@gtavjamal I updated the description. Should be (under S_F_Y_Baywatch_01) - change this line: <PropsName>null</PropsName> to: <PropsName>S_F_Y_Baywatch_01_p</PropsName>
@-EcLiPsE- Yep, made for something suitable to replace the default clothes. Was trying to get around the issue ZM3 has when working with peds that utilize ped_wrinkle on the upper parts, where the uv#2/blood map for those gets lost on export. Finally came across a workaround for that issue, which worked for the for the a_f_y_eastsa_02 ped. As for the female Vagos ped, I should be able to fix it, no problem.
@WolfFire23309 What I did for the swat ped was change the texId values of the head part in the .ymt file (the first block of <hash_68AC8351> in the file represents the head part) that were set to "2" (bla) and "4" (lat) to "1" (whi), so that it matches up to the voice packs that are available. Then in the .ytd file rename the head_diff _bla and _lat to _whi so the textures don't wonk out in the game. Spawned a bunch of the swats in-game with Simple Trainer and all four of the voice packs were eventually being utilized.
Don't think it's possible to make specific awc files and have them referenced for the _bla and _lat designations, not yet anyway.
@anaylor14 Yeah, I'll probably make a version of the a_f_y_bevhills_01 ped for release at some point in the future.
@gtavjamal I updated the description. Should be (under S_F_Y_Baywatch_01) - change this line: <PropsName>null</PropsName> to: <PropsName>S_F_Y_Baywatch_01_p</PropsName>
@-EcLiPsE- Thanks man
@TakutoSenpai I'll have a look at it.
@-EcLiPsE- Yep, made for something suitable to replace the default clothes. Was trying to get around the issue ZM3 has when working with peds that utilize ped_wrinkle on the upper parts, where the uv#2/blood map for those gets lost on export. Finally came across a workaround for that issue, which worked for the for the a_f_y_eastsa_02 ped. As for the female Vagos ped, I should be able to fix it, no problem.
@BadDecision Yep my bad, had a setting swapped in the ymt file, will be fixed in the 1.0a version.
@WolfFire23309 What I did for the swat ped was change the texId values of the head part in the .ymt file (the first block of <hash_68AC8351> in the file represents the head part) that were set to "2" (bla) and "4" (lat) to "1" (whi), so that it matches up to the voice packs that are available. Then in the .ytd file rename the head_diff _bla and _lat to _whi so the textures don't wonk out in the game. Spawned a bunch of the swats in-game with Simple Trainer and all four of the voice packs were eventually being utilized.
Don't think it's possible to make specific awc files and have them referenced for the _bla and _lat designations, not yet anyway.