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A19/A18 CreaturePacks - A community entity project

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Small update to the zombie pack.  Snufkins noticed some zombies were using vanilla hands which results in attack sync issues.

 
@xyth Would it be permissible to distribute the Behemoth into a standalone modlet? I read the introductory post on Terms of Use and as the requisite unity.3d file is tagged to you, I wanted to check on its term of use. My aim was simply to restrict the Behemoth to the Wastelands so it wouldn't impact on other biomes and would just add to the suspense and horror for that area.

 
Yes that's fine.  The CreaturePack characters are a modders resource so just mention the creaturepacks in your credits and you are good to go.

 
Much appreciated. I have added credits in all the xmls which I've simply 'vampired' and will ensure the same for the forum posting.

 
Just testing out the Behemoth and also a nice light sabre that was in the A19 collection.

Training for the Behemoth. Painful but could just survive.

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I see what it did to that tree.

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The stand off.

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It was a swift ending, at least.

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great looking mod only prob is i have no idea how to download it from that github link    can someone help me 
I got the whole lot by clicking on the green 'Code' tab, and then clicking on the 'Download zip' option. It takes a while as it downloads the whole repository. It meant I could get in some light sabre action though. If these aren't visible, as it does get a bit buggy at times, this is the direct download link. https://github.com/7D2D/A19Mods/archive/master.zip

 
Hi everyone, I don't know if I should ask here but I also asked the creator of the wesland mod too, when I use both modles of the wesland and creature pack humans, all entities that use ak47 stop firing, only ak47, but the wesland bandits work well with the ak47 could someone tell me why this happens is there any way to fix it?

 
To someone who adds model assets to Unity , I have modeled myself in 3DS Mudbox and have the exported files rigged and skinned. Its game ready as far as I know. I was going to let the community have it to use as a Z or whatever. Message me if someone wants to add. I will give you my profile link to view the model.

 
To someone who adds model assets to Unity , I have modeled myself in 3DS Mudbox and have the exported files rigged and skinned. Its game ready as far as I know. I was going to let the community have it to use as a Z or whatever. Message me if someone wants to add. I will give you my profile link to view the model.
I'm sure Xyth will be interested in this. :o

 
I exported my file to .fbx and imported to Max. This was my old laptop, I don't have access to my student version of 3DS anymore and only have my exports and Mudbox save files. I did this for college project. The model is my face and tattoos with, sculpted to my head and frame. The clothes are free assets I used and are not mine. And I slapped on s D00M logo for good measure. I have uploaded my files to my Github. I'm not into Github and am not a coder, except for HTML, I do Graphic Design. 

Download

Mudbox-Me

Me1.png

 
Also, I know Mumpfy is re texturing Z's but I know my way around Photoshop and can add different variants of texturing to models. I just need the files. I got some spare time. Just message me. 

 
Very cool, thanks.  You might want to understand how Mumfpy is adding new clothing and armor to Fuse, as that is the tool most character makers are using now to rapidly create custom humans.  It should be easy for you to pickup and would greatly help the modding community.  right now he is the only one adding new clothing and armor.

 
Cool, installing Fuse in CC now, think I started off using it and it was really buggy and switched to Autodesk.

I'll hit you up later on Discord Mumpfy

 
Im not sure how long Fuse CC will be available, so be sure to go on Steam and load a local copy of the latest version of Fuse thats there.

 
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