PC version of the game I believe after having a discussion about it and we were excited when we found out it existed. And I'm not sure what got us started with tinkering around in the files but we'd noticed the game had plain text files for its missions so we started messi...

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Flying Vehicles

Posted on (8 years ago)

No. It's not possible for a whole slew of reasons. You could make a vehicle that's really high off the ground but it most definitely could never fly like a plane.

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