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PatrickW
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#1

Posted 23 August 2004 - 10:23 PM

Is the GTA3 trainmodel converted yet ?

I've been experimenting with getting an object to ride the tracks,
And i've been able to send it around without backing in the curves, with just a minimum amount of code ( 5 or 6 lines).

I'm using the Cortez-ship path fromvc ( spath0.dat ), to send the object around.

At the moment I'm using a waterjump as a train-car, it's a wierd sight but you can easily get on it, and take a ride around.


It's just making a single tour yet, but simple scm-coding will be able to fix that.
Also making the train (multiple cars) stop at the stations for a certain time should not take too much coding.

What I need to do further testing:
- model of a train car (with col) that can be entered from the side.
- detailed description of the behaviour of the train in GTA3, as I haven't played it myself...




Mark Pagliaro
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#2

Posted 23 August 2004 - 10:31 PM

I'll do the train for you in a bit. No reflections as I doubt the train would have reflective surfaces. doors will either be missing or you can walk right through. 1 q though how would it be possible to have multiple cars? 2 or 3 cars per train * 4 trains

PatrickW
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#3

Posted 23 August 2004 - 10:50 PM

QUOTE (MarkPagliaro @ Aug 24 2004, 00:31)
I'll do the train for you in a bit. No reflections as I doubt the train would have reflective surfaces. doors will either be missing or you can walk right through. 1 q though how would it be possible to have multiple cars? 2 or 3 cars per train * 4 trains

I think it should be possible to move multiple cars/trains.
I'll do some simple tests and report my findings.




Mark Pagliaro
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#4

Posted 23 August 2004 - 11:08 PM

OK well I was going to post the files that needed to be placed in the GTA3.img but my webhost is messed up. I just extracted the need files from the ps2 disk as I can't find my pc disks right now.
I was going to do more work on the files but I rather see the train in action before I fix any model problems.

PatrickW
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#5

Posted 23 August 2004 - 11:45 PM

Mark,

I just conducted some tests, and it turns out that the engine will support upto 3
independantly moving objects using this method. A three car train should thus be possible, but we could also opt for three seperate 1 car trains.
(Adding a fourth car crashes the game )

I'll be happy with any model at the moment, so that I can start weaking the path-coordinates, and add the extra code for repeated loops and stopping at station.

I'll need some info on the trainbehaviour in GTA3 to accurate recreate it.


Mark Pagliaro
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#6

Posted 23 August 2004 - 11:52 PM Edited by MarkPagliaro, 23 August 2004 - 11:55 PM.

Cortez's Yacht as made with upto 3 dff files thats why 3 works. Anyways here are unaltered files.

CODE
http://www.geocities.com/xx_degenerationx69_xx/TRAIN.zip

Link

I am currently Playing GTAIII on my ps2 as I stated I cant find my pc stuff but what sort of info do you need on the train? Ps2's train is modeled differently from that of the pc yet the basic shape remains the same.

PatrickW
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#7

Posted 24 August 2004 - 12:05 AM

I know that cortez Yacht uses 3 models, but they are all atached to 1 "special_object" ( I call them path_wanderers). This means that all three objects will always be located at the exact same position. To create three independent cars I create 3 wanderers with each an car object atached.
But possibly is there just a limit on three path-wandering objects...

I'll need some basic info on the train behaviour:

I'll figure it should do something like this, ride along the tracks until an station is approached, than the train brakes and comes to an halt at the station. It waits for 10 seconds to allow the player to enter/leave. Than it will accelerate to cruise speed towards the next station..And the sequence is repeated.

I'll need confirmation on that, with estimates for speed and waiting time at stations.


Mark Pagliaro
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#8

Posted 24 August 2004 - 12:18 AM Edited by MarkPagliaro, 24 August 2004 - 12:43 AM.

I'd just like to say thank you for attempting/working on the trains as I do seem to miss them.

Ok well perhaps somebody with GTAIII installed on the pc could extract the proper files as well as possible make a video file of both the subway trains and L-track trains for you. It would be better to see it in action then by description. I am one who is not good at judging speed but the train seems to accellarate faster then the banshee and the average stop time at the stops seems to be 18 seconds.

My intial statement of there being 4 trains seems to be inaccurate.
- There is only 1 subway train made up of 2 cars
- There is also only 1 train on the portland L-tracks made up of 3 cars

They each follow the track that has all stops on them.

