Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Forum Support

    3. Suggestions

Maxo's Vehicle Loader


maxorator
 Share

Recommended Posts

just wondering, is it possible to script drive-by forwards while in car? no animation needed (who needs it :L) just make the gun 'fire' so projectiles go through the window.

Link to comment
Share on other sites

just wondering, is it possible to script drive-by forwards while in car? no animation needed (who needs it :L) just make the gun 'fire' so projectiles go through the window.

Basically you can set the weapon position to somewhere around the driver seat and set the model value to "none". Then, when you fire, it should look as you described. The shots fired by the machine guns cannot collide with the vehicle they are shot from. Same goes for rockets.

Link to comment
Share on other sites

 

just wondering, is it possible to script drive-by forwards while in car? no animation needed (who needs it :L) just make the gun 'fire' so projectiles go through the window.

Basically you can set the weapon position to somewhere around the driver seat and set the model value to "none". Then, when you fire, it should look as you described. The shots fired by the machine guns cannot collide with the vehicle they are shot from. Same goes for rockets.

And....I can do that with your mod, or it would require seperate script?

EDIT: shiz im dumb, i didnt even realise the newest version includes attaching weapons, sorry mate!

 

so on the topic (you asked for idea for new scripts) any chance of 'weapon loader'? like, duplicating each weapon fewteen times so we can replace them with modded ones?

Link to comment
Share on other sites

so on the topic (you asked for idea for new scripts) any chance of 'weapon loader'? like, duplicating each weapon fewteen times so we can replace them with modded ones?

If I ever do make a weapon loader, I think it will use the same mechanism (7z archives with xml&dff&txd in "weapons" folder). Although it is not certain if I will ever do it.

Link to comment
Share on other sites

Damn good job with this v.0.96 wink.gif But can I suggest one thing more? ...the attached weapon's, the machineguns to be precisive, they have no firing sound sad.gif Could you fix it in some way? I don't want to give impossible ideas, however you already showed the impossible became possible ;D so can it be done that the sound of the gun we can specify in .xml file which is going to be played when we shoot machineguns? what i hear right now are just shels "hitting" ground and it would be even better if we can additionally specify about 2 sounds to play at the same time, just like in minigun case when 1st is fire round sound and 2nd is minigun rotating electric motor sound ...just in case airborne vehicles because some of us would like to have minigun-like weapons on planes or helis wink.gif ...Don't hurry, take your time, as usual good job maxorator icon14.gif

 

 

If I ever do make a weapon loader, I think it will use the same mechanism (7z archives with xml&dff&txd in "weapons" folder). Although it is not certain if I will ever do it.

Additional weapon loader with custom propereties, sound and crosshair to weapons would be also great idea smile.gif

 

 

P.S.: I found few bugs about rockets fired from heli, i'll post details as soon as i'll manage upload "evidence" vid on YT wink.gif

 

So here are two bugs i found, hope you will manage to fix them icon14.gif :

 

Edited by MW_29
Link to comment
Share on other sites

 

About wheels though... 6 is not enough?

It can be fairly limiting, especially the way the game assigns them. In reality, there are only 4 real wheels - the middle (*_lm, *_rm) ones are just duplicates of the rear wheels, and cannot be configured outside of their position. There are some 8 wheeled vehicles out there, which made me wish R* would have had two more steerable wheels, even if only visually.

 

While it is a special case, the Rhino in SA has 6 wheels per side, 12 total, each with seemingly working physics. Might be fun to look into.

Link to comment
Share on other sites

Can I empty the IDs in between 6,000 to 6,500 and use my map mods from 7,000 ID instead so that your loader will use that space and will it be compatible?

 

And for the plane thing, would be possible to tweak the physics of skimmer and RCbaron or either combine them both to make a working plane?

Link to comment
Share on other sites

I am not sure as to weather it will work as Maxorator is saying that generally when the gta-vc.exe is modified his tool might not work as the executable is not coded exactly the same as the one his tool is built for.

 

EDIT:

@ Maxorator, would it be possible to enable the Fuel Cap Dummy in VC so when we shoot it the Vehicle blows up? (For Both SA & VC Vehicles)

 

EDIT EDIT:

@ Maxorator, here is another Vehicle I have made in MVL Format http://www.gtagarage.com/mods/show.php?id=5816 it might be Awaiting Approval still but just add it to the list when you get a spare moment. Thanks icon14.gif

Edited by ALMOST610
XDBuildTopicSig6.png

Link to comment
Share on other sites

 

I am not sure as to weather it will work as Maxorator is saying that generally when the gta-vc.exe is modified his tool might not work as the executable is not coded exactly the same as the one his tool is built for.

