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Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
2 Things I'd like to ask about.
1. How much does the KF2 animation pipeline differ from RS2: Vietnam's? Information about KF2's animation settings is extremely hard to come by.
2. Are the bnk manifests that were present in the game installation folder ever coming back? They are absolutely...
Can you implement more "real" weapons? You have a bunch of usable models in RO2/ RS2.
The M14 and SVD seem like they'd fit and were very easy to implement:
https://youtu.be/ex78dRL97os?t=1m14s
What is the correct workflow when exporting skeletal animations? I have a decent set of animations in Autodesk 3DS using the standard KF2 bone rig, and finally found a combination of settings that doesn't instantly crash the SDK on import. Yet the rig is pretty messed up in game, with the bone...
You're not going to be able to edit the games master int.bnk. You're better able to control volume on a custom sound file using the switch groups, game parameters and attenuations functionalities in the Wwise authoring tool.
I'm using a copy of the AK12 skeleton and files.
I ended up figuring out why it was backwards, I hadn't bound the weapon to the skeleton properly- now it faces the right way, it's just the bones are imported all broken like and in wrong positions.
The reloading issue persists, and I've been...
Hello
I've imported a model into the SDK, got it all textured and able to be used in game. Everything looks right in the anim viewer in the SDK. However, when I spawn the weapon in in KF2, it shows the textured model facing 180 degrees in the wrong direction (muzzle back towards player), even...
Documents\My Games\KillingFloor2\KFGame\Unpublished\BrewedPC\Pa ckages
I don't recommend getting into modding for a dead game on an obsolete engine, but the wiki has the official way to do it. Personally, I just split the .upks with umodel, edit in GIMP, then reimport textures as a .tga and...
You'd want to edit the damage values in the applicable .uc values here:
Steam\steamapps\common\killingfloor2\Development\Src\KFGameContent\Classes
You can do this in notepad, and everything is pretty well annotated.
and of course, back everything up.
If the original skin is 100% gone from your SDK, you can copy the original C4 TEX.upk from the game files into the SDK unpublished folder. Or just split it up with Umodel and reimport the original .png texture map.
I've recently finished a new MESH file with custom MAT, ANIM and TEX groups, remodeling one of the game's base weapons. I enjoy using it and want to share it, but any official or unmodified server automatically kicks for having the modified MESH when it comes into use, ruling out most servers...
You'd need a mutator. There used to be a way to import client side custom models for weapons and characters, but it was patched out, presumably to make way for paid DLC later.
How exactly are the parameters for reverb on SFX given by the game engine? I see the switch and game parameters for them in the stock .bnk .txt, but trying to implement a decent reverb without concrete information has been the equivalent of stumbling around in the dark.
Is there a way to set the...
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