PatrickW
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#9

Posted 24 August 2004 - 12:47 AM

Well,I'll try to et the portland Ltrack train running first.
One of the problems is that only 1 spathx.dat seems to be supported, but we might be able to string the different trainpaths into one file,and than use only the appropriate section, based on zones or something, but that later...

BTW. I'm doing this currently as a side project, ("Decoding the SAVEFILE" being my primary focus at the moment) so it might take some time, but I'll try to give regular updates here....

ModelingMan
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#10

Posted 24 August 2004 - 01:43 AM

Here's the original train files. (TXD is compressed)

It's great you are attempting to get the trains up and running. And no pressure, you can take as long as you need as we know you are doing an excellent job of "Decoding the SAVEFILE" and you wouldn't want to postpone that.

BCspeed34
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#11

Posted 24 August 2004 - 02:16 AM

QUOTE (MarkPagliaro @ Aug 24 2004, 00:18)
I'd just like to say thank you for attempting/working on the trains as I do seem to miss them.

Ok well perhaps somebody with GTAIII installed on the pc could extract the proper files as well as possible make a video file of both the subway trains and L-track trains for you. It would be better to see it in action then by description. I am one who is not good at judging speed but the train seems to accellarate faster then the banshee and the average stop time at the stops seems to be 18 seconds.

Hey i have GTAlll on PC and i could make a video of the train, i would just need hosting, and this i great idea, good work biggrin.gif

Craig Kostelecky
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#12

Posted 24 August 2004 - 03:37 AM

Thank you, thank you, thank you Patrick. I was hoping somebody with your knowledge would attempt to figure out the train and subways. I'm really looking forward to seeing your work in action.

And special thanks to Mark for making the models.

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#13

Posted 24 August 2004 - 10:55 AM

@MM:
I´m now at IBM´s, following a 2 day RUP-course, but as soon as i´m home, I´ll try out your models..... thanx

@BCspeed34:
I would appreciate a small video of a train arriving en departuring a station, but it has to be small... ( I´m on a 56K6 line )

@Graig:
Happy to be of service, It´s time I do some real work for LC blink.gif


Back to class, it great to be in class again
Class is cool, day-job suck smile.gif


ModelingMan
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#14

Posted 24 August 2004 - 03:10 PM

Here's a little "station to station" capture from GTA3, it's just over 1MB with DivX 4.12 compression.

GTA3Train.avi (1.02MB)

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#15

Posted 24 August 2004 - 03:26 PM

You are a god modelingman

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#16

Posted 24 August 2004 - 03:48 PM

I like Patrick. Know why? He's always like "how do you do this?" which is met with "can't be done" to which he says "oh yeah? watch this!" to which the audience must subsequently gather their jaws from the floor.

You should've made your username Juggernaut or something wink.gif

Craig Kostelecky
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#17

Posted 24 August 2004 - 09:04 PM

That is one of the best descriptions (and probably most true) of any member I've seen made so far. I second every word Demarest said about Patrick.

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#18

Posted 24 August 2004 - 11:59 PM

blush.gif blush.gif blush.gif blush.gif blush.gif blush.gif blush.gif

You guys know how to boost up the priority of a job ... smile.gif

And that coming from the Dem.... inlove.gif
Feels even better than getting a karma-star.


[serious]
You might be missing me for a couple of days.
confused.gif My father-in-law went to a hospital with heart problems while he's on vacation is austria (i'm living in the netherlands). Depending on the information we get in the morning we'll need to go there to make arrangements and stuff and support mom.
[/serious]

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#19

Posted 25 August 2004 - 03:08 PM

I SERIOUSLY hope all is well. Be there for your family; much more important for sure.

Although I wanted to say that I'm nobody in the modding community anymore. I'm old news now. You've not only decided to do this, but also hacking the savegames. Not only has that been dormant forever, but you've invoked some of the LEGENDS back into activity. You da man!

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#20

Posted 25 August 2004 - 11:01 PM

[personal]: We got a phone that everything is stable, so we will go there in the weekend, my brother-in-law is there now..
[/personal]

Yeah, it's great to see the LEGENDS back in action, and I'm honoured to be working with them...