Raising the limit of model IDs requires heavy changes in the game code and some of those changes could very well be in conflict with my mod.

 

 

@ Maxorator, would it be possible to enable the Fuel Cap Dummy in VC so when we shoot it the Vehicle blows up? (For Both SA & VC Vehicles)

Yeah, sure, I can do that.

 

 

@ Maxorator, here is another Vehicle I have made in MVL Format http://www.gtagarage.com/mods/show.php?id=5816 it might be Awaiting Approval still but just add it to the list when you get a spare moment. Thanks  icon14.gif

Will add it to the first post. smile.gif

 

 

About wheels though... 6 is not enough?

It can be fairly limiting, especially the way the game assigns them. In reality, there are only 4 real wheels - the middle (*_lm, *_rm) ones are just duplicates of the rear wheels, and cannot be configured outside of their position. There are some 8 wheeled vehicles out there, which made me wish R* would have had two more steerable wheels, even if only visually.

 

While it is a special case, the Rhino in SA has 6 wheels per side, 12 total, each with seemingly working physics. Might be fun to look into.

I could check out the SA code for wheels, but I'm not sure it would be very easy to add new wheels with working physics. Since middle wheels are copied from the rear wheels, I could probably add the support for more wheels that copy either front or rear wheels.

 

 

The attached weapon's, the machineguns to be precisive, they have no firing sound sad.gif Could you fix it in some way? I don't want to give impossible ideas, however you already showed the impossible became possible ;D so can it be done that the sound of the gun we can specify in .xml file which is going to be played when we shoot machineguns? what i hear right now are just shels "hitting" ground and it would be even better if we can additionally specify about 2 sounds to play at the same time, just like in minigun case when 1st is fire round sound and 2nd is minigun rotating electric motor sound ...just in case airborne vehicles because some of us would like to have minigun-like weapons on planes or helis wink.gif ...Don't hurry, take your time, as usual good job maxorator icon14.gif

Already added to the code. Will be in next release. smile.gif

 

P.S.: I found few bugs about rockets fired from heli, i'll post details as soon as i'll manage upload "evidence" vid on YT wink.gif

 

So here are two bugs i found, hope you will manage to fix them  icon14.gif  :

The rocket angle bug is an odd one because I am adding the vehicle speed to the rockets, but that should make their angle look the same since camera is moving with the same speed, therefore the speed between camera and rocket should be the same as when the player isn't moving. I will check if I can find out what I did wrong there.

 

I'm not really sure what could cause the second one. Could you post the that vehicle's weapon list sector from your XML here? Can you reproduce that bug?

 

Can I empty the IDs in between 6,000 to 6,500 and use my map mods from 7,000 ID instead so that your loader will use that space and will it be compatible?

You can try, but I cannot say for sure whether it will work.

 

And for the plane thing, would be possible to tweak the physics of skimmer and RCbaron or either combine them both to make a working plane?

I am not sure how much effort this would take, but I will certainly see if I can do it.

Edited by maxorator
Link to comment
Share on other sites

i mean, can you make vehicle audio editor, it's tool, you can change vehicle sound, horn sound, door sound like tool made by alexander for sa.

Link to comment
Share on other sites

 

i mean, can you make vehicle audio editor, it's tool, you can change vehicle sound, horn sound, door sound like tool made by alexander for sa.

Vehicle sounds can already be changed with this mod.

 

It was actually possible to change the audio data with hotkeys while the game is running, but in the release versions I removed this. I could make it possible to enable this with a setting in the global.xml .

Link to comment
Share on other sites

Speaking of MVL compatible car mods, I've been testing your latest version recently, and put together a vehicle pack, consisted of original VC vehicles, coll models & your "sample" XML files. If you (or anyone else) need those for testing, or additional improvements, let me know & I'll upload it here for everyone to download :-)

Link to comment
Share on other sites

 

Speaking of MVL compatible car mods, I've been testing your latest version recently, and put together a vehicle pack, consisted of original VC vehicles, coll models & your "sample" XML files. If you (or anyone else) need those for testing, or additional improvements, let me know & I'll upload it here for everyone to download :-)

That's actually pretty useful. For testing purposes and also for placing various weapons on them.

 

it's because i make lcs mod for vc, and must change for vehicles exchaust sound.

Currently totally new audio tracks cannot be included with the vehicles. I might look into implementing that feature in the future though.

