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[SA] Myriad Islands


illspirit
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Puh, i thought, we are no longer able to decompile any Main.scm with the MB 1.3, but this sounds good...

 

I have to download R 0.4 and see if my Prop ist compatible, if not, i update it as soon as possible.

 

The Disco will be placed on my second property on the highest Buildung in 290 Meters high and should be called Party Dome, cause its build like a big dome. Untill now, i coded some dancers and a lonely chick beside the dancefloor, if you go to this chick, Tommy and her went to to dancefloor, and the camera goes aorund them while they dance. Useless but funny :-) For the fist Time you have to find the way to the Disko for through some floors, stairs and elevators. If you reach the club firsttime, the direct elevator becomes available. After this we can place a Sphere for your mission Idea, i can build some Sings for "Party Dome - tonight: Gay Night" that can be placed after starting the mission. Then we have to deactivate the dancersthread and start the missioncode for the gaynight.

 

I really like the Idea, cause it was many work to build the disco and it will be very sad, if the players takes only a look into it and never come back...

 

I try to send you a first Beta-Version of the second Property, so you can start writing the Missioncode, maybe not all floors are ready then, but it should work and no coords have to be moved.

 

@Cerbera: Nice Ideas, hope you can realize all of them. Only ont (not very originel) Idea, some Streetraces are always funny...

 

greetings

 

ODIE

 

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I downloaded R0.4 right now, but i have to install the 7nd version of VC bofore updating, cause i wont mess um my work on the second property.

 

Btw. my second Prop is devided by NW and SW but i have to place the datas in ONE Area, cant split my objects.

 

For the Disco´s Interieur i made a different IPL, IDE, COL

 

 

EDIT !!!

 

Thats not good, i need 23 (!) ID#´s and there are only eight free behind my prop. so i would only change the IDs for the land and the LOD only and leave the other objects from 4000-4021 + 828 for the PaynSpraydoor (was the original ID) all other will make to much confusion.

 

EDIT !!

 

 

greetings

Edited by ODIE
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or hover over it and the name and creator of the part comes up with some info about it

Yeah, done with Flash including some nice effects, like the map(s) on the official GTA3 website...

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hey guys, i'm new and I wanna use this opourtunity to start out modding and maybe "buy" a lot, i just have some questions, what program do you guys use to modd? cuz i use z-modeler and when i try to open 1 of the files found in the "add_to_img" folder, z-modeler says "This Is Not A Z3D File" so please help me with this. and i dont really have a clue whet to do in Z-Modeler, so if possible, if someone has a lotta (lol) time on their hands either PM me or IM me at "Mazz Itude10" if you wanna IM Me on AIM. alright, because i have some really good Ideas, and I could put some really funny/cool easter eggs in my mods that I make, ok atahnks so much! Oh and BTW This mod looks awesome so far! And I wanna contribute! Thanks So Much!

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3D Studio Max costs lots of money. ZModeler can be found at zmodeler.com. The COL progs can be found on Steve's site. For IMG Tool 1.3 and various TXD tools, you should check google.com. If it helps, Vice TXD was made by the same author as IMG Tool, Spooky.

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ok now if someone could be so kind lol.... it would be nice if someone could give me/show me a quick tutorial? thank lol

Edited by Mazzocchi
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...it would be nice if someone could give me/show me a quick tutorial?...

Take out 2 slices of bread. Open up the peanut butter and grab a knife. Use the knife to extract some peanut butter and apply evenly to one of the slices of bread. Now open up the jelly and repeat the process, but spreading it on the other piece of bread. Now put the 2 slices together in a manner that the peanut butter and jelly touch one another.

 

This concludes my quick tutorial.

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@odie - your update litle mesy like this

 

 

wglasssmas = wglasssmash

 

& moo mapper say that he can't find correct name of ODIE_laden_nt & ODIE_leuchten

 

edit::

& can you include old main.scm file? bartons don't work for me

Edited by Snow Racer

3to9.jpg

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Barton Waterduck

ODIE: Except for the COL file, did you change or add anything ? I have this problem "getting" Snow Racer's statements.

