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Airplanes and GTA IV 101

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pinky
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#31

Posted 28 December 2008 - 01:02 PM

QUOTE (spaceeinstein @ Dec 28 2008, 00:11)
QUOTE (Picolini @ Dec 25 2008, 22:56)
...R* left over bits of coding from previous games, including airplane data which still works in the game...

Do you meant it's actually leftover from the previous game? I thought it was a feature implemented into GTA4 that will be used in the future. It couldn't be leftover codes, since in SA you can't just convert cars into planes this easily.

According to DexX there are still references to vital aircraft parts like rudders and ailerons etc within the game code.
And like Picolini said, it was very easy to turn any vehicle slot into an aircraft. Or in fact turn any vehicle into any other type of vehicle that you desired. You did have to have a replacement model with the correct hierarchy parts for the vehicle type being used though. The only side effect was loss of sound and IV makes this easy to fix by changing the vehicles game name in the vehicle.ide file.

As soon as some form of model import/export from Max or Zmod is capable, then adding a model with the correct aircraft hierarchy parts and naming it either dodo or androm should get a working aircraft in the game. No need for scripting just yet, but that will come later to make more advanced undercarriage operation and weapons etc.

leik oh em jeez!
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#32

Posted 29 December 2008 - 12:14 AM

QUOTE (Vanzant @ Dec 28 2008, 01:24)
QUOTE (leik oh em jeez! @ Dec 28 2008, 02:12)
Yeah, attributes are wrong. There is no lift! when the car tilts to the side, it continues forward when it should go off in that direction...

That is what a Rudder is used for, GTAIV uses realistic graphics so like when your car is in air it won't turn just because you jerked the steering wheel. That's why Picolini is trying to configure how to Yaw.

No, when the entire car leans to the left and is flying sideways, it still goes forward, when it should go to the left, this is a problem with the physics, not a missing rudder, it has nothing to do with the rudder.

Picolini
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#33

Posted 29 December 2008 - 03:35 AM

@Vanz and leik omg, you both are right, in a way.
leik omg is saying is that as a plane is rolling it drifts in the direction of the roll. So far the car simply just rolls and stays on it's current course, it only moves in the direction of the roll when pitch is applied.

@Pinky, exactly. Adding in files as a Dodo or Andromada should work... what about the "Fighter"? See what they had in mind, military wise.
Glad to see you mention scripting mods later. You were putting out some great stuff for SA, hope you keep it up for IV. I'm sure people will love them.

And, what's this about just changing the vehicle name switching over the sound? Nice to know that! Which value is it that you need to change for that?

pinky
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#34

Posted 29 December 2008 - 08:29 AM

QUOTE (Picolini @ Dec 29 2008, 04:35)
@Vanz and leik omg, you both are right, in a way.
leik omg is saying is that as a plane is rolling it drifts in the direction of the roll. So far the car simply just rolls and stays on it's current course, it only moves in the direction of the roll when pitch is applied.

@Pinky, exactly. Adding in files as a Dodo or Andromada should work... what about the "Fighter"? See what they had in mind, military wise.
Glad to see you mention scripting mods later. You were putting out some great stuff for SA, hope you keep it up for IV. I'm sure people will love them.

And, what's this about just changing the vehicle name switching over the sound? Nice to know that! Which value is it that you need to change for that?

In the vehicles.ide, the column for vehicle game name (it's GXT name) you change that name to what you want it to sound like.
The only drawback is that your vehicle gets that name too but it is a small price to pay for a turbo NRG superbike called a Sukltan RS. wink.gif

R.F.
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#35

Posted 29 December 2008 - 08:31 AM

Great handling mod! All we need is a plane model biggrin.gif

Picolini
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#36

Posted 30 December 2008 - 06:51 AM

QUOTE (pinky @ Dec 29 2008, 02:29)
QUOTE (Picolini @ Dec 29 2008, 04:35)
@Vanz and leik omg, you both are right, in a way.
leik omg is saying is that as a plane is rolling it drifts in the direction of the roll. So far the car simply just rolls and stays on it's current course, it only moves in the direction of the roll when pitch is applied.

@Pinky, exactly. Adding in files as a Dodo or Andromada should work... what about the "Fighter"? See what they had in mind, military wise.
Glad to see you mention scripting mods later. You were putting out some great stuff for SA, hope you keep it up for IV. I'm sure people will love them.

And, what's this about just changing the vehicle name switching over the sound? Nice to know that! Which value is it that you need to change for that?

In the vehicles.ide, the column for vehicle game name (it's GXT name) you change that name to what you want it to sound like.
The only drawback is that your vehicle gets that name too but it is a small price to pay for a turbo NRG superbike called a Sukltan RS. wink.gif

Nice to know, thanks pinky icon14.gif icon14.gif

DreamOperator
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#37

Posted 30 December 2008 - 07:23 AM

The video linked below shows a car flying in GTAIV and it turns in the air. Am I missing something or did it get figured out?


