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Maxo's Vehicle Loader


maxorator
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Ok, Thanks Maxo, also any word on weather the auto calculate dimensions thing you mentioned is possible?

 

icon14.gif    cookie.gif

 

Edit: Random seems like an understatement for what is in that video.

Yeah, it's possible, just needs a bit of work.

 

More of that "random" stuff: tounge.gif

http://maxorator.com/v/random_stuff2.mkv

http://maxorator.com/v/random_stuff3.mkv

Edited by maxorator
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These videos are quite interesting but I dont know how this will benefit or improve gameplay, all that I can think of would be if you wanted to create a never ending desert or forest to fill the edge of the map this could be useful.

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bahraini_carguy

anything new maxo?confused.gifconfused.gif

 

Sorry for Double posting, i just want @maxorator to note it.

Edited by ToyGT_one
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maxorator, did you get my pm? I sent to you a report about audio.

Yes, I did. I can just remove the option that causes it, it's not really that useful anyway. Unless I implement it some other way.

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Hey Maxo, just an idea, In GTA IV it seems that under things like "Door_lr_Dummy" there are the model of the door and also another thing (I am not sure of the exact naming but this is an example) "Door_lr_COL" which is just about 4-8 faces making a rough outline of the door so when it swings open and hits objects it gets damaged, could this same principal be implemented in Vice for objects like doors so when they are swinging open and hit something they actually either change to the damage model or fall off instead of going through the object.

 

As I said this is just an idea, if you think it would be possible or should be done, please do, but if you don't think it is a good idea, don't worry about it.

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Hey Maxo, just an idea, In GTA IV it seems that under things like "Door_lr_Dummy" there are the model of the door and also another thing (I am not sure of the exact naming but this is an example) "Door_lr_COL" which is just about 4-8 faces making a rough outline of the door so when it swings open and hits objects it gets damaged, could this same principal be implemented in Vice for objects like doors so when they are swinging open and hit something they actually either change to the damage model or fall off instead of going through the object.

 

As I said this is just an idea, if you think it would be possible or should be done, please do, but if you don't think it is a good idea, don't worry about it.

III/VC/SA don't support poly against poly collisions, therefore even if implemented, this wouldn't work against buildings.

 

It's definitely not a bad idea, but I'm not sure how difficult* it is to implement at the moment.

 

Edit: typo.

Edited by maxorator
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Hey Maxo, just an idea, In GTA IV it seems that under things like "Door_lr_Dummy" there are the model of the door and also another thing (I am not sure of the exact naming but this is an example) "Door_lr_COL" which is just about 4-8 faces making a rough outline of the door so when it swings open and hits objects it gets damaged, could this same principal be implemented in Vice for objects like doors so when they are swinging open and hit something they actually either change to the damage model or fall off instead of going through the object.

 

As I said this is just an idea, if you think it would be possible or should be done, please do, but if you don't think it is a good idea, don't worry about it.

III/VC/SA don't support poly against poly collisions, therefore even if implemented, this wouldn't work against buildings.

It's definitely not a bad idea, but I'm not sure how difficult* it is to implement at the moment.

 

Edit: typo.

I suppose as long as the idea is out there somehow a solution might come to mind, but if you do find a way for this to work that little bit of code would have to be ported over to SA and III even if the rest of the loader isn't.

 

Edit: Added your fix to the quote

Edited by ALMOST610
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I suppose as long as the idea is out there somehow a solution might come to mind, but if you do find a way for this to work that little bit of code would have to be ported over to SA and III even if the rest of the loader isn't.

 

Edit: Added your fix to the quote

Adding door to the collision isn't really the issue here, the difficult part is getting the door to collide properly when it moves. One method could be to set the vehicle's speed, rotation speed and mass to door's respective values, replace the collision model with door collision model, process collisions and restore all old data. I'm not sure how well this approach would actually work though.

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I have a feeling it would be CPU killing.

How about attaching dummy COL object to doors? It wouldn't be a bad idea if MVL had this COL/object built in.

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I have a feeling it would be CPU killing.

How about attaching dummy COL object to doors? It wouldn't be a bad idea if MVL had this COL/object built in.

What do you mean by Dummy COL objects, I suggested the same way IV Does it with a couple faces that act as a col and are attached to the dummy.

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Hey maxo, it may be an impossible thing, but would it be possible to get Windowed mode work on all VC EXEs as a separate mod? It's damn useful when debugging (I really don't know how to unfreeze mouse and minimize the game after breakpoint has been hit), but I'd need it for different EXEs aswell.

 

About the EXE compatibility - GTA LC has vcversion.dll, which is open source and covers ALL the differences between different EXEs (excluding Steam EXE, sadly). Perhaps you would want to integrate that module with MVL DLL file.

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Hey maxo, it may be an impossible thing, but would it be possible to get Windowed mode work on all VC EXEs as a separate mod? It's damn useful when debugging (I really don't know how to unfreeze mouse and minimize the game after breakpoint has been hit), but I'd need it for different EXEs aswell.

 

About the EXE compatibility - GTA LC has vcversion.dll, which is open source and covers ALL the differences between different EXEs (excluding Steam EXE, sadly). Perhaps you would want to integrate that module with MVL DLL file.

