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8 Track Screen

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spaceeinstein
  • spaceeinstein

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#1

Posted 16 July 2005 - 07:03 PM

user posted image
wow.gif This is really live TV. Was this discovered before? If not, how did Rockstar do that? If yes, lock this.

aad
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#2

Posted 16 July 2005 - 07:06 PM

holy cow i never saw that and i never looked at it but im sure rockstar did this in the way they do cutscenes really cool to notice this.

spaceeinstein
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#3

Posted 16 July 2005 - 07:22 PM

Cutscenes uses the actual game world. This one uses a floating camera and displays them on a flat screen. Revolutionary? Would the next GTA have real life TVs?

MuT7
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#4

Posted 16 July 2005 - 07:33 PM

that would be cool, sit at a safehouse, maybe practice shooting, and watch tv! Now all the funny radio commercials might be on tv!

JernejL
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#5

Posted 16 July 2005 - 07:55 PM

it is probably done in a similar manner as mirrors..

Top Dawg
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#6

Posted 16 July 2005 - 08:01 PM

wheres that pic ?

Opius
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#7

Posted 17 July 2005 - 01:38 AM

Woah! I'm not sure exactly how it works, but I imagine it would be a texture linked to a camera. It's probably just a custom material, but how would it know how to setup the camera?

Paging SteveM and Ashdexx to this thread.

MuT7
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#8

Posted 17 July 2005 - 01:45 AM

hey if someone can remake that, we could place cameras everywhere and make long replays and watch crazy things we do.....

g33k
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#9

Posted 17 July 2005 - 06:17 AM

Basicly a camera Like in cutscenes. Then the it shows what the camera sees in the side there.

steve-m
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#10

Posted 17 July 2005 - 09:40 AM

Holy sh*t, R*^ never cease to surprise. First the the mirrors, then the animated UVs, then the dynamic traffic signs, and now this. I didn't do the races when I was playing it on the PS2, now I know I missed a lot. tounge.gif

Without having looked into any files yet, I'd guess most of that is done via mission script, but the texture might still be a special placeholder, or there's a certain flag/section in the dff. Trying to identify the files now...

Edit: These look suspicious:
13629, 8screen01, innertrack, 200, 0
13630, 8screen, innertrak, 200, 0

Edit2: Nope, the screen itself is an extra object. Dunno which, though.

DexX
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#11

Posted 17 July 2005 - 09:53 AM

oh sh*t! wow.gif

the image itself is probably a render target of sorts. the mirrors look like their done by mirroring scene geometry, and displaying it through the backside fo alpha-channeled objects, i couldnt find any special materials on the models. im pretty part of it is based on scripting too.
If this is done the same way, you'd only be able to use it on interiors, but it is nonetheless very cool.

steve-m
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#12

Posted 17 July 2005 - 10:47 AM

spaceeinstein, which mission is that, and at which point exactly do you see that screen? I've been looking through the mission script, but didn't find anything obvious yet.

Black-hawk
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#13

Posted 17 July 2005 - 10:55 AM Edited by Black-hawk, 17 July 2005 - 11:00 AM.

Looks like the Hotring challenge. The stadium in LS.
EDIT: It's called 8-track.
EDIT2: Wee
user posted image

ocram88
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#14

Posted 17 July 2005 - 11:30 AM

It isn't in the mission script, because i use a clean main.scm.
I think it is hardcoded confused.gif

user posted image

JernejL
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#15

Posted 17 July 2005 - 11:31 AM

QUOTE (steve-m @ Jul 17 2005, 11:47)
spaceeinstein, which mission is that, and at which point exactly do you see that screen? I've been looking through the mission script, but didn't find anything obvious yet.

he is probably reffering to 8-track mission..

steve-m
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#16

Posted 17 July 2005 - 12:36 PM

I can see me on the screen wow.gif

user posted image

But yea, looks hardcoded, at least the camera sequence.

DexX
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#17

Posted 17 July 2005 - 09:36 PM

QUOTE
But yea, looks hardcoded, at least the camera sequence.

i've looked throught the ide, ipl, at the model files, and textures, and theres nothing that looks out of the ordinary.

your the only person with a working col editor, could you look at the collision files for the screens, and see if they have any kind of special or unknown properties, maybe a new col material?

Spooky
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#18

Posted 17 July 2005 - 11:01 PM

QUOTE (ashdexx @ Jul 17 2005, 10:53)
the image itself is probably a render target of sorts. the mirrors look like their done by mirroring scene geometry, and displaying it through the backside fo alpha-channeled objects, i couldnt find any special materials on the models. im pretty part of it is based on scripting too.
If this is done the same way, you'd only be able to use it on interiors, but it is nonetheless very cool.

The mirrors are defo rendertargets, with my settings mirror-CJ is very blocky smile.gif

steve-m
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#19

Posted 17 July 2005 - 11:36 PM

QUOTE (ashdexx @ Jul 17 2005, 23:36)
your the only person with a working col editor, could you look at the collision files for the screens, and see if they have any kind of special or unknown properties, maybe a new col material?

But where? I removed those two huge screen backgrounds, but the screens themselves are still there. And I don't think they are mapped onto any model, they might just be hardcoded rectangles. Probably the same for the mirrors.

DexX
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#20

Posted 18 July 2005 - 01:40 AM

QUOTE (steve-m @ Jul 17 2005, 17:36)
QUOTE (ashdexx @ Jul 17 2005, 23:36)
your the only person with a working col editor, could you look at the collision files for the screens, and see if they have any kind of special or unknown properties, maybe a new col material?