Link to comment
Share on other sites

 

P.S.: I found few bugs about rockets fired from heli, i'll post details as soon as i'll manage upload "evidence" vid on YT wink.gif

 

So here are two bugs i found, hope you will manage to fix them  icon14.gif  :

The rocket angle bug is an odd one because I am adding the vehicle speed to the rockets, but that should make their angle look the same since camera is moving with the same speed, therefore the speed between camera and rocket should be the same as when the player isn't moving. I will check if I can find out what I did wrong there.

 

I'm not really sure what could cause the second one. Could you post the that vehicle's weapon list sector from your XML here? Can you reproduce that bug?

 

Here You are, the weapon section from XML weapon section

Link to comment
Share on other sites

 

Speaking of MVL compatible car mods, I've been testing your latest version recently, and put together a vehicle pack, consisted of original VC vehicles, coll models & your "sample" XML files. If you (or anyone else) need those for testing, or additional improvements, let me know & I'll upload it here for everyone to download :-)

That's actually pretty useful. For testing purposes and also for placing various weapons on them.

 

it's because i make lcs mod for vc, and must change for vehicles exchaust sound.

Currently totally new audio tracks cannot be included with the vehicles. I might look into implementing that feature in the future though.

Agreed! And okie dokie then, here they are: DOWNLOAD

 

They already proved to be useful... According to log, it's not able to pick up certain vehicles, such as Chopper, DeadDodo, RC Goblin, Rhino & AirTrain (airplane). Anyway, take a look at it yourself wink.gif

 

