Quantcast

Jump to content

» «
Photo

Possible R* mod support?

60 replies to this topic
Bigun
  • Bigun

    wandering about

  • Members
  • Joined: 10 Jul 2004

#1

Posted 15 May 2005 - 02:51 PM

I noticed this a long time ago, but anyways; here is the features pages from R*'s SA PC official website:
user posted image
Well meh, post whataya think guys.
(u moron this iz so old)

spaceeinstein
  • spaceeinstein

    巧克力

  • Members
  • Joined: 17 Jul 2003

#2

Posted 15 May 2005 - 03:07 PM

This should be in the San An PC board. And what's that last sentence suppose to be?

JernejL
  • JernejL

    Big Homie

  • Feroci Racing
  • Joined: 11 Mar 2002

#3

Posted 15 May 2005 - 03:07 PM

i seen it, probably just custom skins like in gta3 and vc..

the word "create custom worlds" does sound interesting, but i wouldn't
expect too much from rockstar, probably just empty words.

and why did you write "porn" over the image into google toolbar? it is clearly edited image..

Bigun
  • Bigun

    wandering about

  • Members
  • Joined: 10 Jul 2004

#4

Posted 15 May 2005 - 03:13 PM

QUOTE (Delfi @ May 15 2005, 15:07)
i seen it, probably just custom skins like in gta3 and vc..

the word "create custom worlds" does sound interesting, but i wouldn't
expect too much from rockstar, probably just empty words.

and why did you write "porn" over the image into google toolbar? it is clearly edited image..

I thought it was on skins too, the "worlds" does appear nice though tounge.gif
I added "porn" in because I was bored.

@space: I didn't cut the sentence if thats what ya mean. I will BBL this day for more replies tounge.gif

I'll be surprised if noone else noticed this, it was since the PC section was created.

aad
  • aad

    3d artist

  • Members
  • Joined: 15 Mar 2004

#5

Posted 15 May 2005 - 03:22 PM

What they mentoinned is just that the haircut of the player is fully editable ingame and some other stuff as well like the cars and stuff and like someone said before you can edit the skins of the player like in vice and gta3 but there is more you can even add your own tatoes with bmp files just like the skinds so thats cool so biggrin.gif

DexX
  • DexX

    Black Hat

  • Feroci Racing
  • Joined: 16 May 2002

#6

Posted 15 May 2005 - 07:32 PM

cout << " i saw it, and posted a topic in the SA : PC chat; the topic died a quick death.

TBH, i dont think anyone should be talking about what R* will do for mod support, since no one really knows. In the last 2 games, they mentioned skin support, and we got it. Same for the replays, and mp3 stuff. So this time they claim they will give us the ability to "create their own world", and im taking that literally.

Delfi your a good example;
QUOTE
i seen it, probably just custom skins like in gta3 and vc..

now see thats funny, because for the last 2 games, it said custom skins. surely if thats all they were going to let us do this time, it would say that, as opposed to custom worlds. but it doesn't. and yet i've seen many people post just what you said, and i really dont get that at all whatsthat.gif

QUOTE
What they mentoinned is just that the haircut of the player is fully editable ingame and some other stuff as well like the cars and stuff and like someone said before you can edit the skins of the player like in vice and gta3 but there is more you can even add your own tatoes with bmp files just like the skinds so thats cool so

what do YOU know about it? dont make stuff up, or else post your sources. ";

steve-m
  • steve-m

  • Members
  • Joined: 26 Jul 2002

#7

Posted 15 May 2005 - 09:08 PM

QUOTE (PC PowerPlay @ May 05, SA Preview)
l'm picturing San Andreas machmima already and it's looking sweet, especially when you consider the modding tools. Yep, SA is going to be mod friendly.
After the devs saw people make the unfinished Dodo fly and develop multiplayer game mods, they figured they owed the fans a slightly easier path to tweaking their favourite game. Considering the game already features races, BMX stunt parks, casinos, characters whose muscles scale with the amount they work out, clothes stores, hair cuts, tanks and missions that cover action sequences from everything from Ocean's Eleven to Steve McQueen's Bullet and even Terminator movies, the modding options are mind-boggling.

jacob.
  • jacob.