 

edit: Snow Racer: If you use illspirits new road paths from 27. november, you get less crashes no matter what scm you use.

 

Edited by Barton Waterduck
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edit: Snow Racer: If you use illspirits new road paths from 27. november, you get less crashes no matter what scm you use.

what path I need? tell me...

 

::edit::

 

no its not path cuz I delete everythink in path.ipl & it's not work

Edited by Snow Racer

3to9.jpg

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Hey! Quit stealing my topic ideas and get back to working on Majera, Opius! tounge.gif

 

Ill, how did you do the freeway route? I just ran the nodes down the middle and had it as simple two-way traffic because I wasn't able to research getting two lanes to travel in the same direction before my dad intervened. Did you do yours the same way as me or did you do it properly?

Also, did you work out the junction syntax and do the lights automatically determine how cars and peds behave, kinda like the TL property and objects in GTA1 did?

 

Probably best to answer those questions in the path editor thread as that's where modern path discussions would be most useful. smile.gif

Edited by Cerbera
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Cerbera: I guess you'll be coding all that yourself then, how, I have no Idea.

Havn't you read my signature? I'm having to use the library computers and so can't try and code it myself. sad.gif

 

I devised those mission ideas so that they really aren't very faw removed from existing missions mechanically, it's just the context which makes them different for the most part.

 

One thing which seems to have been overlooked - hidden packages. Having them give special features like they did in Vice would be welcome (such as increasing maximum health, armour, vehicle strength) but more imaginative bonuses would be welcome. Of course, some poor sucker has to actually work out the code to do it and I know how irritating that can be. smile.gif

 

I've been coding GTA1 versions of the missions ideas I've proposed but the engine has servere limits. The "car thief" mission is highly effective (I was using dockland cranes using the GTA_DEMAND object) and more enjoyable than I expected.

 

 

I've got lots more ideas and I'm developing them all the time but alas, the library is closing and the terminal is about to shut down! dontgetit.gif

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Barton Waterduck

ODIE, since I'm a perfectionist (maby not when it comes to english), I had to change your code again. Those actors you put into those shops, they use the same handle. If you use the destroy actor command with the handle, only the last actor created is destroyed. The other actor is "lost in space", meaning, its handle is lost. Without that handle, every time the create_actor command is used with that same handle, a new actor handle is lost, not only because two actor are created with the same handle, but when you create an actor with an actor handle already used, you always get a new actor. The old actor stays forever in there. If you let the game run long enough, what you get is no more pedestrians, because the game thinks you created 100 mission scripted actors when you just created two shop keepers. A good rule when coding in MAIN (and this goes for MAIN only) is to use the destroy actor command just before you create an actor. Like, if there is no actor with the handle $myactor, you can destroy it anyway, like this:

009B: destroy_actor_instantly $myactor009A: $myactor = create_actor <whatever>

 

 

I hope the rest of your codes (like the interiour) is more like R* 's code. No offence, you're just giving me lots of extra work and I have less spare time on my hands at the moment. I'm posting this here for everybody to see, because it concerns all coder. When you code in MAIN, it is very important that you remove stuff that aren't needed when you leave the area the code is used in. Like, if you create a shopkeeper, your code need to remove that shopkeeper when the player leave the shop. To do that, you can use a command that checks if the player is near a point in space (and the point space is where your shop is), if the player isn't near your shop, use one of the destroy_actor commands to remove the shopkeeper from the game. This is VERY important. Also, whenever to request something, you MUST release it. Use the release_model command with the request_model command, use the unload_special_actor command with the load_special_command. AND, since you code in MAIN (mostly anyway), you need to release everything you request immediately after you create what you need to create. NEVER release stuff at a later time when coding in MAIN. Several smart-ass coders here may say that is not an issue. If you want me to use your code, it IS an issue. I know from experience coding in GTA 3 that if you fail to release stuff you requested in MAIN, because it's a multi-task environment with several thread requesting different stuff at the same time, there are gonna be too much stuff requested at a time for the game to keep up with it all and the result will be low detail texture effects, missing textures and the likes simply because the game engine can't cope with it all.