Picolini
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#38

Posted 01 January 2009 - 06:11 PM

QUOTE (DreamOperator @ Dec 30 2008, 01:23)
The video linked below shows a car flying in GTAIV and it turns in the air. Am I missing something or did it get figured out?


That's the video by Flaii, he already posted in this thread stating any turning is due to the body roll.

While you are able to turn left or right by rolling the body to the side and pitching the plane up or down, we can't get the car to stay horizontal and turn left or right, via a rudder.

xXGraemeXx
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#39

Posted 02 January 2009 - 05:28 AM

awesome guys. cant wait until we get fully working planes in GTA IV. i think rockstar left those codes in for a reason! tounge.gif

coin-god
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#40

Posted 02 January 2009 - 06:30 AM

Yeah. Because tehy are lazy as sh*t. tounge.gif

FunGt
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#41

Posted 11 February 2009 - 09:35 PM

Sorry for bump but the video in first post doesn't work so I made a new one if you want to see how this "mod" looks like:

KingBulleT 8747
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#42

Posted 12 February 2009 - 04:14 PM

haha, cant touch this

drbroccoli
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#43

Posted 12 February 2009 - 06:26 PM

Someone should make a mod that allows a hotkey to load a different car file, so you could be driving a regular car, then bam, hit the key and take off!

Diaz070
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#44

Posted 12 February 2009 - 07:17 PM Edited by Diaz070, 12 February 2009 - 08:17 PM.



this is the real sh*t man

CoMPMStR
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#45

Posted 12 February 2009 - 07:35 PM

QUOTE (Diaz070 @ Feb 12 2009, 13:17)
http://www.youtube.c...re=channel_page
these are the real planes just watch, someone tell me the code to put the movie on this page please

Here's what to do:

CODE
Link: http://www.youtube.com/watch?v=TqJEwlR74pw

Forum Code: [youtube]TqJEwlR74pw[/youtube]


All you do is put the forum code and you will have the video in the forums. tounge.gif Just remove the http://www.youtube.com/watch?v= from the link and put the youtube tags around it. biggrin.gif

Rob.Zombie
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#46

Posted 13 February 2009 - 01:26 PM

user posted image
Holy sh*t!!! I can't believe it. I wanna fly that jumbo as well. Very nice progress so far. Can you release a beta? smile.gif

Diaz070
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#47

Posted 13 February 2009 - 01:54 PM

lol it isnt really a mod, i did it with the super spawner script from computermaster you can find it on this forum,
i just attached the jumbojet to my heli and fly

Rob.Zombie
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#48

Posted 13 February 2009 - 02:05 PM

We'll need to attach these planes to a flying car, and there we have a working jumbo. Btw is there a way to enable the jet sounds? Does the plane have collision?

Diaz070
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#49

Posted 13 February 2009 - 05:08 PM

no when its atached to the car not
but in freeze mode it has

KiLLerBoy_001
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#50

Posted 13 March 2009 - 09:40 AM Edited by KiLLerBoy_001, 13 March 2009 - 09:56 AM.

Maybe I'm Just a noob saying something that aint possible but did you guys try and look at the heli hadling files might be some info in there cause they well can yaw the way we want the planes to do it

KingBulleT 8747
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#51

Posted 13 March 2009 - 05:00 PM

My mod has collisions, its flyable and it has sounds.

chris_61
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#52

Posted 19 March 2009 - 03:10 PM

Ermm i was flying one yesterday someone spawed it but it was like it was replaced by car stuff but it was flying a plane also is there a mod yet for it because i really want to download it and also here is an example


XxPTLegitxX
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#53

Posted 13 May 2009 - 05:01 PM

Hey guys do we replace the flighter line with this: $ URANUS 1.0 2.0 0.0 -0.003 0.002 0.10 0.010 -0.0001 0.005 0.0050 0.0 0.1 1.0 1.0 0.0 0.01 0.5 0.5 0.5 0.5 0.5 0.5



Or do we put it above or on the bottom of it?

KingBulleT 8747
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#54

Posted 14 August 2009 - 10:26 AM

QUOTE (XxPTLegitxX @ May 13 2009, 17:01)
Hey guys do we replace the flighter line with this: $ URANUS 1.0 2.0 0.0 -0.003 0.002 0.10 0.010 -0.0001 0.005 0.0050 0.0 0.1 1.0 1.0 0.0 0.01 0.5 0.5 0.5 0.5 0.5 0.5



Or do we put it above or on the bottom of it?

$ FIGHTER numbers numbers numbers...
$ URANUS numbers numbers numbers...

okay?