It's still quite a mess to implement, since I'd have to convert all immediates in inline assembly into variables. And I think there might be around a thousand of them.

 

By the way, if you want to debug from the start, not attach later, you can add the setting "-noresume" to the launcher from this post:

http://www.gtaforums.com/index.php?showtop...st&p=1061969907

 

That will make it start suspended and will execute only until you attach and then resume in the debugger. The DLLs it loads on initialization are still processed before attaching though.

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Hey maxo, it may be an impossible thing, but would it be possible to get Windowed mode work on all VC EXEs as a separate mod? It's damn useful when debugging (I really don't know how to unfreeze mouse and minimize the game after breakpoint has been hit), but I'd need it for different EXEs aswell.

 

About the EXE compatibility - GTA LC has vcversion.dll, which is open source and covers ALL the differences between different EXEs (excluding Steam EXE, sadly). Perhaps you would want to integrate that module with MVL DLL file.

If it's just matter of restoring control of computer after game freezes, i use GTA process killer icon14.gif

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If it's just matter of restoring control of computer after game freezes, i use GTA process killer  icon14.gif

It's not, because you can't debug "killed" process. By the way, there is some very useful program, which can end any active window with alt+ctrl+end: http://sannybuilder.com/forums/viewtopic.php?pid=7554#p7554 (to download you need to login first). It's like gta process killer, but for any process.

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I admit this is not a very useful or serious feature, but I think I'm gonna include this stuff in MVL, though its hotkeys turned off by default.

 

 

 

Also added hotkeys for controlling which way the road turns. tounge.gif

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Haha, that's what always happens with major projects, authors like to include optional and weird features tounge.gif

 

That looks interesting though. Kinda proves that we don't need DFF & COL to create stuff IMO.

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Haha, that's what always happens with major projects, authors like to include optional and weird features tounge.gif

 

That looks interesting though. Kinda proves that we don't need DFF & COL to create stuff IMO.

It just generates the mesh on the fly and makes the collision use exactly the same mesh as the renderer.

 

I wonder what else could be achieved by generating stuff on the fly. Any ideas?

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I like how you put "just" word before things which sound hard to do even for me.

 

But yes, infinite desert is the first idea which comes into my head.

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I like how you put "just" word before things which sound hard to do even for me.

 

But yes, infinite desert is the first idea which comes into my head.

I guess that would be easier to do with a bunch of existing blocks which have edges that fit with each other and then just putting a random piece at each grid square. The problem here would be the game's coordinate system. If the game's sector list was somehow dynamic, it would be possible to make the world have pretty much infinite size, although float precision limit would start to affect things if you venture *very* far. But technically, if a sector pointer was stored in a hash map and its corner's coordinates were the key, sectors that are in a "generated" part, but far away, could be deleted and new sectors could be generated.

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Considering I can't even get 0.98 to start, may I please ask you for a huge favor? Can you update 0.97c into 0.97d by fixing the animation loader (doesn't seem to work on bikes), and implementing RGB color output mode?

 

Think I'll just stick to the older versions for now, 0.98 is way too complicated & has too many problems IMHO confused.gif

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Considering I can't even get 0.98 to start, may I please ask you for a huge favor? Can you update 0.97c into 0.97d by fixing the animation loader (doesn't seem to work on bikes), and implementing RGB color output mode?

 

Think I'll just stick to the older versions for now, 0.98 is way too complicated & has too many problems IMHO confused.gif

What exactly is the problem you are having with 0.98? And what is the problem you are having with animations? The sample I tested the custom animations on was actually a bike.

 

I'm afraid I might not have a clean copy of 0.97c source code. I threw the project into SVN about halfway to 0.98.

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Like I said few days ago, I'm having all sorts of problems with 0.98... It doesn't work with CLEO.ASI (black menu screen & crash), and "No Audio hardware" when running MVL. Doesn't matter if it's the original game or not, I got the same problem on both. With either No-CD or the original EXE, that requires CD to be inserted.

 

As for the animations, 97c doesn't seem to load any... Instead, it loads the original ones from IMG. Even in vehmod_log, you can't see any animations being loaded, but it does load everything else.

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I like how you put "just" word before things which sound hard to do even for me.

 

But yes, infinite desert is the first idea which comes into my head.

I guess that would be easier to do with a bunch of existing blocks which have edges that fit with each other and then just putting a random piece at each grid square. The problem here would be the game's coordinate system. If the game's sector list was somehow dynamic, it would be possible to make the world have pretty much infinite size, although float precision limit would start to affect things if you venture *very* far. But technically, if a sector pointer was stored in a hash map and its corner's coordinates were the key, sectors that are in a "generated" part, but far away, could be deleted and new sectors could be generated.

