Quantcast

Jump to content

» «
Photo

[SA|REL] Tuning Mod by Junior_Djjr

SA Released
319 replies to this topic
Silent
  • Silent

    Altering R* Vision™ since 2008

  • GTA Mods Staff
  • Joined: 01 Feb 2010
  • Poland
  • Contribution Award [Mods]
    Best Script/Plugin 2014 [SilentPatch]
    Most Respected 2014
    Most Helpful [Mods] 2014
    Most Helpful [GTA] 2013
    Most Helpful [Mods] 2013
    Most Talented [Modding] 2013
    Best Map 2013 [ViceCityStories PC Edition]
    Best Vehicle 2013 [III Aircraft]
    Most Helpful [Mods] 2012
    Modder of the Year 2012

#31

Posted 25 March 2014 - 01:28 PM

i think hard to make this with zmodeler... I can't imagine how it would be by scripting  :lol:


Surprisingly easy to do via scripting (not a single hack required, just messing with CDoor). Mind PMing me?

KeeJay
  • KeeJay

    Weekend modder.

  • Members
  • Joined: 06 Mar 2013
  • Poland

#32

Posted 25 March 2014 - 02:42 PM

@Junior_Djjr - some misunderstanding; I mean to remove that custom tunepart adding part, and leave only the one (existing) performance tuning, like adding turbo, or better tyres. 


Junior_Djjr
  • Junior_Djjr

    Living in modding

  • Members
  • Joined: 16 Dec 2011
  • Brazil

#33

Posted 26 March 2014 - 01:22 AM

i think hard to make this with zmodeler... I can't imagine how it would be by scripting  :lol:


Surprisingly easy to do via scripting (not a single hack required, just messing with CDoor). Mind PMing me?

00000000 CDoor           struc ; (sizeof=0x18)
00000000 OpenAngle       dd ?
00000004 ClosedAngle     dd ?
00000008 nDirn           dw ?
0000000A nAxis           db ?
0000000B nDoorState      db ?
0000000C Angle           dd ?
00000010 PrevAngle       dd ?
00000014 AngVel          dd ?
00000018 CDoor           ends
hmmmmmmmmmmmmmmm
I had not thought of that
 
 

@Junior_Djjr - some misunderstanding; I mean to remove that custom tunepart adding part, and leave only the one (existing) performance tuning, like adding turbo, or better tyres.

nice, but i have others important things and ideas to improve, mainly the fix of name frame to install in the part... .-. to now work a functions for imvehft/dashboard etc
will be very cool to install a hitch/coupler(i don't know write this in english) to pull a trailer using the dummy function of dashboard mod

Gramps
  • Gramps

    ★★★★★

  • GTA Mods Staff
  • Joined: 23 May 2008
  • New-Zealand
  • Helpfulness Award
    Contribution Award [Mods]

#34

Posted 26 March 2014 - 01:41 AM Edited by methodunderg, 26 March 2014 - 02:03 AM.

will be very cool to install a hitch/coupler(i don't know write this in english) to pull a trailer


In my country, we call it a towbar or towball. Great update though, keep it up :)

And an addition to Silent's request .. Doors like these :

 

suicide-doors-2.jpg

 

suicide-door-4.jpg
 


Junior_Djjr
  • Junior_Djjr

    Living in modding

  • Members
  • Joined: 16 Dec 2011
  • Brazil

#35

Posted 26 March 2014 - 05:10 AM Edited by Junior_Djjr, 26 March 2014 - 05:17 AM.

↑ ok this is impossible.

cause need a "point" in the other side of the door to then move with this angle...
in normal doors, in the moddeling, the axis is in "front" of the door and then the door move as normal...
to move in reverse need to this point (the axis) stay in the other side ("back" of the door, near of "door handle") and then the door will move in reverse
then........... how make move the axis of the other side of the door with scripting? can be possible.. but this need be manually cause the script is idiot and don't know where is the other side of the door to now put the axis and the door open in reverse :p

the example of Silent is only change the axis, instead of X, move in Y lol

 
i will work in a function the make any part of the car invisible to simulate a thing like "delete car part" (but without deleting...) to then you can for example delete the old bumper to add other, or delete wheel to add other, or exhaust, OR ENGINE etc
10156021_288996207922523_2013173023_n.jp
lol
(thanks LINK/2012 for the address of the function :B)
  • In45do and Ben.Heartagram like this

madleg
  • madleg

    Player Hater

  • Members
  • Joined: 01 Jan 2014
  • Russia

#36

Posted 26 March 2014 - 06:49 AM

where does CDoor starts? i tried vc addresses from sb forum, but they r empty for sa