It's just that I like doing new things.
For me modding is like solving puzzles. Once you know how a certain thing is done, it starts to loose its attraction.

But enough on me.....

I'll try to get the train-model on the track .....

DominionSpy
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#21

Posted 26 August 2004 - 08:42 AM

I don't suppose someone could explain why it's not possible to define the path of the track as a vehicle track and have a special vehicle placed there?

Mark Pagliaro
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#22

Posted 31 August 2004 - 08:46 PM

after watching the video of the gtaIII train pc (mm) I have to say the ps2 and the pc differ in this whole department. I can't wait to see an update. If we can get past the object limit being 3 we could ven implement the sliding doors!

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#23

Posted 31 August 2004 - 10:06 PM

QUOTE (dominionspy @ Aug 26 2004, 18:42)
I don't suppose someone could explain why it's not possible to define the path of the track as a vehicle track and have a special vehicle placed there?

That's what we've done, except it's a series of objects instead of a vehicle.

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#24

Posted 04 September 2004 - 12:54 AM Edited by PatrickW, 04 September 2004 - 12:57 AM.

Hi guys, it's been a while, but here''s my progress:

I've now got three objects running on the tracks in an endless loop, nicely stopping at each station.

The draft thread-code and spatho.dat file are included below for the brave-hearted.
The thread-code leaves room for lots of tweaking, and I still got some globals to turn into locals, but hey.... it's a draft-version.

I haven't put the train-model in my LC yet, as I wanted to finish this proof of concept first. Also I haven't been able to view the movies, as I don't have the correct divX components yet. I will use them however to tweak a lot of the magic-numbers still in the code.

For my understanding ( not being a GTA3 player), could the player still control fido when he was in the train, or was it just like a cutscene ?


Here's the code, offcoarse the thread must be started, and object -187 must be set to something sensible ( preferebly the train, but I use one of the waterjump objects).

I left in some debug text on screen, these will help me diagnose the problem, when someone runs into a bug, when testing this code.

Any comments on the code are welcome.
CODE

:TRAIN_THREAD    
03A4: name_thread "TRAIN"
049C: unknown_set_special_object_flags 0 5.0 to $WANDERER1
029B: $TRAIN1 = init_object -187 () at 415.5847 -741.1385 23.04234
049C: unknown_set_special_object_flags 0 5.0 to $WANDERER2
029B: $TRAIN2 = init_object -187 () at 415.5847 -741.1385 23.04234
049C: unknown_set_special_object_flags 0 5.0 to $WANDERER3
029B: $TRAIN3 = init_object -187 () at 415.5847 -741.1385 23.04234
01C7: remove_object_from_mission_cleanup_list $TRAIN1
01C7: remove_object_from_mission_cleanup_list $TRAIN2
01C7: remove_object_from_mission_cleanup_list $TRAIN3
049D: unknown_use_special_object_flags $WANDERER1 in_object $TRAIN1
049D: unknown_use_special_object_flags $WANDERER2 in_object $TRAIN2
049D: unknown_use_special_object_flags $WANDERER3 in_object $TRAIN3
049F: unknown change special objects flag $WANDERER1 40.0
049F: unknown change special objects flag $WANDERER2 30.0
049F: unknown change special objects flag $WANDERER3 20.0
0001: wait 0 ms

01BB: store object $TRAIN1 position to $train_init_x $train_init_y $train_init_z

049E: unknown_change_special_objects_flag $WANDERER1 20.0
049E: unknown_change_special_objects_flag $WANDERER2 20.0
049E: unknown_change_special_objects_flag $WANDERER3 20.0
0001: wait 0 ms

0@ = 1                  

:TRAIN_LOOP
0001: wait  250 ms  
0050: gosub ££TRAIN_HANDLE_STATION
0@ += 1
if 0
 0@ == 3
jf ££TRAIN_LOOP
0@ = 0;
jump ££TRAIN_LOOP


;===============================================
;This routine handles the approach and departure
; for the station indicated by 0@
;===============================================