 

Thanks for helping me fix your future codes everybody.

 

Later, when I figure out what all those unknown opcodes ODIE used in his code do, I will complete my fire fighter mission and release a new scm.

 

And reading all these posts takes hours.

 

Cerbera: I have made a note of your "requests".

 

Edited by Barton Waterduck
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@odie - your update litle mesy like this

 

 

wglasssmas = wglasssmash

 

& moo mapper say that he can't find correct name of ODIE_laden_nt & ODIE_leuchten

 

edit::

& can you include old main.scm file? bartons don't work for me

Hmmm, i changed only 2IDs and the Filenames, other things like the col is unchanged. About the names, the IPL uses only the ID´s to place objects, the names are only information, so it may be that i didn use correct or complete names of dynamic stuff, i have to fix this in future. I didnt use MooMapper for placing, so i didnt notice this problem before.

 

ODIE_Laden_nt, ODIE_Laden_dy and ODIE_Leuchten must be placed in the section of "tobj" for day and nightobjects... did you placed it correct ?

 

greetings

 

 

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lol Dem but i ment a quick tutorial on how to use these tools to make modifications to Grand Theft Auto Vice City on the PC, and possibly add something of my own to this mod

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Thanx for these rules, i will try to make my new code more perfect and compatible to your code.

 

The Actors has the same handles, like in original R* Code (that can be used to rob more shops) the problem might also be, that the shops are very close and the possibility to create two actors at the same time is very high.

 

Here some of the unknown stuff

 

 

0494: unknown  0 $ODIEvar1 $ODIEvar2 $ODIEvar3 $ODIEvar400D6: if  2100E1:   key_pressed  0  10001A:   -100 > $ODIEvar1;; integer values004D: jump_if_false ££ODIE_Autokauf_loop_2

 

 

Checks the movement of the Gamepads left stick, analoge to the key for moving.

 

 

00D6: if  00457:   unknown_player $PLAYER_CHAR unknown_actor $ODIE_rob_actor004D: jump_if_false ££ODIE_robber_18

 

 

remains true if the player targeted an actor with a gun

 

sorry, cant explain more unknowns...

 

greetings

 

 

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oh and 1 more thing. what are we going to do with the other liek 3/4th of Vice City+All That Ocean Surrounding Vice City?

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erm i presume you mean between mapping and moddeling well firstly it's a wonder you got this mod installed you sound like a bit of a newb.The name says it all mapping is where you map new land on gta (and loads of other games) using moomapper 0.90 (i'll get a d/load link l8r) you can map on existing land or create new land using a moddeling program such as 3d studio max, lightwave etc they cost money z moddler however is free to d/load from HERE! both of the skills are closely linked and you probably want to add newly moddeled objects to your map to make people wanna play it.I personaly use z modeler since im not serious about mdeling or modding in general.Z modeler can import and export models in several formats to suit games such as dff for gta3 and gta vice or midtown maddness geo files.In zmod you can create objects then texture them using textures taken with a digital camera or from the web.There is a tutorial with zmod so i suggest you read over it a few times.Mapping despite being easier in my opinion takes more time to do.These are not the only tools needed to succesfully imoprt custom models from a modeling program to in game with save points etc requires a lotta tools i believe there is a list on this topic.I heard coding is hardest of all things to do and that's why i have great respect for people who code since i wouldn't know where to start blush.gif

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_punK noodleS_

[email protected] think mission coding is actually one of the easiest things to do for gta you might want to try cause its fun

----you say where to get the tools?well you could just go to the tools page of this site . or you could take a very small bit of your time and search the forums for thedude420's list of all of the gta modding sites to date which you might like. you want tutor's just search.

anything i didnt cover...probably

----o yah snowracer, in your readme are you forgeting stuff about entering lines into gtavc.dat or am i doing something wrong?

----the words are probably hard coded cause ive looked trough the files and havent realy seen anything about it

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