But where? I removed those two huge screen backgrounds, but the screens themselves are still there. And I don't think they are mapped onto any model, they might just be hardcoded rectangles. Probably the same for the mirrors.

oh, i didnt know you did that.
@ spooky, yea all the mirror-like effects are blocky, from the actual mirrors in shops, to the "water" undeneath cars in the upgrade shops, to these "big screens" tvs.

but i think im on to something, these pictures should tell part of the story..
user posted image
user posted image
user posted image

if teh difference isn't immediatley noticeable, i disabled the mirrors and camera images. how? by wiping out the cull.ipl tounge.gif
CODE
# IPL generated from Max file cullzone.max
inst
end
cull
end
path
end
grge
end
enex
end
pick
end
cars
end
jump
end
tcyc
end
auzo
end
mult
end


presumably all the info for them is in this file. i dont know the coordinates of any of these images right off hand, but this more or less means they have to be controlled by this file.

*goes looking for screen coordinates*

Edit1: these coordinates in teh cull.ipl control the reflection in Transfender it looks like. commenting them out, disables that reflection..
#617.362, -125.788, 997.063, 0, 11.739, 997.063, 10.0508, 0, 1008.21, 1, 1.21549e-006, 6.91462e-007, -1, -997.049
looks like its this one..
#619.283, -9.54742, 1000.02, 0, 22.7563, 1000.02, 21.9313, 0, 1033.7, 1, 4.07695e-007, 4.59119e-007, -1, -1000
#617.362, -76.9418, 997.063, 0, 11.739, 997.063, 10.0508, 0, 1008.21, 1, 1.21549e-006, 6.91462e-007, -1, -997.049

edit2:
#carls wardrobe mirror, carls main house (las santos, new game, the first, middle picture i posted)
255.146, -41.5101, 1000.64, 0, 7.74902, 1000.64, 6.74689, 0, 1008.07, 1, -1, 0, -1.62921e-007, -259.786
#wood floor, same house
#2496.5, -1702.49, 1013.75, 0, 28.4774, 1013.75, 6.19434, 0, 1030.5, 1, 1.15219e-006, -3.34393e-007, 1, 1013.75

Opius
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#21

Posted 18 July 2005 - 02:59 AM

Woah! You should try playing with some of the right-most values and seeing whether it changes the screen or the target. It doesn't look like it's done with flags though...

At school, can't test myself.

DexX
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#22

Posted 18 July 2005 - 03:15 AM Edited by ashdexx, 18 July 2005 - 10:38 AM.

i am playing with the flags biggrin.gif
heres the format dealy-so far:
2496.5, -1702.49, 1013.75, 0, 28.4774, 1013.75, 6.19434, 0, 1030.5, 1, 1.15219e-006, -3.34393e-007, -1, 1013.75
position xyz, always 0, unknown xyz?, always 0, render target clipping distance, unknown 1, unknown float, unknown float, flags, unknown float

the flags are second to last, and ive only seen 2 values used so far:
-1 - default for reflective surfaces
0 - uses player viewpoint for realtime reflections
1 - normal reflection
2 - no reflection
4
8
9 - (is listed in the file) no reflection
16 - no reflection
32
64
128
256
512
1024 - uses player viewpoint for realtime reflections
2048
4096 - uses player viewpoint for realtime reflections
8192
16384 - uses player viewpoint for realtime reflections
32768
33792 - uses player viewpoint for realtime reflections

will edit as i get more. looks we we got the mirrors though tounge.gif

steve-m
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#23

Posted 18 July 2005 - 03:39 PM

wow, i would've never though of the cull sections. wow.gif

But did you notice there are some lines with only 11 and not 14 values? Apparently, the 10th value defines the type of the entry. Also, those you labeled "always 0" aren't always 0, at least not for most of the "type 8" entries. And the 13th value isn't always a flag, in line 13 it's -1.62921e-007 for example.

And why are values 3, 6, 9 and 14 almost the same for most of the entries? confused.gif

Opius
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#24

Posted 18 July 2005 - 11:25 PM

Original line for BOTH 8 Track screens. notify.gif
CODE
-1399.83, -208.103, 1039.34, 0, 120.187, 1039.34, 173.006, 0, 1157.71, 2, 0, 0, 0, 0


Didn't try much, but moving the zone vertically (third parameter) didn't effect anything. However, change the fifth-to-last value to anything other than 2 made the skybox the target, assuming you were inside the clipping zone for the zone. notify.gif notify.gif

jacob.
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#25

Posted 19 July 2005 - 12:13 AM

Why is this coming as a suprise to people? Is the same concept not displayed in the driving/flying schools? (the little video played before you do the lesson demonstrating what to do).

spaceeinstein
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#26

Posted 19 July 2005 - 02:26 AM

Hell no (I think). Everything in San Andreas that you see uses the same camera that is always following CJ. Everything exccept reflections and big screen TVs.

zbuffer
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#27

Posted 19 July 2005 - 03:14 AM

you could have live TV
u would 1st need a TV card
then a mod so it can like run on tvs in the game

u could also do that with a radio card
if there was a mod for that to

MuT7
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#28

Posted 19 July 2005 - 04:28 AM

for us non-modders can someone sum this up in simple english? Cause i can't follow anything confused.gif

Opius
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#29

Posted 19 July 2005 - 08:11 AM

It's a live TV screen.

There's no way to simplify it beyond that.

MuT7
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#30

Posted 19 July 2005 - 01:42 PM

I meant what people found out




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