Hmm i thought earlier about features such extending game borders area for MVL, but forgot to ask tounge.gif ...in some way we had this possible before, via limit adjuster v2, but the tool was and still is bug-causing, so i don't touch it with 10 foot pole and worth to mention is that if i was extending those boundaries in the past, then it generally worked but in some away places, not exaclty on final border, but it seemed that were random places, game unhandle exception'ed biggrin.gif ...so dynamically generated terrain or even just the sea would be kind of good thing

 

And by the way, assuming that VC has something like reflection added onto water surfaces nearby player, and when using ENB water surface in some areas flickers and blinks wierdly with: lack of texture, texture with no alpha, black, due using ENB reflections which affect. At least this happens on my Ati HD4870, and doesn't happen when ENB refs turned off. ....so is there a way to "tell" the game to NOT reflect those water nearby player so along with ENB there would be no visible flickering bugs? as a feature to MVL ofc biggrin.gif

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Like I said few days ago, I'm having all sorts of problems with 0.98... It doesn't work with CLEO.ASI (black menu screen & crash), and "No Audio hardware" when running MVL. Doesn't matter if it's the original game or not, I got the same problem on both. With either No-CD or the original EXE, that requires CD to be inserted.

 

As for the animations, 97c doesn't seem to load any... Instead, it loads the original ones from IMG. Even in vehmod_log, you can't see any animations being loaded, but it does load everything else.

Did you try removing the scripts folder to fix audio problems? Did you try the test versions with windowed mode? Did you try with CLEO.ASI without any scripts installed? If not, can you verify that it is indeed CLEO itself and not some specific script that is causing your problems?

 

Can you send me the vehicle you are trying to get animations working with?

 

 

Hmm i thought earlier about features such extending game borders area for MVL, but forgot to ask tounge.gif ...in some way we had this possible before, via limit adjuster v2, but the tool was and still is bug-causing, so i don't touch it with 10 foot pole and worth to mention is that if i was extending those boundaries in the past, then it generally worked but in some away places, not exaclty on final border, but it seemed that were random places, game unhandle exception'ed biggrin.gif ...so dynamically generated terrain or even just the sea would be kind of good thing

Well, it's possible to do properly, but it's *a lot* of work.

 

 

And by the way, assuming that VC has something like reflection added onto water surfaces nearby player, and when using ENB water surface in some areas flickers and blinks wierdly with: lack of texture, texture with no alpha, black, due using ENB reflections which affect. At least this happens on my Ati HD4870, and doesn't happen when ENB refs turned off.  ....so is there a way to "tell" the game to NOT reflect those water nearby player so along with ENB there would be no visible flickering bugs? as a feature to MVL ofc biggrin.gif

This could be caused by VC adding a "second layer" of water mesh near the player. Shouldn't be very difficult to turn this off.

 

By the way, about wheels inside dummies we talked about earlier - it's not that difficult to make them work properly, but it could be a tad bit harder to actually make those dummies properly movable. But I guess even just making them work properly inside dummies is a step in the right direction, perhaps it could make it possible to use SA plane DFFs directly.

Edited by maxorator
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OK, so apparently it really was THAT simple lol... All I had to do is remove the "scripts" folder, and now everything seems to be working OK!

 

Except for animations, I STILL can't get animations to load! IDK why, but I'll try with clean install. icon14.gif

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And by the way, assuming that VC has something like reflection added onto water surfaces nearby player, and when using ENB water surface in some areas flickers and blinks wierdly with: lack of texture, texture with no alpha, black, due using ENB reflections which affect. At least this happens on my Ati HD4870, and doesn't happen when ENB refs turned off.  ....so is there a way to "tell" the game to NOT reflect those water nearby player so along with ENB there would be no visible flickering bugs? as a feature to MVL ofc biggrin.gif

This could be caused by VC adding a "second layer" of water mesh near the player. Shouldn't be very difficult to turn this off.

 

By the way, about wheels inside dummies we talked about earlier - it's not that difficult to make them work properly, but it could be a tad bit harder to actually make those dummies properly movable. But I guess even just making them work properly inside dummies is a step in the right direction, perhaps it could make it possible to use SA plane DFFs directly.

1. So i d really appreciate such option in example one of the global .xml's smile.gif

 

2. SA planes just as they are, the have wheel_dummy and wheel attached in model hierarchy "below" as a "children" of NONdummy part which actually has correctly set pivot to rotate around of it, and this part is rotated with wheel and its dummy recpectively ...however i noticed in VC, wheels don't really work well if their dummies are attached under anything except main model dummy (at least for sure in MVL vehicles), so this would need to be overriden in first step i think..

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1. So i d really appreciate such option in example one of the global .xml's smile.gif

Sure, will do. smile.gif

 

 

2. SA planes just as they are, the have wheel_dummy and wheel attached in model hierarchy "below" as a "children" of NONdummy part which actually has correctly set pivot to rotate around of it, and this part is rotated with wheel and its dummy recpectively ...however i noticed in VC, wheels don't really work well if their dummies are attached under anything except main model dummy (at least for sure in MVL vehicles), so this would need to be overriden in first step i think..

That's exactly what I was talking about.

 

 

OK, so apparently it really was THAT simple lol... All I had to do is remove the "scripts" folder, and now everything seems to be working OK!

 

Except for animations, I STILL can't get animations to load! IDK why, but I'll try with clean install. icon14.gif

Send me the files you are testing this with.

Edited by maxorator
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