    Homie

  • Members
  • Joined: 27 Jun 2004

#8

Posted 15 May 2005 - 11:18 PM

This should be interesting, a rockstar-styled moo mapper? Rockstar-styled img tool? Hehe, can't wait.

imheretostay
  • imheretostay

    non-existant

  • Members
  • Joined: 04 Oct 2004

#9

Posted 16 May 2005 - 12:06 AM

This is great. f*cking great! Modding will be so much easier now.

So there is a god.





Andy80586
  • Andy80586

    Mark Chump

  • Members
  • Joined: 23 Jul 2003

#10

Posted 16 May 2005 - 04:21 AM

Maybe after 10 months of seeing other people hacking the game they realized it would be much easier to just create the features we need in a couple of days or so. Sounds good to me...

DexX
  • DexX

    Black Hat

  • Feroci Racing
  • Joined: 16 May 2002

#11

Posted 16 May 2005 - 07:35 AM

QUOTE (!cMc! Jacob @ May 15 2005, 17:18)
This should be interesting, a rockstar-styled moo mapper? Rockstar-styled img tool? Hehe, can't wait.

cout << " nah, they use 3ds max for their mapping needs. But map tools/plugins would be nice, especially for SA, which uses new/modified map formats.

@ andy, its been far longer than 10 months.. ";

imheretostay
  • imheretostay

    non-existant

  • Members
  • Joined: 04 Oct 2004

#12

Posted 16 May 2005 - 10:41 AM

QUOTE (Andy80586 @ May 16 2005, 05:21)
Maybe after 10 months of seeing other people hacking the game they realized it would be much easier to just create the features we need in a couple of days or so. Sounds good to me...

The first GTAIII mods were in 2003 i think, so it's a lot longer.

Opius
  • Opius

    General

  • Members
  • Joined: 27 Jun 2002

#13

Posted 16 May 2005 - 11:51 AM

2002 people, it's what I signed up for tounge.gif

steve-m
  • steve-m

  • Members
  • Joined: 26 Jul 2002

#14

Posted 16 May 2005 - 12:01 PM

Exactly! tounge.gif I exported the world's first custom solid object in July 2002. smile.gif

vALKYR
  • vALKYR

    The Object of Affection.

  • Andolini Mafia Family
  • Joined: 01 Jun 2004

#15

Posted 16 May 2005 - 04:27 PM

QUOTE (Opius @ May 16 2005, 13:51)
2002 people, it's what I signed up for tounge.gif

Same here, though I left after several problems. Couldn't be arsed anymore. I'll be entering the modding scene again with the release of SA. Let's see if I can still model and get it in the game correctly. colgate.gif

JernejL
  • JernejL

    Big Homie

  • Feroci Racing
  • Joined: 11 Mar 2002

#16

Posted 16 May 2005 - 08:13 PM

i signed up immediately after getting a gta3forums.com invitation PM on gouranga forums altrough i've been around coding since 2000..

Pagnell
  • Pagnell

    a.k.a. petebog

  • Members
  • Joined: 22 May 2002

#17

Posted 16 May 2005 - 08:31 PM

It would be great if Rockstar did provide some decent tools and editors for SA. Guess we'll have to wait and see... not long now! biggrin.gif

[spam]Damnit! Delfi beat me. I was winning the oldest member compo till then, beating newbies like steve-m and Opius. wink.gif Just noticed my exact 1 post a day average too, I'll be aiming to keep that high level of commitment up. smile.gif [/spam]

steve-m
  • steve-m

  • Members
  • Joined: 26 Jul 2002

#18

Posted 16 May 2005 - 10:20 PM

QUOTE (Pagnell @ May 16 2005, 22:31)
It would be great if Rockstar did provide some decent tools and editors for SA.

Not necessarily, we could code them ourselves, probably even better. But it would be cool if they'd at least release some proper documentations of file formats, flags and general engine behavior (and I'm not talking about licensed third-party components).

Luke
  • Luke

    suckmyrocket

  • Inactive Staff
  • Joined: 01 Dec 2003
  • None

#19

Posted 16 May 2005 - 10:28 PM

QUOTE (steve-m @ May 16 2005, 22:20)
QUOTE (Pagnell @ May 16 2005, 22:31)
It would be great if Rockstar did provide some decent tools and editors for SA.

Not necessarily, we could code them ourselves, probably even better. But it would be cool if they'd at least release some proper documentations of file formats, flags and general engine behavior (and I'm not talking about licensed third-party components).