 

↑ ok this is impossible

you can clone doors frame, make original doors transparent and force new doors rotation matrix synchronized with original doors matrix


Wesser
  • Wesser

    The complexity simplifier, the efficiency optimizer.

  • Feroci
  • Joined: 19 Aug 2006
  • Unknown
  • Contribution Award [Mods]

#37

Posted 26 March 2014 - 11:24 AM Edited by Wesser, 26 March 2014 - 03:52 PM.

You can try to move the door dummy and the door atomics (both *_ok and *_dam) accordingly, then rotate the pivot in the opposite side.

madleg, that CDoor structure has been taken from MTA's source.

EDIT: About _F_ request below, do not forget to take a look here. :p

_F_
  • _F_

    «««« † »»»»

  • Feroci
  • Joined: 04 Jun 2007
  • United-States
  • Best Vehicle 2014 [GTAV Vehicles converted to San Andreas]

#38

Posted 26 March 2014 - 11:26 AM

Hey, do you think you could make it so that you could control the extras? I mean like some cars have spoiler (ZR-350), so player can decide if it is enabled or disabled?

Junior_Djjr
  • Junior_Djjr

    Living in modding

  • Members
  • Joined: 16 Dec 2011
  • Brazil

#39

Posted 26 March 2014 - 02:04 PM

Hey, do you think you could make it so that you could control the extras? I mean like some cars have spoiler (ZR-350), so player can decide if it is enabled or disabled?

i'm not so experient, but a will try to create a "search" to get all entities from the hierarchy of the vehicle to create a list in the screen and you can "delete" any the part
anyway, with a simple "keyboard" in game you can write the name of part and the mod will get it to you control :p

will not delete, i would create to make invisible, but now, stop rendering... and in any time you can enable/disable :B

Junior_Djjr
  • Junior_Djjr

    Living in modding

  • Members
  • Joined: 16 Dec 2011
  • Brazil

#40

Posted 26 March 2014 - 09:32 PM

thanks to Silent for this :BBBBBBBB
1011101_289178191237658_494995692_n.jpg
i will add in Tuning Mod soon (i don't know how lol, i need a ideas to update the interface to new functions .-.)
  • Silent, Toghrul Rahimli and LINK/2012 like this

KeeJay
  • KeeJay

    Weekend modder.

  • Members
  • Joined: 06 Mar 2013
  • Poland

#41

Posted 27 March 2014 - 02:16 PM

About that scissor door script: how it would act, when you got it in, let's say Mercedes SLS?


Silent
  • Silent

    Altering R* Vision™ since 2008

  • GTA Mods Staff
  • Joined: 01 Feb 2010
  • Poland
  • Contribution Award [Mods]
    Best Script/Plugin 2014 [SilentPatch]
    Most Respected 2014
    Most Helpful [Mods] 2014
    Most Helpful [GTA] 2013
    Most Helpful [Mods] 2013
    Most Talented [Modding] 2013
    Best Map 2013 [ViceCityStories PC Edition]
    Best Vehicle 2013 [III Aircraft]
    Most Helpful [Mods] 2012
    Modder of the Year 2012

#42

Posted 27 March 2014 - 03:14 PM

My guess is, pretty f*cked up.
  • KeeJay likes this

KeeJay
  • KeeJay

    Weekend modder.

  • Members
  • Joined: 06 Mar 2013
  • Poland

#43

Posted 27 March 2014 - 05:11 PM

It'd be good, if you add something like carmods.dat list, to prevent some buggy things.  BTW: If I attach some part to door, it'll act like a door part, or stay on it's possition?


