[REL|ASI|BIN/SRC] GTA Studios
Posted 12 May 2006 - 06:04 AM
It's fun to make few peds, give them nice weapons and then make them attack player.
Only bad thing is that actors cant fly helicopters/airplanes. Mod also crashes sometimes, but its very rare.
Posted 12 May 2006 - 11:55 AM Edited by ceedj, 12 May 2006 - 12:50 PM.
|QUOTE (J-Fox.GEMM @ May 10 2006, 06:50)|
| So it is NOT possible to make an actor point at a given location and make em shoot?|
btw: thought about adding sum features to ur code and create a nice ui. Maybe i will do when i have got a free min... So you could have a timeline etc
Sure you can, you just have to be creative about it. Here's how I might do something like that...
1) Install the invisible skin (janitor.txd) included in the mod. Now use this actor as one of your peds. Create a normal ped (ped 1) and give him/her a weapon. Now create ped 2 using the invisible actor (the janitor is 3 backward from the ped creation start, just past Big Bear. ) From here, it's all about the camera. You can
a) Set up the camera so it's right on top of the ped shooting (you DO have the CamHack, right?). Set up your second actor close enough for the first one to be able to start shooting. Choose ped 1 to attack ped 2 (in this case, Left Shift + 2). Film away.
b) Set up the camera so it's behind or to the side of the ped shooting, and again, choose ped 1 to attck ped 2. If it's a car you want to shoot at, create a car and set up the invisible ped just behind the area you want the first ped to attack, film away.
2) If you want to see the actor getting shot, just use a normal skinned actor.
As for modding the source, go ahead, but if your trying to add to the game script while using the original game SCM, then good luck. I think there's about 2 or 3 lines left to work with before you hit the SCM limit.
RE: Crashes: I wish I could nail these down, but honestly, I just haven't been able to crash it often enough to do any real testing with it. In fact, I didn't crash at all while making "Where's Zero?", so I have nothing to go on. If anyone can recreate the crashes and post the conditions used to cause the crash, I'd be able to test this better.
Posted 12 May 2006 - 01:21 PM
about editing source:
I planned to create a code smilliars to urs (using DirectX, Spookys SCM Hook - modded SA one). I would add a timeline and stuff then. Also you could create unlimited amount of cars, actors, ...
Also Camera fly's etc.
I m new to C++ (not that new ^^ ) so that would be a nice training for me i think
But u got much anims etc and they are sorted really good. So it would be a gd idea to use ur code. (i think)
Posted 29 May 2006 - 02:04 PM Edited by silwyth, 29 May 2006 - 02:07 PM.
thanks in advance, ive been waiting for this mod so long and its so cool.
Posted 29 May 2006 - 02:29 PM
Set up your ped where you want him. Now go to where you want him to run to and press INSERT + C to drop the dummy ped (you might want to install the included invisible skin, janitor.txd, for filming). Now turn on the animation engine by pressing INSERT + A. Set up your camera and press your ped MODIFIER (lets say Left Shift for ped 1 as an example) and C (run to dummy ped).
Presto! Running ped! Remember to turn the animation engine off by pressing DELETE + A to set up more peds and cars. You'll need to do this to reset the dummy ped somewhere else, although I may change this for the next version...
The dummy ped is just that: a dummy. He's not controllable at all, and only used to give other actors/cars a set of co-ordinates to run/walk/drive to.
About the all interiors mod: maybe. I dunno; I never use any mods. Try it out and let me know. If the plane is an interior and the game doesn't crash, you'll only get the first 120 or so peds (plus the special actors) so keep that in mind when choosing a ped. This is done on purpose to prevent the game from crashing - there's a weird limit somewhere on the number of models you can load while inside of an interior.
Posted 29 May 2006 - 03:28 PM
im just goin to have to think of the episodes though so much possibilities anything to start me off.
Posted 29 May 2006 - 03:46 PM
Posted 03 June 2006 - 02:17 PM
Posted 04 June 2006 - 07:00 PM
Posted 04 June 2006 - 07:14 PM
Posted 04 June 2006 - 08:04 PM
Posted 07 June 2006 - 07:51 AM
VICE CITY KEY - ANIMATIONS
R - lean back, look l & r
T - stand still, hands behind back
Y - hands behind back, then scratch head
U - bend over, catch breath, lean back and look l & r
I - bounce off, stumble backwards
O - bounce off, stumble, then scratch head
P - turn 180 degrees then face angle
would it be possible to put these in the sa one... or will you not be updatin no more...?
Posted 07 June 2006 - 01:55 PM
BACKSPACE - Look at Player
G - Look Around
L - Tired
L - Hands Cower
There is no scratch head anim, at least not one referenced by the scm. The Vice anims can't be used because the animations are done differently between VC and SA (the Vice opcode is disabled in SA). And I don't think they're in SA anyway.