MSG: Global XML file detected - loading it.MSG: Successfully loaded San Andreas vehicle texture dictionary.MSG: ID 6000: 'Admiral' from archive 'vehicles\admiral.7z'Error in LoadXMLBasic: Failed to read data from 'name' element.Error in LoadXMLFile: Could not load 'basic' sector from XML file.Error in InitZipMod: Error in XML file 'aeropl.xml'.Error in InitVehicles: Could not load vehicle from 'vehicles\aeropl.7z'.MSG: ID 6001: 'Ambulance' from archive 'vehicles\ambulan.7z'MSG: ID 6002: 'Angel' from archive 'vehicles\angel.7z'MSG: ID 6003: 'Baggage Handler' from archive 'vehicles\baggage.7z'MSG: ID 6004: 'Banshee' from archive 'vehicles\banshee.7z'MSG: ID 6005: 'Barracks OL' from archive 'vehicles\barracks.7z'MSG: ID 6006: 'Benson' from archive 'vehicles\benson.7z'MSG: ID 6007: 'BF Injection' from archive 'vehicles\bfinjc.7z'MSG: ID 6008: 'Blista Compact' from archive 'vehicles\blistac.7z'MSG: ID 6009: 'Bloodring Banger' from archive 'vehicles\bloodra.7z'MSG: ID 6010: 'Bloodring Banger' from archive 'vehicles\bloodrb.7z'MSG: ID 6011: 'Bobcat' from archive 'vehicles\bobcat.7z'MSG: ID 6012: 'Boxville' from archive 'vehicles\boxvill.7z'MSG: ID 6013: 'Burrito' from archive 'vehicles\burrito.7z'MSG: ID 6014: 'Bus' from archive 'vehicles\bus.7z'MSG: ID 6015: 'Cabbie' from archive 'vehicles\cabbie.7z'MSG: ID 6016: 'Caddy' from archive 'vehicles\caddy.7z'MSG: ID 6017: 'Cheetah' from archive 'vehicles\cheetah.7z'MSG: ID 6018: 'Coach' from archive 'vehicles\coach.7z'MSG: ID 6019: 'Coast Guard' from archive 'vehicles\coastg.7z'MSG: ID 6020: 'Comet' from archive 'vehicles\comet.7z'MSG: ID 6021: 'Cuban Hermes' from archive 'vehicles\cuban.7z'MSG: ID 6022: 'Cuban Jetmax' from archive 'vehicles\cubjet.7z'MSG: ID 6023: 'Deluxo' from archive 'vehicles\deluxo.7z'MSG: ID 6024: 'Dinghy' from archive 'vehicles\dinghy.7z'Error in LoadXMLCarCol: 'colors' sector specifies no car colors, at least one is required.Error in LoadXMLFile: Could not load 'colors' sector from XML file.Error in InitZipMod: Error in XML file 'dodo.xml'.Error in InitVehicles: Could not load vehicle from 'vehicles\dodo.7z'.MSG: ID 6025: 'Enforcer' from archive 'vehicles\enforcr.7z'MSG: ID 6026: 'Esperanto' from archive 'vehicles\esperan.7z'MSG: ID 6027: 'Faggio' from archive 'vehicles\faggio.7z'MSG: ID 6028: 'FBI Washington' from archive 'vehicles\fbicar.7z'MSG: ID 6029: 'FBI Rancher' from archive 'vehicles\fbiranch.7z'MSG: ID 6030: 'Firetruck' from archive 'vehicles\firetrk.7z'MSG: ID 6031: 'Flatbed' from archive 'vehicles\flatbed.7z'MSG: ID 6032: 'Freeway' from archive 'vehicles\freeway.7z'MSG: ID 6033: 'Gang Burrito' from archive 'vehicles\gangbur.7z'MSG: ID 6034: 'Glendale' from archive 'vehicles\glendal.7z'MSG: ID 6035: 'Greenwood' from archive 'vehicles\greenwo.7z'Error in LoadXMLCarCol: 'colors' sector specifies no car colors, at least one is required.Error in LoadXMLFile: Could not load 'colors' sector from XML file.Error in InitZipMod: Error in XML file 'heli.xml'.Error in InitVehicles: Could not load vehicle from 'vehicles\heli.7z'.MSG: ID 6036: 'Hermes' from archive 'vehicles\hermes.7z'MSG: ID 6037: 'Hotring Racer' from archive 'vehicles\hotrina.7z'MSG: ID 6038: 'Hotring Racer' from archive 'vehicles\hotrinb.7z'MSG: ID 6039: 'Hotring Racer' from archive 'vehicles\hotring.7z'MSG: ID 6040: 'Hunter' from archive 'vehicles\hunter.7z'MSG: ID 6041: 'Idaho' from archive 'vehicles\idaho.7z'MSG: ID 6042: 'Infernus' from archive 'vehicles\inferns.7z'MSG: ID 6043: 'Kaufman Cab' from archive 'vehicles\kaufman.7z'MSG: ID 6044: 'Landstalker' from archive 'vehicles\landstk.7z'MSG: ID 6045: 'Linerunner' from archive 'vehicles\linerun.7z'MSG: ID 6046: 'Love Fist' from archive 'vehicles\lovefis.7z'MSG: ID 