Junior_Djjr
  • Junior_Djjr

    Living in modding

  • Members
  • Joined: 16 Dec 2011
  • Brazil

#44

Posted 27 March 2014 - 05:13 PM Edited by Junior_Djjr, 27 March 2014 - 05:41 PM.

1505378_289432501212227_257624756_n.jpg
OMG
interface of "desinstallation" of any dff part (dummy etc) of the vehicle :p

will stop rendering the part (thanks to LINK/2012), and you can enable/disable (incluing extra parts installed with tuning mod, but without names yet .-.)


@keejay it'll act like a door part.

KeeJay
  • KeeJay

    Weekend modder.

  • Members
  • Joined: 06 Mar 2013
  • Poland

#45

Posted 28 March 2014 - 01:31 PM

So, for now strippable interior makes sense. Will it have any effect on physics of car?

Also, it is possible to move centre of mass? Enchant it thru menu, like turbo was


Junior_Djjr
  • Junior_Djjr

    Living in modding

  • Members
  • Joined: 16 Dec 2011
  • Brazil

#46

Posted 29 March 2014 - 02:31 AM

So, for now strippable interior makes sense. Will it have any effect on physics of car?
Also, it is possible to move centre of mass? Enchant it thru menu, like turbo was

these details are somewhat irrelevant
i thought about edit the mass of the car, but, the chassis for example, can be 90% of the car, or, nothing!
so i will not focus on me this kind of thing, i'm going to focus on more important things


and, will be nice some peoples modelling cars with desattached parts in the dff hierarchy, like steering, seats etc, mainly the engine!... then anyone can remove all this parts independently with tuning mod, and add others in the place

KeeJay
  • KeeJay

    Weekend modder.

  • Members
  • Joined: 06 Mar 2013
  • Poland

#47

Posted 29 March 2014 - 07:24 AM Edited by KeeJay, 29 March 2014 - 07:28 AM.

 

So, for now strippable interior makes sense. Will it have any effect on physics of car?
Also, it is possible to move centre of mass? Enchant it thru menu, like turbo was

these details are somewhat irrelevant
i thought about edit the mass of the car, but, the chassis for example, can be 90% of the car, or, nothing!
so i will not focus on me this kind of thing, i'm going to focus on more important things

Important thing like what? IMO performance tuning would be superb to see in San Andreas. Let it be NFS :D

 


 

and, will be nice some peoples modelling cars with desattached parts in the dff hierarchy, like steering, seats etc, mainly the engine!... then anyone can remove all this parts independently with tuning mod, and add others in the place

OK, I'll do my BMW like that (can't show the progress, because of convert)

 

And about that scissor doors (question more for Silent or Wesser): You did scissor doors thru script. Can the script be adjustable (f.ex.: door angle when opened, so one acts like Lambo Countach's (pro-vertical scisssors), and one like Reventon (~15 degrees butterflies))


goodidea82
  • goodidea82

    SA Modder

  • Members
  • Joined: 13 Jun 2013
  • Germany

#48

Posted 29 March 2014 - 01:05 PM

Two future suggestions:

- Your technique could be used to improve destruction of vehicles. In particular, for aircraft. I would love to see airplanes and helicopters being destroyed into parts like in gta 5.

- There is an unfinished mod called "bence's garage". There you could detach, carry, and attach vehicle parts as CJ like a mechanic. That would be a very nice extensions of your mod.

 

Thanks for your awesome mod so far!


Junior_Djjr
  • Junior_Djjr

    Living in modding

  • Members
  • Joined: 16 Dec 2011
  • Brazil

#49

Posted 29 March 2014 - 02:46 PM Edited by Junior_Djjr, 29 March 2014 - 02:54 PM.

Two future suggestions:
- Your technique could be used to improve destruction of vehicles. In particular, for aircraft. I would love to see airplanes and helicopters being destroyed into parts like in gta 5.
- There is an unfinished mod called "bence's garage". There you could detach, carry, and attach vehicle parts as CJ like a mechanic. That would be a very nice extensions of your mod.
 
Thanks for your awesome mod so far!

