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Maxo's Vehicle Loader


maxorator
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Like you can add the handling, .ide, car color,dff.,txd and col and the tools make a 7z. file with you cars ready to put in the vehicles folder

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Like you can add the handling, .ide, car color,dff.,txd and col and the tools make a 7z. file with you cars ready to put in the vehicles folder

but why you need a tools for this,

it can be easily done manually,

you just need a 7zip software then copy any given sample & edit it according to you,

& when you want to modify existing vehicle,

just extract the files > modify > put them back,

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no but ,when i need to put that :

 

ADMIRAL 1800.0 3000.0 2.0 0.0 0.3 0.0 70 0.70 0.8 0.5 4 100.0 18.0 20.0 4 P 5.4 0.60 0 30.0 1.0 0.09 0.0 0.32 -0.16 0.56 0.0 0.26 0.54 19000 10 2 0 3 0

 

in that:

 

xml.files

 

...

 

<dimensions>

<x>2.100000</x>

<y>5.000000</y>

<z>1.600000</z>

</dimensions>

 

<centreofmass>

<x>0.000000</x>

<y>-0.050000</y>

<z>-0.300000</z>

</centreofmass>

 

<traction>

<multiplier>0.900000</multiplier>

<loss>0.640000</loss>

<bias>0.440000</bias>

</traction>

 

...

 

 

i don't understand what i need to do.

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Handling editor, or otherwise, I still think that XML editor/data converter of some kind would be a good idea...

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I do agree that it would be faster if there was some converter. I'll try to make something. Although since this does not need much programming skill to make, someone else can do it too.

 

 

I found a some bugs:

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

Will look into it.

 

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

Basically this is an engine limitation, although this could obviously be changed, but I'm not sure that's worth the effort.

 

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

For replays the game destroys everything and reconstructs it later, so it might need some work to get this fixed.

Edited by maxorator
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I do agree that it would be faster if there was some converter. I'll try to make something. Although since this does not need much programming skill to make, someone else can do it too.

 

 

Just curious... I know you're busy, so I don't have much hope, but what are the chances that you'll look into converting MVL into GTA3 (which is very similar to VC) and/or SA?

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I do agree that it would be faster if there was some converter. I'll try to make something. Although since this does not need much programming skill to make, someone else can do it too.

 

 

Just curious... I know you're busy, so I don't have much hope, but what are the chances that you'll look into converting MVL into GTA3 (which is very similar to VC) and/or SA?

I'd like to do that if I have the time, but honestly I'm not sure I'll get to it.

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III convert wouldn't be hard (just time consuming), as it's indeed basically the same. SA has much more changes + it's already easy to add new vehicles. I can't see a point on forcing Maxorator to convert it, to be honest tounge.gif

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III convert wouldn't be hard (just time consuming), as it's indeed basically the same. SA has much more changes + it's already easy to add new vehicles. I can't see a point on forcing Maxorator to convert it, to be honest tounge.gif

Well, there's that guy Alexander who did more vehicles plugin for SA, but it's causing some serious problems... It's crashing the planes for example, and you can't use modding, tuning garages any longer. Something within the code, that's interfering with exe, anyway I was just curious. (honestly)

 

But yes, MVL for III would be awesome. IMHO, no need for fancy stuff, such as tuning, weapons, or anything like that, just the ability to add more vehicles smile.gif

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and you can't use modding, tuning garages any longer.

Never had this problem, just you have to add right line for carmods.dat dozingoff.gif

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and you can't use modding, tuning garages any longer.

Never had this problem, just you have to add right line for carmods.dat dozingoff.gif

Nope, I actually remember ppl complaining about car mods, and I was at nevada Airport, (the one in the desert), when planes started crashing into the mountains at random. I know they also crash sometimes on default, but this was something else.

 

Could be I'm outdated, will have to download the latest version, it's been a while since I was messing around with Alexander's mods. blush.gif

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GamerShotgun

That's odd. I've been using it before, and it did not have any of the mentioned problems.

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That's odd. I've been using it before, and it did not have any of the mentioned problems.

Well, you're half-right, I owe you an explanation wink.gif

 

it's not the actual "more vehicle" plug-in, that was causing the problems, it was "handling adder", additional ASI plug-in. And since maxorator's loader has no additional tools, loader, I forgot to mention that one. Alexander's idea itself seemed OK, except for handling, which caused all those problems I mentioned earlier.