6047: 'Manana' from archive 'vehicles\manana.7z'MSG: ID 6048: 'Marquis' from archive 'vehicles\marquis.7z'MSG: ID 6049: 'Maverick' from archive 'vehicles\maveric.7z'MSG: ID 6050: 'Mesa Grande' from archive 'vehicles\mesa.7z'MSG: ID 6051: 'Moonbeam' from archive 'vehicles\moonbm.7z'MSG: ID 6052: 'Mule' from archive 'vehicles\mule.7z'MSG: ID 6053: 'Oceanic' from archive 'vehicles\oceanic.7z'MSG: ID 6054: 'Packer' from archive 'vehicles\packer.7z'MSG: ID 6055: 'Patriot' from archive 'vehicles\patriot.7z'MSG: ID 6056: 'PCJ 600' from archive 'vehicles\pcj600.7z'MSG: ID 6057: 'Perennial' from archive 'vehicles\peren.7z'MSG: ID 6058: 'Phoenix' from archive 'vehicles\phoenix.7z'MSG: ID 6059: 'Pizza Boy' from archive 'vehicles\pizzabo.7z'MSG: ID 6060: 'Police' from archive 'vehicles\policar.7z'MSG: ID 6061: 'Police Maverick' from archive 'vehicles\polmav.7z'MSG: ID 6062: 'Pony' from archive 'vehicles\pony.7z'MSG: ID 6063: 'Predator' from archive 'vehicles\predatr.7z'MSG: ID 6064: 'Rancher' from archive 'vehicles\rancher.7z'MSG: ID 6065: 'RC Bandit' from archive 'vehicles\rcbandt.7z'MSG: ID 6066: 'RC Baron' from archive 'vehicles\rcbaron.7z'Error in LoadXMLBasic: Failed to read data from 'name' element.Error in LoadXMLFile: Could not load 'basic' sector from XML file.Error in InitZipMod: Error in XML file 'rcgobli.xml'.Error in InitVehicles: Could not load vehicle from 'vehicles\rcgobli.7z'.MSG: ID 6067: 'RC Raider' from archive 'vehicles\rcraide.7z'MSG: ID 6068: 'Reefer' from archive 'vehicles\reefer.7z'MSG: ID 6069: 'Regina' from archive 'vehicles\regina.7z'Error in LoadXMLCarCol: 'colors' sector specifies no car colors, at least one is required.Error in LoadXMLFile: Could not load 'colors' sector from XML file.Error in InitZipMod: Error in XML file 'rhino.xml'.Error in InitVehicles: Could not load vehicle from 'vehicles\rhino.7z'.MSG: ID 6070: 'Rio' from archive 'vehicles\rio.7z'MSG: ID 6071: 'Romero's Hearse' from archive 'vehicles\romero.7z'MSG: ID 6072: 'Rumpo' from archive 'vehicles\rumpo.7z'MSG: ID 6073: 'Sabre' from archive 'vehicles\sabre.7z'MSG: ID 6074: 'Sabre Turbo' from archive 'vehicles\sabretu.7z'MSG: ID 6075: 'Sanchez' from archive 'vehicles\sanchez.7z'MSG: ID 6076: 'Sandking' from archive 'vehicles\sandkin.7z'MSG: ID 6077: 'Sea Sparrow' from archive 'vehicles\seaspar.7z'MSG: ID 6078: 'Securicar' from archive 'vehicles\securi.7z'MSG: ID 6079: 'Sentinel' from archive 'vehicles\sentinl.7z'MSG: ID 6080: 'Sentinel XS' from archive 'vehicles\sentxs.7z'MSG: ID 6081: 'Skimmer' from archive 'vehicles\skimmer.7z'MSG: ID 6082: 'Spand Express' from archive 'vehicles\spand.7z'MSG: ID 6083: 'Sparrow' from archive 'vehicles\sparrow.7z'MSG: ID 6084: 'Speeder' from archive 'vehicles\speeder.7z'MSG: ID 6085: 'Squalo' from archive 'vehicles\squalo.7z'MSG: ID 6086: 'Stallion' from archive 'vehicles\stalion.7z'MSG: ID 6087: 'Stinger' from archive 'vehicles\stinger.7z'MSG: ID 6088: 'Stretch' from archive 'vehicles\stretch.7z'MSG: ID 6089: 'Taxi' from archive 'vehicles\taxi.7z'MSG: ID 6090: 'Top Fun' from archive 'vehicles\topfun.7z'MSG: ID 6091: 'Trashmaster' from archive 'vehicles\trashm.7z'MSG: ID 6092: 'Tropic' from archive 'vehicles\tropic.7z'MSG: ID 6093: 'VCN Maverick' from archive 'vehicles\vcnmav.7z'MSG: ID 6094: 'Cheetah' from archive 'vehicles\viceche.7z'MSG: ID 6095: 'Virgo' from archive 'vehicles\virgo.7z'MSG: ID 6096: 'Voodoo' from archive 'vehicles\voodoo.7z'MSG: ID 6097: 'Walton' from archive 'vehicles\walton.7z'MSG: ID 6098: 'Washington' from archive 'vehicles\washing.7z'MSG: ID 6099: 'Mr. Whoopee' from archive 'vehicles\whoopee.7z'MSG: ID 6100: 'Yankee' from archive 'vehicles\yankee.7z'MSG: ID 6101: 'Zebra Cab' from archive 'vehicles\zebra.7z'