- the mod i not from this genre... but, man, i'm searching for a way to check the side of collision to create a more damage parts... i don't know if is possible, cause the rockstar don't used this...... but if is possible i will make more damage parts to vehicles, i ever wanted for this
- i thought about this mod, but, how to put the part in any local in the car using this method? .-. may make other thing, like get the part in the place and cj lift it, go to the car and then put the part, then, you move in any place... but all this is only more time to install parts, will use more time to you create a car

@keejay with this method of silent pass to me, i think of no... don't use 2 axis, like 35° in Y and 15° in X for example
wait they to answer to you (and to me)


 
nice?
1375895_289977957824348_1883263294_n.jpg
Download of supercharger here: http://bmsparts.blog...charger-v1.html

goodidea82
  • goodidea82

    SA Modder

  • Members
  • Joined: 13 Jun 2013
  • Germany

#50

Posted 29 March 2014 - 04:52 PM

 

- the mod i not from this genre... but, man, i'm searching for a way to check the side of collision to create a more damage parts... i don't know if is possible, cause the rockstar don't used this...... but if is possible i will make more damage parts to vehicles, i ever wanted for this

 Maybe the vehicle structure has some flags which parts are damaged. Others may be more knowledgable about this.

 

- i thought about this mod, but, how to put the part in any local in the car using this method? .-. may make other thing, like get the part in the place and cj lift it, go to the car and then put the part, then, you move in any place... but all this is only more time to install parts, will use more time to you create a car

Sure, these are thoughts for the future after creating cars etc. However, once you get to this point, a pragmatic solution will do the job, as you suggest.


nice?
1375895_289977957824348_1883263294_n.jpg
Download of supercharger here: http://bmsparts.blog...charger-v1.html

 

Very nice!


Junior_Djjr
  • Junior_Djjr

    Living in modding

  • Members
  • Joined: 16 Dec 2011
  • Brazil

#51

Posted 29 March 2014 - 07:17 PM

a little blue square in the side of entity name will shows if the part is enable/disable
gta-s172.jpg

i'm having a problem in the "search" of hierarchy of the car...
don't gets the bump_front_ok etc, not a big problem, cause with the bump_front_dummy i can enable/disable, but the plate_ok is the child of bump_front_ok, then i don't can get the acess to it, and other, cars like bobcat have the bump_front_dam in the first, then i only can enable/disable the *_dam... i need to get acess for this _ok and _dam too (detail: the mod is fully working based on names, thus having the name i enable/disable the part)

and... ANYTHING of chassis_dummy of cadrona is identifying .-. only gets the chassis_dummy and wheels, no more


Source:
0A97: 1@ = car 0@ struct
0A8E: 1@ = 1@ + 0x18 // CVehicle.m_clPhysical.m_clEntity.m_pstRwObject (RpClump)
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0

0A8E: 2@ = 1@ + 0x04 // SRpAtomic.m_stObject.m_stObject.m_pstParent
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0


gosub @creategxt //main entity

gosub @nextchild

while true
    if gosub @nextframe
    then
        while true
            if gosub @nextchild
            then
            else
                break
            end
        end
    else
        if gosub @parent
        then
        else
            break
        end
    end
end
//---------


//---------
:creategxt
0AA7: call_function _getFrameNodeName num_params 1 pop 1 pstRwFrame 2@ pszName 5@

0AD3: [email protected] = format "_tu_%i" 20@
0ADF: add_dynamic_GXT_entry [email protected] text 5@  
20@ += 1
return


:NextFrame
3@ = 2@
2@ += 0x9C
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
if 2@ > 0
then
    gosub @creategxt
    0485:  return_true
else
    2@ = 3@
    059A:  return_false
end
return

:NextChild
3@ = 2@
2@ += 0x98
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
if 2@ > 0
then
    gosub @creategxt
    0485:  return_true
else 
    2@ = 3@ 
    059A:  return_false
end
return

:Parent     
2@ += 0x4
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
if 2@ > 0
then 0485:  return_true
else 059A:  return_false
end
return

LINK/2012
  • LINK/2012

    LIVIN' IN CODE

  • Feroci
  • Joined: 30 Jan 2011
  • Brazil
  • Best Tool 2014 [Mod Loader]
    Contribution Award [Mods]

#52

Posted 30 March 2014 - 05:30 AM

Simple

 

Captura%20de%20tela%20-%2030-03-2014%20-

  • Danikov likes this

Ben.Heartagram
  • Ben.Heartagram

    Player Hater

  • Members
  • Joined: 14 Jan 2013

#53

Posted 30 March 2014 - 07:53 AM

how to change colors in the garage?