Posted 07 June 2006 - 01:59 PM
Posted 11 June 2006 - 03:25 AM
|QUOTE (RainingAcid @ Jun 10 2006, 14:22)|
|They need to be able to fly airplanes.|
You know, it IS all open source.
Posted 12 June 2006 - 03:36 AM
1) Use a separate peice of code to create the plane/boat in the air/water.
2) Spawn a ped inside a plane/boat, somehow getting the handle of the ped without destroying it.
3) Set the speed instantly, along with any coords we want it to go to.
The code itself wouldn't be a problem (it would be a TON of code though), but as I've stated before, I don't have the room for it in the mod. The hook stops compiling correctly if I go over a certain number of lines of code. This mod is for machinima filmmakers first, which means it needs to be easy to install, and keep all the functions of a regular game, while being able to use saves.
Why don't you just use the Player Skin selector that's built in, and use the Player to control the planes/boats?
Posted 15 June 2006 - 07:21 AM
When I start a new game and try 2 enter the pink marker nothing happens (I use a crack of gta-vc.exe)
Posted 15 June 2006 - 02:38 PM
If the marker is pink, there is something wrong with your install, because the marker should be BLUE.
Posted 15 June 2006 - 04:45 PM
Can u give me a website or sumthin 2 download it from?
Posted 15 June 2006 - 05:33 PM Edited by ceedj, 15 June 2006 - 07:44 PM.
EDIT: I just found out I need to make a separate build for the v6 test3 BETA (the special actors need to be recoded in my hook - if you don't need them, then the current 3.1 build works fine with the new GTALC test), so until that is done, use the 5b installer at the link above.
Posted 27 June 2006 - 06:08 AM Edited by ceedj, 27 June 2006 - 06:11 AM.
I'd really appreciate some feedback on this, as it would open up filming using custom mods, and possibly with Myriad as well.
Posted 27 July 2006 - 10:18 PM
Posted 02 August 2006 - 06:28 AM
|QUOTE (xspudx @ Jul 27 2006, 18:18)|
|I've got a major problem on LC: Studios with the dummy ped, whenever I press Ins & C to create the dummy ped the game's LC studios stops working, I can't make any peds or anything, what the f*ck is going on?|
Which version of LC are you using? LC Studios does NOT work properly with v6 beta; use the v5 beta.
I just did the opening for season 2 of PEDS and the camera ped works fine using v5.
Posted 27 August 2006 - 06:22 PM
Posted 27 August 2006 - 09:14 PM
|QUOTE (GTA Ryder @ Aug 27 2006, 14:22)|
|Will there be a better version than the 3.1 of San An, Vice or Liberty Studios?|
I'm afriad since this is the ONLY tool available of it's kind, you'll have to endure my mediocre programming abilities. Many apologies.
Posted 15 September 2006 - 07:31 PM
San An Studios 3.2
| CHANGE LOG:|
09/15/06 - Version 3.2
- Mostly internal code cleanup/optimization. But a few extras too. :-)
- Because of code cleanup, Animaition/Creation Modes (INSERT/DELETE + A) have been removed. This should make working with this tool a WHOLE lot better. Sorry it
took so long. Now, all animations and creation modes are available any time.
- With code cleanup comes the return of the Text Labels for Weapon Selection.
Actual selection process should be faster now too.
- Added a cigar to the smoke animation (fixed, BTW) and a can to the drink
- Added debris remover (papers and leaves); Press INSERT + D (default) for on,
press DELETE + D to remove all debris from the ground.
- Added controls for the "Heat Wave" effect (thanks to Demarest for finding the
code). Press INSERT + Z to enable, DELETE + Z to disable.
Vice and Liberty Studios 3.2
| CHANGE LOG:|
09/05/06 - Version 3.2
- Rewrote most of the engine. Although it should be faster (and MUCH easier to
update), the file size is about the same due to VS2005 bloating the hell out of it.
- The mod now begins "the mission" immediately, skipping the tutorial. The tutorial
is still there; press INSERT + BACKSPACE to view it.
- Includes a "Green Screen" map mod for use with video editors that support
compositing. See the "Pawfect Green Screen Show" directory for installation
instructions. This mod is provided by Johnline (www.freewebs.com/ricoswavae) and
is used with permission.
- Added controls to enable/disable the Green Screen mod
- Added controls to enable/disable the debris that floats on the ground.
- Included a new "invisible" skin for compatibility with the v6 and v7 BETAS of
Same except the invisible skin.
The biggest changes in San An are internal, but the Animation/Creation switcher (INSERT/DELETE + A) has been removed, so filming should be MUCH easier now.
Some code cleanup was also done for Vice and Liberty; we've now included a Green Screen map object mod for use with video editors that support compositing. The mod was created by Johnline (he did it in about 30 minutes via GTAF chat!!!), and is included with his gracious permission.
As always, the updates can be found in the first post of this thread, or at our Pawfect Films homepage.
Posted 17 September 2006 - 01:25 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users