Improved Vehicle Features
Posted 22 October 2012 - 01:56 PM Edited by _DK, 3 weeks ago.
ImVehFt brings new features for vehicles in San Andreas:
-reversinglights, foglights, turnlights, breaklights;
-added taillight shadow;
-possibility to use an unique texture for vehicle lights;
-fixed lights darkening after switching;
-fixed vehicle dirt feature;
Notice these features (expect vehicle dirt, taillight shadow) could work only with adapted vehicles.
You can find information about vehicle adapting and video tutorial in "Developer" folder.
You can find 3 adapted vehicles in this release.
1. Blista Compact by Jur1zz with turnlights
2. Blade by Jur1zz with breaklights and foglights
3. Benson by Jur1zz with turnlights
Int this topic
You can share your ideas and ask questions on car adapting Have fun.
Function-X- - author of some ImVehFt textures.
So many people helped me...
Den_spb - thanks to him for the idea of realising turnlighs.
izerli - thanks to him for the idea of realising steering wheel.
}0RIC)-( - much helping with HLSL and shaders programming;
PetkaGTA - helping with shaders;
Deji, fastman92, LINK2012 - helping with programming;
listener - author of SA .exe database.
Jur1zz, DERK7, Mad_Driver, THREE6MAFIA, YourCreatedHell - car makers/modellers.
- methodunderg, RooseveltRB, ByteCode2014 and 5 others like this
Posted 22 October 2012 - 02:33 PM
- Meheraj7 likes this
Posted 22 October 2012 - 02:35 PM
Posted 22 October 2012 - 02:38 PM
a) create materials with determined colors (and with texture named vehiclelights) and apply them to the part of geometry;
b) create a dummy (and rotate it, if it's a turnlight's dummy).
Posted 22 October 2012 - 02:44 PM
Posted 22 October 2012 - 02:48 PM
Posted 22 October 2012 - 04:34 PM
It is excellent.
And also when will you release that gunflash mod?
Posted 23 October 2012 - 05:04 AM
-Open and close the roof like a GTA V (possible? i made this attaching 2 "maps objects" simultaneously, can make this with dummys?)
-4 fully controllable electric windows (little hard...)
-Gear knob moves with the current gear of the car (easy...)
-Engine fan runing (simple...)
-Speedometer in dashboard (easy...)
-Windshield wiper (medium...)
-Xenon Headlights (make a car to use an unique texture for corona headlights?)
Yeah, i hope you like the ideas (even though i'm sure you already thought of that lol)
Posted 23 October 2012 - 08:32 PM
GTA:SA Crashed, Debug Info Follows:
Exception At Address: 0x006A65EF
Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)
EAX: 0x00000000 EBX: 0x00000000
ECX: 0x0000022F EDX: 0x00B3D84C
ESI: 0x0F81E7A0 EDI: 0x0F81E7A0
EBP: 0x76156C30 ESP: 0x0028FA70
Last Opcode: 0001 in thread 'main' (0xA90750)
Posted 24 October 2012 - 09:32 PM
Junior_Djjr, yes they are nice ideas) Maybe they will be released someday...
City_Poke912, looks like you have problems with vehicle collision? Do vehicles from release work fine?
Posted 25 October 2012 - 03:41 AM
Posted 25 October 2012 - 08:17 PM
Posted 26 October 2012 - 08:15 PM
as for ideas, moving windscreen wipers and moving dials (speedo, tach, etc) would be great
Posted 26 October 2012 - 08:20 PM
if you can add moving windscreen wipers, speedometer and rev-counter like izerli's "active dashboard" script, i will certainly change all my mods to use your code instead of his
yours looks much more useful than the other options
Posted 26 October 2012 - 09:30 PM Edited by DK22Pac, 26 October 2012 - 09:34 PM.
Krazy_Eddie, Chong McBong, why I can't? We have izerli in the team, so he could do this (but haven't seen him for a long time, hope he will come back soon).
Currently fixed some SA bug (black detached components):
Posted 26 October 2012 - 09:33 PM
Posted 26 October 2012 - 09:49 PM
Last Library Loaded:
Exception At Address: 0x007FFF12
Exception Code: 0xc0000005 (EXCEPTION_ACCESS_VIOLATION)
EAX: 0x00000004 EBX: 0x0028FB3C
ECX: 0x0028FB3C EDX: 0x04A047B8
ESI: 0x00000004 EDI: 0x0028FD30
EBP: 0x00000000 ESP: 0x0028FB14
Posted 26 October 2012 - 09:58 PM
Posted 26 October 2012 - 10:13 PM
There's some problem with texture, it can't load it.
Posted 27 October 2012 - 07:36 AM
Oh, and how about having more breakable windows? I mean the windows on doors, can you make those separately damageable from the door and make them behave like windscreen? (Will shatter in pieces if too much damaged.)
Posted 27 October 2012 - 12:23 PM
Posted 28 October 2012 - 04:29 PM
oksa8, I didn't see any problems with newOpcodes.cleo.
|Oh, and how about having more breakable windows? I mean the windows on doors, can you make those separately damageable from the door and make them behave like windscreen? (Will shatter in pieces if too much damaged.)|
Function already did this effect, but I hadn't time to work with it
Posted 28 October 2012 - 09:59 PM
Posted 28 October 2012 - 11:14 PM
Seems that you are right. First time I tried v2.0, SA froze at the end of loading bar, and after removing NewOpcodes.cleo it worked well. Though now it seems to work with NewOpcodes.cleo... SA is messed up game.
And, if you don't mind, got one more suggestion:
-Proper collision on movable parts. Like you can't run through a door that is opened.
Posted 29 October 2012 - 12:35 AM
the mod seems to be incompatible with the fastloader.asi (not for me) and others peoples simply have an "error in NewOpcodes.cleo" when imvehft.asi is installed
my friend had problems with the mod, an error appeared
the introduction of 0x7c910ef4, made reference to memory 0xfffffff8
and 0x005d5ca2 to 0x11799000
He said that after making the backup of data folder, the mod began to work
btw: new idea of an visitor of my blog send to me: airplane lights
Posted 29 October 2012 - 06:09 AM Edited by methodunderg, 29 October 2012 - 07:06 AM.
Also, where can we find the Emperor that you posted on your blog? Is this just the one from Automan's IV-to-SA pack?
I get this problem as well, in these screenshots from this post : http://vol-gta.com/f...9-16-1350979512
Have I done something wrong? I'm using original car models, and particle.txd, and have copied your Vehicle Texture folder to the correct place.
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