H1Vltg3
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#55

Posted 16 August 2009 - 05:59 AM

Here's something for everyone to try. I recently downloaded the Fighter Jet model that was originaly designed for replacing the Annihilator. I did this, very nice, BUT... I thought, well, what if I replaced a car with the Fighter Jets model using this topic. I was doing some reading in this Topic and was inspired to replace the Airtug, since this mainly only spawns at the airport. So here's what I did:

1) Replaced Airtug with Fighter Jet using OpenIV
2) Added proper handling.dat and vehicles.ide lines found in the original post, only using Airtug instead of Uranis
3) Loaded the game, teleported to the Air Port ;-) (Using SimpleNativeTrainer)
4) Found the Fighter Jet among all the other planes
5) Using SimpleNativeTrainer, Spawned Object CJ_PLANE_1
6) Attached Last Spawned Object, which attached CJ_PLANE_1 to the Fighter Jet (which gives sound of a Jet)
7) Make Last Spawned Object Invisible

And now you have a perfectly great flying Fighter Jet, with Plane handling and sound. Once you get the hang of it, it takes literally 10 seconds or less to setup. ENJOY! Shifty41s_beerhatsmilie2.gif

x_orange90_x
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#56

Posted 18 August 2009 - 11:42 PM

i did the same thing, but i didnt use the handling line in the OP.. is there any difference in it? all i did was replace the Blista with the Jet, go into the Vehicles IDE and change it to plane, FIGHTER then it flew like a plane, but i dont like it because it rolls wayy too fast for a plane. was this line in the OP a modified handling line, one that reacts more like a plane? or does it roll left and right and forward and backward fast like the FIGHTER line?

Pico
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#57

Posted 20 August 2009 - 04:15 PM

Wow, can't believe this thread is still... well alive I guess.

@x_orange90_x, if I remember correctly, you need to use the handling line AND add in the secondary, plane specific, handling line to help lessen the amount of roll. I'm pretty sure I tightened it up a bit. But it's been MONTHS since then, so I don't know for sure.

If some one could enlighten me on how far vehicle modding has come since December that'd be great. I'm completely out of the loop. Can you replace car models and handling lines just as good as San Andreas?
Obviously I haven't solved the yaw problem yet, which is a huge disappointment. But who knows, if I can get a vehicle model in the game with a rudder model and dummy in place then the game might give it yaw controls.
Any thread/walkthrough on how you can modify the models and set them up for in game? What modeling programs work for GTA IV? God, I'm so out of touch!

Shor_van
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#58

Posted 21 August 2009 - 01:58 AM

QUOTE (Pico @ Aug 20 2009, 16:15)
Wow, can't believe this thread is still... well alive I guess.

@x_orange90_x, if I remember correctly, you need to use the handling line AND add in the secondary, plane specific, handling line to help lessen the amount of roll. I'm pretty sure I tightened it up a bit. But it's been MONTHS since then, so I don't know for sure.

If some one could enlighten me on how far vehicle modding has come since December that'd be great. I'm completely out of the loop. Can you replace car models and handling lines just as good as San Andreas?
Obviously I haven't solved the yaw problem yet, which is a huge disappointment. But who knows, if I can get a vehicle model in the game with a rudder model and dummy in place then the game might give it yaw controls.
Any thread/walkthrough on how you can modify the models and set them up for in game? What modeling programs work for GTA IV? God, I'm so out of touch!

I have converted a plane model from sa but I'm still trying to make the rudder, elevators and the landing gear to work.

Pico
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#59

Posted 21 August 2009 - 05:01 PM

Do the models for IV still use dummies like San Andreas?
If so, do you have them all properly named?
What won't work? Do they just not move at all?

Sorry for all the questions I just don't know how IV models are set up at all. It's about time to dust off Zmod2 and import some vehicles and check them out. My thought as to why they don't work is either they were disabled, or possibly the parts are just named different for IV. It'd help a sh*t load if R* left a plane model in the files, instead of just handling lines for planes sad.gif

Shor_van
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#60

Posted 21 August 2009 - 05:30 PM

QUOTE (Pico @ Aug 21 2009, 17:01)
Do the models for IV still use dummies like San Andreas?
If so, do you have them all properly named?
What won't work? Do they just not move at all?

Sorry for all the questions I just don't know how IV models are set up at all. It's about time to dust off Zmod2 and import some vehicles and check them out. My thought as to why they don't work is either they were disabled, or possibly the parts are just named different for IV. It'd help a sh*t load if R* left a plane model in the files, instead of just handling lines for planes sad.gif

yes they use dummies, I not sure if they are properly named because I don't know how they should by named in GTA IV

the plane hierarchy is very strange unlike the other hierarchy in the game, it dose not crash when I add something that dose not belong.





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