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Maxo's Vehicle Loader


maxorator
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Could you make a tool for convert car data from handling.cfg, default.ide and carcols.dat to xml as in your mod?

I mean, almost on every car there is readme with new data to replace old, and would be cool to fast convert it into xml. smile.gif

Might try to make something for that later.

 

Anyway, I worked a bit on EM/taxi lights. Now they don't depend on AI flags anymore. The EM lights can be used whenever the siren flag is set and the type of lights that apply are the ones that are defined in the .xml. There's also an option "alwayson" for lights, maybe useful for taxi lights.

 

Also added the possibility to relocate heli weapons.

 

Made it load collision section from SA's dff-s too.

 

Needs some more testing, but will release this soon.

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HPV1000 by H3NR1QU3 looks incorrect on version 0.94a. Rear wheel is displaced to front wheel:

http://img194.imageshack.us/img194/4931/99957014.png

I actually noticed this an hour ago, already fixed, will upload soon.

 

Edit: New version is up.

Edited by maxorator
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By the way, this mod doesn't work together with ENB series (the game doesn't boot). Is there any way to make it compatible?

Edited by Zera
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By the way, this mod doesn't work together with ENB series (the game doesn't boot). Is there any way to make it compatible?

it DOES work with ENBS wink.gif Maybe one of your car mods are crashing the game, or your ENB settings are not properly configured?

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Could you make a tool for convert car data from handling.cfg, default.ide and carcols.dat to xml as in your mod?

I mean, almost on every car there is readme with new data to replace old, and would be cool to fast convert it into xml. smile.gif

Might try to make something for that later.

 

Anyway, I worked a bit on EM/taxi lights. Now they don't depend on AI flags anymore. The EM lights can be used whenever the siren flag is set and the type of lights that apply are the ones that are defined in the .xml. There's also an option "alwayson" for lights, maybe useful for taxi lights.

 

Also added the possibility to relocate heli weapons.

 

Made it load collision section from SA's dff-s too.

 

Needs some more testing, but will release this soon.

So now i can just put SA car .dff and .txd and it will work ?

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You no longer need the SA Cols as they are Built into the DFF and in MVL 0.95 MVL reads the COL's from the Vehicles DFF File.

XDBuildTopicSig6.png

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GamerShotgun

I wonder why no one's working on tools like this for VC. This could be the ultimate GTA, which could load every model used by other GTAs, like SA, LCS, VCS, etc.

 

It's a far-fetched idea I know. tounge.gif

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LCS, VCS

Wayyy too long shot. It would be faster to make a converter than make a loader for completely new format tounge2.gif

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I wonder why no one's working on tools like this for VC. This could be the ultimate GTA, which could load every model used by other GTAs, like SA, LCS, VCS, etc.

 

It's a far-fetched idea I know. tounge.gif

yup man, so many things about the engine has been discovered. I think its possible to implement ragdoll physics instead of static death animations! But the modding community advances too fast just going for the new games, new engines and all. What I want to see is improve the old engine to a new one! Then that would really be the most exciting part about modding!!!

 

@SilentPL

Even though it would be fast to convert rather than to make a loading, which one do you think will be a breakthrough?Converting is just a batch process. But making a loader is like opening doors to modding other features of the game engine itself. I say it would be a great achievement and the effort put into that would be really worthy.

Edited by Swoorup
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I wonder why no one's working on tools like this for VC. This could be the ultimate GTA, which could load every model used by other GTAs, like SA, LCS, VCS, etc.

 

It's a far-fetched idea I know. tounge.gif

Well, if I knew what the file format is like, I could look into it.

 

Anyone got any feature requests?

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@Maxorator Is it possible to port the most of the features of the SA engine to VC like the one that the GTA LC team does?

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@Maxorator Is it possible to port the most of the features of the SA engine to VC like the one that the GTA LC team does?

Sure it is, but it would be too time-consuming.

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I wonder why no one's working on tools like this for VC. This could be the ultimate GTA, which could load every model used by other GTAs, like SA, LCS, VCS, etc.

 

It's a far-fetched idea I know. tounge.gif

Well, if I knew what the file format is like, I could look into it.

 

Anyone got any feature requests?

Since your loader supports SA models, would you be able to add the ability to spawn the models with license plates? Not referring to actual numbers & letters, like in SA, but the plate texture itself, one of those from vehicles.txd

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GamerShotgun

I'm pretty sure that's material related. And that would be possible if maxorator has the mood and time for making such a thing possible. smile.gif

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I fixed alpha bug on vehicles converted from SA and vehicles loaded directly from SA .dff files. Also made it possible to make emergency light colours use vehicle colours, maybe not very useful though.

 

And one surprise feature... coming soon. smile.gif

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I fixed alpha bug on vehicles converted from SA and vehicles loaded directly from SA .dff files. Also made it possible to make emergency light colours use vehicle colours, maybe not very useful though.

 

And one surprise feature... coming soon. smile.gif

Wow, alpha windows bug has been fixed already? I just tried SA Pontiac Grand Prix on your latest version, and all of the windows were transparent, I could see through car. (perhaps it's just another model miscalculation of come kind)

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Released 0.96. Have fun with weapons. wink.gif

 

 

Since your loader supports SA models, would you be able to add the ability to spawn the models with license plates? Not referring to actual numbers & letters, like in SA, but the plate texture itself, one of those from vehicles.txd

If I figure out how to find how SA does it, might add it.

Edited by maxorator
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Thanks! From what I understand, it checks the location, coordinates & then spawns the appropriate lic plate. (as there are 3, for each city...)

Of course, Vice City would only need one, if that's even possible.

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@Maxorator I have all IDs from 6000 to 10000 used by the game maps (IDE files). Is there anyway to up your vehicles ID usage?

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Can you make audior eidtor for vehicles like tool for SA, it would be great.

What exactly do you mean by an audio editor?

 

@Maxorator I have all IDs from 6000 to 10000 used by the game maps (IDE files). Is there anyway to up your vehicles ID usage?

The upper limit for models is 6500 unless you've used something that raises it, which guarantees that it won't be compatible with MVL.

 

Thanks! From what I understand, it checks the location, coordinates & then spawns the appropriate lic plate. (as there are 3, for each city...)

Yeah, I might check from SA code to see what it does exactly.

 

umm, can I guess?

Planes?

More wheels?

alien.gif

Planes are an interesting idea. If I don't have to start writing new physics code for that, then I might even do it. About wheels though... 6 is not enough? wow.gif

Edited by maxorator
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GamerShotgun

The physics are there, but the method we use now is... well... planes made like RCBaron are ugly, because only the skimmer has rotating parts and other staff. I'm wondering if there's a way to apply those special parts to a different type.

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