:TRAIN_HANDLE_STATION
0050: gosub ££TRAIN_GET_STATION_COORDS
                                                                     
;----------------------------------------------------------------                                                                      
; The train will slowdown when approaching the station,
; to stop just beyond the station coords
; Speed = (2.0 * distance), clipped to [1.0,20.0],
; until the station-coords are passed.
;----------------------------------------------------------------                                                                      
8@ = 9999.9                        ; initial value used in prev_distance
:TRAIN_BRAKE
0001: wait  100 ms  
02FD: text 2numbers "RACETM" 0@ 1  150 ms  0
01BB: store object $TRAIN1 position to 4@ 5@ 6@
float 7@ = 8@                      ; remember prev_distance
0509: 8@ = distance between point 1@ 2@ and point 4@ 5@
float 9@ = 8@
9@ *= 2.0
if 0
 20.0 > 9@
jf ££TRAIN_BRAKE
02FD: text 2numbers "RACETM" 0@ 2  150 ms  0

if 0
 1.0 > 9@
jf ££TRAIN_NEXT2
9@ = 1.0
02FD: text 2numbers "RACETM" 0@ 3  150 ms  0
:TRAIN_NEXT2  

049E: unknown_change_special_objects_flag $WANDERER1 9@
049E: unknown_change_special_objects_flag $WANDERER2 9@
049E: unknown_change_special_objects_flag $WANDERER3 9@

if 0
 float 8@ > 7@    ; if distance > prev_distance then halt.
jf ££TRAIN_BRAKE  

049E: unknown_change_special_objects_flag $WANDERER1 0.0
049E: unknown_change_special_objects_flag $WANDERER2 0.0
049E: unknown_change_special_objects_flag $WANDERER3 0.0

;----------------------------------------------------------------                                                                      
; Reposition train for a new round when at station 0
;----------------------------------------------------------------                                                                      
if 0
 0@ == 0
jf ££TRAIN_WAIT
;; 8@ contains the overshoot, use it to correct the start-positions along the track
;; start-positions: 40.0 30.0 20.0
8@ += 20.0
049F: unknown change special objects flag $WANDERER3 8@
8@ += 10.0
049F: unknown change special objects flag $WANDERER2 8@
8@ += 10.0
049F: unknown change special objects flag $WANDERER1 8@


;----------------------------------------------------------------                                                                      
; wait for 10 seconds at the station
;----------------------------------------------------------------                                                                      
:TRAIN_WAIT                                  
02FD: text 2numbers "RACETM" 0@ 4  10000 ms  0
0001: wait  10000 ms

;----------------------------------------------------------------                                                                      
; Accelerate away from this station
;----------------------------------------------------------------                                                                      
8@ = 1.0
:TRAIN_ACCEL  
02FD: text 2numbers "RACETM" 0@ 5  100 ms  0
0001: wait  100 ms
049E: unknown_change_special_objects_flag $WANDERER1 8@
049E: unknown_change_special_objects_flag $WANDERER2 8@
049E: unknown_change_special_objects_flag $WANDERER3 8@
8@ += 1.0
if 0
 8@ > 20.0
jf ££TRAIN_ACCEL  
 
0051: return


;=================================
; This routine determines the
; station coordinates.
;==================================
:TRAIN_GET_STATION_COORDS
if 0
 0@ == 0
jf ££TRAIN_GSC_1    
; Coordinates for station 0
; as determined during initial positioning along the track
float 1@ = $train_init_x  
float 2@ = $train_init_y
float 3@ = $train_init_z
0051: return

:TRAIN_GSC_1
if 0
 0@ == 1
jf ££TRAIN_GSC_2
; Coordinates for station 1
1@ = 933.111
2@ = -518.596
3@ = 41.969
0051: return

:TRAIN_GSC_2
; Coordinates for station 2
1@ =  696.426
2@ =  -140.144
3@ =  21.761
0051: return