Agreed, half of the fun of modding is that half of the work in terms of developing editors has to be done by people within the community. It's not really a bad thing. Most of the file formats should be fairly simple, except for a few and the binary ones.

DexX
  • DexX

    Black Hat

  • Feroci Racing
  • Joined: 16 May 2002

#20

Posted 17 May 2005 - 01:50 AM

cout << "
QUOTE (Pagnell @ May 16 2005, 14:31)
[spam]Damnit! Delfi beat me.  I was winning the oldest member compo till then, beating newbies like steve-m and Opius. wink.gif   Just noticed my exact 1 post a day average too, I'll be aiming to keep that high level of commitment up. smile.gif [/spam]

i have you beat by 6 days tounge.gif

@ everyone else, i would prefer to spend more time actually developing mods themselves, than the tools to do so. it would be so nice to say, im going to do <this> or <that> without having to worry about if its technically possible, or if a tool that does it exists. creating new character models is a good example of this. Technically possible by the game engine, but lacking in tools or knowledge for the longest time.
Documentation is a step in the right direction, i just hope R* "support" means more than text-editable files, and skinnable players.
One of the advantages many other modding communities have, is that ability to (almost) jump right into building and testing content ingame, without such worries and i envy that in other communitites. ";

Stretchnutter
  • Stretchnutter

    Also known as Racer_S

  • Members
  • Joined: 15 Jun 2002

#21

Posted 17 May 2005 - 03:33 AM Edited by Stretchnutter, 17 May 2005 - 03:47 AM.

funny, i have already been getting requests for analog mapper and camera hack for SA.. i usually dont make tools unless they are actually needed.. which nobody knows yet.


Hopefully they will save me some time and support these things out of box (custom camera positions, force feedback, better control mapping)

also i wouldnt mind having manual transmission and cruise control.

what good are those without a tacho and speedometer biggrin.gif


also i dont like the FOV effect on the PS2 version (when you go high speed) i hope there is an option to disable that or we will have to figure out on our own hehehehe


only ~20 days left now music.gif

just did a bunch of PC upgrades so I'm prepared. (got mi GF6800 GT!!!)

jacob.
  • jacob.

    Homie

  • Members
  • Joined: 27 Jun 2004

#22

Posted 17 May 2005 - 05:11 AM

the FOV speed effect on PS2 makes you feel like you're going 10x faster then you really are, i like it. i can only imagine how the screen would look on a speedhacked vehicle though, probably blurred beyond recognition. sounds fun devil.gif

something that interests me was this:
QUOTE
...after the devs saw people make the unfinished Dodo fly and develop multiplayer game mods , they figured they owed the fans....


if they are going to make something like multiplayer mods easier to do, surely they'll give us more support then text-files and skin-editing? and by documentation i seriously doubt they would mean a huge list of memory addresses. makes me wonder what type of "support" they're talking about.

JernejL
  • JernejL

    Big Homie

  • Feroci Racing
  • Joined: 11 Mar 2002

#23

Posted 17 May 2005 - 08:54 AM

QUOTE (ashdexx @ May 17 2005, 02:50)
QUOTE (Pagnell @ May 16 2005, 14:31)
[spam]Damnit! Delfi beat me.  I was winning the oldest member compo till then, beating newbies like steve-m and Opius. wink.gif   Just noticed my exact 1 post a day average too, I'll be aiming to keep that high level of commitment up. smile.gif [/spam]

i have you beat by 6 days tounge.gif

i beat you all for one month so tounge.gif

i think with san andreas we have to make up with a sort of
"standard" behavour on threating the files, i already have
gtainterface.dll in a plan and it can do some nice stuff
already, would any of you agree to rely on something
like gtainterface.dll and use it in your tools? this dll would
provide really easy interface to img, txd, dff and text
formatted files, i don't like making WHOLE tools anymore,
options on what you could do with the interface dll are endless,
but it would provide stable and robust access to gta data
without you worriying and coding your app's own parsing of
text files and binary stuff - like i said it would be your choice,
tell me what do you think about it.