 

Link to comment
Share on other sites

 

Speaking of MVL compatible car mods, I've been testing your latest version recently, and put together a vehicle pack, consisted of original VC vehicles, coll models & your "sample" XML files. If you (or anyone else) need those for testing, or additional improvements, let me know & I'll upload it here for everyone to download :-)

That's actually pretty useful. For testing purposes and also for placing various weapons on them.

Agreed! And okie dokie then, here they are: DOWNLOAD

 

They already proved to be useful... According to log, it's not able to pick up certain vehicles, such as Chopper, DeadDodo, RC Goblin, Rhino & AirTrain (airplane). Anyway, take a look at it yourself wink.gif

If you actually read the error messages, then you could fix some of the problems in the .xml's. wink.gif

 

Although it still won't accept deaddodo, aeropl and heli, since those vehicle types are not supported.

Link to comment
Share on other sites

 

Speaking of MVL compatible car mods, I've been testing your latest version recently, and put together a vehicle pack, consisted of original VC vehicles, coll models & your "sample" XML files. If you (or anyone else) need those for testing, or additional improvements, let me know & I'll upload it here for everyone to download :-)

That's actually pretty useful. For testing purposes and also for placing various weapons on them.

Agreed! And okie dokie then, here they are: DOWNLOAD

 

They already proved to be useful... According to log, it's not able to pick up certain vehicles, such as Chopper, DeadDodo, RC Goblin, Rhino & AirTrain (airplane). Anyway, take a look at it yourself wink.gif

If you actually read the error messages, then you could fix some of the problems in the .xml's. wink.gif

 

Although it still won't accept deaddodo, aeropl and heli, since those vehicle types are not supported.

I know, I know. What I actually meant is that having no definied color prevents the model from being loaded/spawned.

That's a new discovery for me, as I've been mostly messing around with car mods so far, and most of them come with defined color strings sigh.gif

Link to comment
Share on other sites

 

I know, I know. What I actually meant is that having no definied color prevents the model from being loaded/spawned.

That's a new discovery for me, as I've been mostly messing around with car mods so far, and most of them come with defined color strings sigh.gif

I'll just remove that requirement for the next version. smile.gif

 

And might add RGB car colours instead of only being able to use predefined carcols.

Edited by maxorator
Link to comment
Share on other sites

I know, I know. What I actually meant is that having no definied color prevents the model from being loaded/spawned.

That's a new discovery for me, as I've been mostly messing around with car mods so far, and most of them come with defined color strings sigh.gif

I'll just remove that requirement for the next version. smile.gif

 

And might add RGB car colours instead of only being able to use predefined carcols.

Awesome, this just keeps on getting better & better smile.gif

And I just tested several SA models, everything seems to be working perfectly! colgate.gif

Link to comment
Share on other sites

Just found about this, here's a minor issue that you could hopefully look into.

 

When I damaged SA car in-game, glass (door windows) became see-through. This particular model is using stock SA damaged glass texture, from vehicles.TXD file, and was looking normal until I damaged it sigh.gif

Link to comment
Share on other sites

Just found about this, here's a minor issue that you could hopefully look into.

 

When I damaged SA car in-game, glass (door windows) became see-through. This particular model is using stock SA damaged glass texture, from vehicles.TXD file, and was looking normal until I damaged it sigh.gif

What exactly do you mean by see-through?

Link to comment
Share on other sites

 

Just found about this, here's a minor issue that you could hopefully look into.

 

When I damaged SA car in-game, glass (door windows) became see-through. This particular model is using stock SA damaged glass texture, from vehicles.TXD file, and was looking normal until I damaged it  sigh.gif

What exactly do you mean by see-through?

That bug you already worked out, inside of the car becomes transparent, as if it's not there at all.

 

BEFORE...user posted image

 

and AFTER: user posted image

 

Edited by SomeGuy86
Link to comment
Share on other sites

Just found about this, here's a minor issue that you could hopefully look into.

 

When I damaged SA car in-game, glass (door windows) became see-through. This particular model is using stock SA damaged glass texture, from vehicles.TXD file, and was looking normal until I damaged it  sigh.gif

What exactly do you mean by see-through?

That bug you already worked out, inside of the car becomes transparent, as if it's not there at all.

Can you send me that car?

Link to comment
Share on other sites

 

Just found about this, here's a minor issue that you could hopefully look into.

 

When I damaged SA car in-game, glass (door windows) became see-through. This particular model is using stock SA damaged glass texture, from vehicles.TXD file, and was looking normal until I damaged it  sigh.gif

What exactly do you mean by see-through?

That bug you already worked out, inside of the car becomes transparent, as if it's not there at all.

Can you send me that car?

uploaded pics to previous post & sure, there you go. DOWNLOAD from GTA Classics

Link to comment
Share on other sites

uploaded pics to previous post & sure, there you go. DOWNLOAD from GTA Classics

Okay, got that alpha bug fixed too. The game was detecting alpha parts solely on whether their materials had alpha value 255 or not, which didn't work in situations where texture still had an alpha mask, although material alpha was 255.

Link to comment
Share on other sites

That was a quick one, thanks bunches! smile.gif

 

EDIT

Finally got Dodo in VC! (been wondering whenever it's possible or not to begin with...) But it behaved very strange, even worse than the one in III, probably because I messed up something in XML file... confused.gif

 

user posted image user posted image

Edited by SomeGuy86
Link to comment
Share on other sites

I found a some bugs:

1) Taxi light always "ON" on original taxis;

2) On bike with a police siren can't turn this;

3) Weapon on a car will invisible after show a replay.

 

P.S.

I saw that you have included car drivers AI from SA to VC? smile.gif

Edited by DruGun
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 2 Users Currently Viewing
    0 members, 0 Anonymous, 2 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.