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GamerShotgun

Don't get me wrong, but I've used that Handling Adder too, without problems. confused.gif

 

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@ Maxorator, is there a way you can make it so San Andreas cars do not appear extremely reflective.

It seems to appear only on San Andreas Vehicles.

 

You can see how bright and reflective the Chassis is compared to the Wheels, I think this would have to do with something on the Actual SA Models.

user posted image

 

- March 6, 2013 - Image Links Updated to A610 Ucoz

Edited by ALMOST610
XDBuildTopicSig6.png

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gearheadryan24

i have been using SA cars in VC just fine with MVL, (other than the minor visual issues, but i can drive no problem) i have been trying to add an SR-71 from SA, and the only way i can get it to somewhat work is to put the skimmer files in the .7z when i do this the plane will lift only when in the water (obviously), the wheels are all messed up, and it leans waaayyy backwards when on land, and waaaay forwards in water (i believe just because of where the floats are under the skimmer and the fact that the SR-71's nose is soo long). is there any way to make the plane so it will travel on the wheels, get enough speed to lift from the ground, and sit level? the front wheels always end up inside the cockpit almost. i have tried using the RC Baron and i cant get in it, i tried the dodo, and then i cant spawn it.

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@ Maxorator, is there a way you can make it so San Andreas cars do not appear extremely reflective.

It seems to appear only on San Andreas Vehicles.

That's fixed now. Apparently loading the environment texture (or whatever it's called) on the vehicle, it made the vehicle too glossy. Now I made that texture not get loaded at all and it looks just fine.

 

Comes with the next release.

Edited by maxorator
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@ Maxorator, is there a way you can make it so San Andreas cars do not appear extremely reflective.

It seems to appear only on San Andreas Vehicles.

That's fixed now. Apparently loading the environment texture (or whatever it's called) on the vehicle, it made the vehicle too glossy. Now I made that texture not get loaded at all and it looks just fine.

 

Comes with the next release.

Great, Thanks for that, I tried and did remove the Environment using 3ds max but then when I exported the model and tried it in game something I had done just ruined the model completely. Thanks for fixing that Maxo icon14.gifcookie.gifcookie.gif

XDBuildTopicSig6.png

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I thought about one thing related to cars. Can it be possible to make ability to add more than just one frontlights and rearlights, i mean just to reach effect when car have more than two lights just like trucks and similar vehicles, or even like this one below?

 

user posted image

 

Yes i know that is related to adding two seperate dummies to model in 3ds max, and i am fully conscious of this wink.gif

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I am sure Maxorator will look into this, his tool is not just for Converting vehicles it is for making custom things like that too.

XDBuildTopicSig6.png

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hi max,

i think this is not only a vehicle loader anymore,

it is a big mod which extends the limits & levels of Vehicles in Vice city,

so, i was thinking that i should share some ideas with you,

like:

adding some new dummies to .dff files (similar to SA)

for example

petrolcap == for explode the vehicle instantly

taillight2 == another taillights

headlights2 == more head lights

etc.

what do you think,

this will make vehicle more realistic & better,

& i really wants to help you but how can i,

i don't know a single word of the language that you are using,

but tell me if you want any help related cleo & scm codding, modeling, etc.

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hi max,

i think this is not only a vehicle loader anymore,

it is a big mod which extends the limits & levels of Vehicles in Vice city,

so, i was thinking that i should share some ideas with you,

like:

adding some new dummies to .dff files (similar to SA)

for example

petrolcap == for explode the vehicle instantly

taillight2 == another taillights

headlights2 == more head lights

etc.

what do you think,

this will make vehicle more realistic & better,

& i really wants to help you but how can i,

i don't know a single word of the language that you are using,

but tell me if you want any help related cleo & scm codding, modeling, etc.

In the version I'm working on the shooting at the "petrolcap" dummy already makes vehicles explode. Might look into lights too.

 

I'll tell you if I need something modelling related.

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When car gets severely damaged, its engine starts to smoke. Is there any way to adjust from where the smoke should come out? It might be handy when adding rear/mid-engined cars.

Also, GTA:VC has a nasty bug. Car extras have no reflections. Is there any possibility that your mod could fix that issue?

Edited by yojo2

74cXSsx.png

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