and here's my spath0.dat
CODE
65
416.2187 -553.2026 23.07176
415.5847 -741.1385 23.14234
420.8782 -795.08 23.38152
429.2188 -815.1333 23.40107
446.2679 -830.277 23.40111
467.5782 -836.8212 23.40111
517.6364 -837.47 28.57676
568.1943 -836.896 28.61447
581.3864 -833.425 28.61447
596.0228 -823.6623 28.58373
628.9299 -810.9904 28.61366
734.545 -810.5811 28.57164
797.1252 -809.6523 23.77132
813.3201 -807.0002 23.73717
834.2772 -795.2485 23.6968
898.1433 -730.9495 33.40638
930.1626 -698.7611 33.47551
962.7302 -666.0214 38.40561
971.9346 -654.4961 38.40561
977.7242 -632.2131 38.36866
977.392 -583.0168 43.29507
973.092 -563.0436 43.29507
962.4062 -547.613 43.25491
926.6387 -512.6955 43.29511
914.1027 -505.7343 43.2951
894.5739 -501.4455 43.20625
845.8719 -504.7078 38.37379
710.672 -503.63 23.18607
692.3838 -501.3937 23.084
671.0538 -491.2132 23.98401
656.3389 -474.9282 23.98394
650.4868 -463.1721 23.98394
646.2898 -447.5038 23.98394
645.9192 -303.621 23.04204
649.3021 -283.6812 23.084
659.3148 -264.3916 23.08401
685.1359 -237.5227 23.08401
693.106 -222.4549 23.08401
696.1497 -206.8604 23.04412
696.2778 -63.56801 23.08397
691.6658 -47.71423 23.08397
682.7407 -35.05809 23.04876
645.1888 3.230172 23.08401
632.4288 10.15493 23.08401
614.535 13.86464 23.04389
561.2931 13.69793 23.08395
547.8063 9.936776 23.08394
531.5917 -.5916029 23.04162
431.1433 -101.8976 23.08401
423.0249 -116.8369 23.08401
420.3438 -134.0707 23.03991
420.5842 -228.9073 23.08394
424.9895 -244.9371 23.08394
432.0944 -256.4514 23.06064
456.0 -280.1959 23.03856
468.5944 -297.3653 23.08397
474.6543 -317.8608 23.08397
475.0185 -330.077 23.03796
475.1172 -461.9088 23.04034
470.8808 -479.2171 23.08394
461.8447 -491.5722 23.08281
426.8591 -527.5566 23.08401
420.4785 -538.4651 23.08401
416.2187 -553.2026 23.07176
415.5847 -741.1385 23.14234



have fun with it......


To Be Continued

Knaxia
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#25

Posted 04 September 2004 - 02:06 AM Edited by Knux, 04 September 2004 - 02:09 AM.

what is normally happening (in GTA3):
1-The train stops, and the doors are opening
2-You can push enter to get in/out (or the same button you set for vehicles)
3-you see Fido getting in (special animation) and stand still (not moving at all until you get out) and camera is pointing his front
*you can't move when you are in the train*
4-after some time, the train doors are closing
5-the train accelerates and goes away
6-the camera changes to the cinematic view ( camera still and looking at the train OR simply still (nothing else)) using fido as the middle point of the camera until it reaches another station.
7- the camera goes back looking @ his front
8-You can choose to exit or stay in, if you stay, it goes back to 4

Just hope I explainned everything correctly tounge.gif

Mark Pagliaro
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#26

Posted 04 September 2004 - 02:45 AM

Where do I put this in the scm for I have no knowledge of scm editing other then parked cars. (I have placed it before and after missions and in each I could not compile) 049C: is where I get the error just around where it needs to pick up wandder1 or so.

again sorry I have no main.scm knowledge.

BCspeed34
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#27

Posted 04 September 2004 - 07:01 PM

Yes, i would also like to know where to place this amazing code tounge.gif

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#28

Posted 04 September 2004 - 09:57 PM Edited by EGAMAN, 04 September 2004 - 10:13 PM.

ok in bw's mission edit theres a command instert file put the first set of code in a txt save it and use that command but wait is splat?

PatrickW
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#29

Posted 04 September 2004 - 10:06 PM

Thanx knux, your description was very clear.

To bad though, I think it's kinda nice to be able to walk around in the driving train, and do drive by shootings from it, that's the behaviour I get for free with this version

I guess, some work has to be done (scripted) to get it the official status smile.gif

For trying out the train, Here is a pre-compiled main.scm, where the train is included. It's not based on the released beta versions, but on one more recent version from the mission-coding topic.
rename it to main.scm en replace the existing one in the data folder of your GTA:LC dir. ( back-up your old one offcourse )

I'll convert the code later to the proper MB-version ( 0.22 ?? ), but for now I stick to V1.3, since I'm comfortable with this version. (please no further discussion about MB versions in this thread)

EGAMAN
  • EGAMAN

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#30

Posted 04 September 2004 - 10:14 PM

w00t i can be lazy again does the code work with the train models ported earlier?




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