illspirit
  • illspirit

    lycanthroplasty

  • Moderator
  • Joined: 01 May 1976
  • None

#24

Posted 17 May 2005 - 12:04 PM

QUOTE (Delfi @ May 17 2005, 04:54)
i beat you all for one month so tounge.gif

i think with san andreas we have to make up with a sort of
"standard" behavour on threating the files, i already have
gtainterface.dll in a plan and it can do some nice stuff
already, would any of you agree to rely on something
like gtainterface.dll and use it in your tools? this dll would
provide really easy interface to img, txd, dff and text
formatted files, i don't like making WHOLE tools anymore,
options on what you could do with the interface dll are endless,
but it would provide stable and robust access to gta data
without you worriying and coding your app's own parsing of
text files and binary stuff - like i said it would be your choice,
tell me what do you think about it.

illspirit looks at join date


Pfft, n00b. tounge.gif

But, yea, that idea for a common mod tool dll is pure genius dude. I'm surprised nobody thought of it sooner.

steve-m
  • steve-m

  • Members
  • Joined: 26 Jul 2002

#25

Posted 17 May 2005 - 12:20 PM

Sure people thought about that. But I'd rather see an open source library of classes to be used for tools, instead of a pre-compiled dll.

Stretchnutter
  • Stretchnutter

    Also known as Racer_S

  • Members
  • Joined: 15 Jun 2002

#26

Posted 17 May 2005 - 02:50 PM

QUOTE (Delfi @ May 17 2005, 08:54)

i think with san andreas we have to make up with a sort of
"standard" behavour on threating the files, i already have
gtainterface.dll in a plan and it can do some nice stuff
already, would any of you agree to rely on something
like gtainterface.dll and use it in your tools? this dll would
provide really easy interface to img, txd, dff and text
formatted files, i don't like making WHOLE tools anymore,
options on what you could do with the interface dll are endless,
but it would provide stable and robust access to gta data
without you worriying and coding your app's own parsing of
text files and binary stuff - like i said it would be your choice,
tell me what do you think about it.

i've always wanted to integrate a tool into ther windows shell.. you know like list all the files as if they were extracted, have drag,drop capability and ability to show as thumbnails.


but closest ive gotten to this is mimicking it with my own GUI (iRipper). bit of a pain and quite limited given im only using VB.


JernejL
  • JernejL

    Big Homie

  • Feroci Racing
  • Joined: 11 Mar 2002

#27

Posted 17 May 2005 - 07:31 PM

QUOTE (steve-m @ May 17 2005, 13:20)
Sure people thought about that. But I'd rather see an open source library of classes to be used for tools, instead of a pre-compiled dll.

right, but in that case everyone would just rip the code from there sneaky2.gif

i tried to do a winra shell plugin to open img's and the whole plugin system of
winrar is a huge hack, i contacted the author and the words weren't promising.

a windows shell extension is possible with delphi and shellplus components...


DexX
  • DexX

    Black Hat

  • Feroci Racing
  • Joined: 16 May 2002

#28

Posted 19 May 2005 - 01:34 AM

No mod tools / editors will be shipped with the game.
http://www.gtasanandreas.net/news/

but i do disagree with some statements;
QUOTE
Rockstar claims the whole story snowballed from a magazine which happened to misquote them on the issue.

Uh, no? i dont know about anyone else, but ive quoted, verbatim, the words on THEIR OWN SITE as my main source of information. i guess "opportunity" is more ambiguous than i thought. but we've had the "opportunity" to mod gta since it came out. its not something to advertise if its EXACTLY THE SAME AS BEFORE when they WEREN"T advertising it. in fact, EVERY pc game gives you the "opportunity" to mod it if your dedicated enough.

QUOTE
In addition to this, Rockstar said that the data files are so similar to the ones of Vice City, that most VC editors will even work with San Andreas.

FFS, thats only because NOTEPAD DOESNT CHANGE!

i wouldnt be so miffed about this, if the words on their own site didnt imply something different. dicks.
guess i can go back to working on my maxscripts, maybe they'll atleast explain some of the new file formats better.

jacob.
  • jacob.

    Homie

  • Members
  • Joined: 27 Jun 2004

#29

Posted 19 May 2005 - 01:48 AM

what the hell is up with their site then? it says on the OFFICIAL page that they will give us the option to create our own world. what, did they all the sudden change their minds? cry.gif

The_Grudge
  • The_Grudge

    The_Grudge

  • BUSTED!
  • Joined: 08 Jan 2005

#30

Posted 19 May 2005 - 05:47 AM Edited by The_Grudge, 19 May 2005 - 05:50 AM.

*Nevermind*




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users