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"interiors" with exterior sky and maybe weather

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Caencel
  • Caencel

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#1

Posted 20 October 2012 - 07:14 PM

Hello, i'm almost done constructing a map but i don't want to replace any elements of the regular San Andreas map so i decided to use the "interior" system of GTA San Andreas, the thing is that i don't remember a single time in that one of the "interiors" shows the regular sky or weather that you can see while outdoors, whenever i abuse some glitch or walk through the doors and fall of the interior everything is dark, i barely remember the mission of Marco's Bistro having an outdoor-like ambiance almost finishing the mission. i would like to use the "interiors" with the regular sky and weather if possible, can SA do this?

nkjellman
  • nkjellman

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#2

Posted 20 October 2012 - 11:01 PM

I'm not sure. I think you can but I don't think you can do effects like fog and rain.

In SA the LC interior did it along with another one I can't think of the name. Its the one that was in LS, and had a glass roof.

ZAZ
  • ZAZ

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#3

Posted 21 October 2012 - 06:17 AM

The sky configuration is done by teleporting, either by script of main.scm or by enex
Read about enex at gtamodding

Enex example savehouse hotel "SVVGHO1" enterable at LV Clowns Pocket or at Pyramid in data\maps\interior\savehous.ipl
CODE
2217.54, -1076.29, 1049.52, 1.5708, 2, 2, 8, 2216.54, -1076.29, 1049.52, 90, 1, 0, "SVVGHO1", 2, 0, 0, 24

parameter after enex name gives the sky
change it to 0
CODE
2217.54, -1076.29, 1049.52, 1.5708, 2, 2, 8, 2216.54, -1076.29, 1049.52, 90, 1, 0, "SVVGHO1", 0, 0, 0, 24

then you will have the normal sky
it needs to move outside of the room to can see it
use the FreeMovingCamera cleoscript to can do that

Clouds and other sky appearance are deeper because the interiors are placed in the height of 1000.0 units
A few interior are placed at the ground like the Atrium which nkjellman mentioned
QUOTE (nkjellman @ Sunday, Oct 21 2012, 00:01)
Its the one that was in LS, and had a glass roof.
to can see the sky because it have nice glass roof
data\maps\interior\gen_int1.ipl
QUOTE
1700.74, -1668.48, 19.2198, 1.74846e-007, 1, 2, 8, 1703.75, -1668.48, 19.2195, 270, 18, 0, "ATRIUMX", 0, 12, 0, 24
1726.19, -1638.01, 19.2679, 0, 2, 1, 8, 1726.18, -1641.01, 19.2676, 180, 18, 0, "ATRIUME", 0, 12, 0, 24


Interior teleport by script:
Cleoscript below teleports player to LC interior, where you have a nice sky as long as you don't change it with opcode 04F9:
press key 0
CODE
{$CLEO .cs}
03A4: name_thread 'INTEL'

:INTEL_1
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @INTEL_1
00D6: if  0
0AB0:   key_pressed 48//--------------- key 0
004D: jump_if_false @INTEL_1
016A: fade 0 time 1000
0001: wait 1000 ms
04E4: unknown_refresh_game_renderer_at  -751.783 504.815
03CB: set_camera  -751.783 504.815 1371.32
00A1: put_actor $PLAYER_ACTOR at -751.783 504.815 1371.32
0860: link_actor $PLAYER_ACTOR to_interior 1
04BB: select_interior 1
//04F9: set_interior 1 color_to 0
0001: wait 500 ms
016A: fade 1 time 1000
0A93: end_custom_thread

remove the comments slash and test it again
CODE
04F9: set_interior 1 color_to 0

opcode 04F9: is mostly used in main.scm for teleporting into interiors but not in mission "Saint Mark's Bistro"


But some interior models itself have also an effect to the sky

savehouse hotel "SVVGHO1" enterable at LV Clowns Pocket or at Pyramid have a normal sky if it isn't changed by teleporting
Cleoscript below teleports player above of the hotel room where you can see normal sky
press key 8
CODE
{$CLEO .cs}
03A4: name_thread 'INTEL'
{
savehouse hotel  "SVVGHO1"
enterable at LV Clowns Pocket or at Pyramid
}
:INTEL_1
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @INTEL_1
00D6: if  0
0AB0:   key_pressed 56//------------  8 key
004D: jump_if_false @INTEL_1
016A: fade 0 time 1000
0001: wait 1000 ms
04E4: unknown_refresh_game_renderer_at  2207.6838 -1074.88
03CB: set_camera  2207.6838 -1074.8854 1050.4844
00A1: put_actor $PLAYER_ACTOR at 2207.6838 -1074.8854 1060.5
0860: link_actor $PLAYER_ACTOR to_interior 1
04BB: select_interior 1
0001: wait 500 ms
016A: fade 1 time 1000
0A93: end_custom_thread


savehouse model with blue bedroom "SVLAMD" have an effect to the sky
Cleoscript below teleports player 15 units above of savehouse with blue bedroom
player will fall down then, but first you can see the normal sky and when he lands the sky changes to black
press 9
CODE
{$CLEO .cs}
03A4: name_thread 'INTEL'// savehouse with blue bedroom "SVLAMD"

:INTEL_1
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @INTEL_1
00D6: if  0
0AB0:   key_pressed 57//---------------  9 key
004D: jump_if_false @INTEL_1
016A: fade 0 time 1000
0001: wait 1000 ms
04E4: unknown_refresh_game_renderer_at  2372.593 -1125.7
03CB: set_camera  2372.593 -1125.7701 1050.875
00A1: put_actor $PLAYER_ACTOR at 2372.593 -1125.7701 1075.9
0860: link_actor $PLAYER_ACTOR to_interior 8
04BB: select_interior 8
0001: wait 500 ms
016A: fade 1 time 1000
0A93: end_custom_thread

Caencel
  • Caencel

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#4

Posted 21 October 2012 - 06:26 AM

QUOTE (ZAZ @ Sunday, Oct 21 2012, 00:17)
The sky configuration is done by teleporting, either by script of main.scm or by enex
Read about enex at gtamodding

Enex example savehouse hotel "SVVGHO1" enterable at LV Clowns Pocket or at Pyramid....

hey that was pretty nice, it was what i was looking for and i'll provably give it a try via cleo scripts just to be sure i wont be ruining my game, thanks Zaz, i'm saving all these info for future usage




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