Wesser
  • Wesser

    The complexity simplifier, the efficiency optimizer.

  • Feroci
  • Joined: 19 Aug 2006
  • Unknown
  • Contribution Award [Mods]

#54

Posted 30 March 2014 - 10:08 AM

Junior, test if rpATOMICRENDER (0x04) flag is set at RpAtomic.object.object.flags (+0x02).

LINK/2012
  • LINK/2012

    LIVIN' IN CODE

  • Feroci
  • Joined: 30 Jan 2011
  • Brazil
  • Best Tool 2014 [Mod Loader]
    Contribution Award [Mods]

#55

Posted 30 March 2014 - 04:17 PM

how to change colors in the garage?

You can't, I'm using QTN

 

 


Junior, test if rpATOMICRENDER (0x04) flag is set at RpAtomic.object.object.flags (+0x02).
Yep, he's already doing that if I'm not mistaken

Junior_Djjr
  • Junior_Djjr

    Living in modding

  • Members
  • Joined: 16 Dec 2011
  • Brazil

#56

Posted 30 March 2014 - 10:47 PM

Junior, test if rpATOMICRENDER (0x04) flag is set at RpAtomic.object.object.flags (+0x02).

Yep, he's already doing that if I'm not mistaken

yes, i'm using this

the unique problem now is the "search of frames" ...i used this script ↑ but i can't get the *_ok or *_dam, this parts have name in game? is atomics without frame? (?)
this search of i created don't found this parts, only the dummy (bump_front_dummy for example)
i think of can be possible to get the control of *_ok etc, but, is important i need the name of them, cause i make a search in the hierarchy of vehicle, create the gxts entries and make a list of all

Junior_Djjr
  • Junior_Djjr

    Living in modding

  • Members
  • Joined: 16 Dec 2011
  • Brazil

#57

Posted 31 March 2014 - 03:07 AM Edited by Junior_Djjr, 31 March 2014 - 03:08 AM.

new part (rack in roof)
IMG0206A.jpg
download here: http://bmsparts.blog...-1-2-pecas.html

(anyone can model more parts too and i will publish in bms parts's blog)
  • Toghrul Rahimli and In45do like this

Gramps
  • Gramps

    ★★★★★

  • GTA Mods Staff
  • Joined: 23 May 2008
  • New-Zealand
  • Helpfulness Award
    Contribution Award [Mods]

#58

Posted 31 March 2014 - 10:56 PM

Look great Junior !

 

Maybe you should start up a requests thread here on the Forums.. I know there are heaps of modellers around on the forums; and if there was a request thread, and one of the modellers was bored with a few hours to kill, they might want something small to model, but have no ideas.


Junior_Djjr
  • Junior_Djjr

    Living in modding

  • Members
  • Joined: 16 Dec 2011
  • Brazil

#59

Posted 01 April 2014 - 12:46 AM

create a request thread will be great! where i can create this?


btw:
a guy converted to me 30 spoilers of NFS MW (2005)
IMG0168A.jpg
ah, all peoples need to use a limit adjuster to can add much parts, if don't use limit adjuster only can add, i think of 15-20 parts
here a limit adjuster configured by me:
http://bmsparts.blog...juniordjjr.html

when i finish the 0.9.3 of Tuning Mod i will start to create a system of store the tuned cars (i already have idea to how create this, thats a sh*t but ok)
  • Toghrul Rahimli likes this

Gramps
  • Gramps

    ★★★★★

  • GTA Mods Staff
  • Joined: 23 May 2008
  • New-Zealand
  • Helpfulness Award
    Contribution Award [Mods]

#60

Posted 01 April 2014 - 12:53 AM

Maybe in this section here :

http://gtaforums.com...-iii-modelling/





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users