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Maxo's Vehicle Loader


maxorator
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Oh, sorry blush.gif

So far I've been only running official versions, the ones from the first page... But yeah, the animation thing was totally my mistake, I'm sorry. confused.gif

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Oh, sorry blush.gif

So far I've been only running official versions, the ones from the first page... But yeah, the animation thing was totally my mistake, I'm sorry. confused.gif

Thats fine, I hope to see some more MVL cars made by you in the future. icon14.gif

 

@Maxo, when will the next official release be?

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Actually, I have hundreds of them here on my hard drive, but no permission to release them lol. (I didn't even bother to obtain them, as it would take a lot of time)

 

At the moment, I'm working on converting RealGTA3 vehicles into MVL standard smile.gif I'm also planning to update all the original cars with RGB color standard, as it works independently of carcol.dat scheme.

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Actually, I have hundreds of them here on my hard drive, but no permission to release them lol. (I didn't even bother to obtain them, as it would take a lot of time)

 

At the moment, I'm working on converting RealGTA3 vehicles into MVL standard smile.gif I'm also planning to update all the original cars with RGB color standard, as it works independently of carcol.dat scheme.

If you could create a list somewhere with download link to both the .xml file and the link to the original download for .dff/.txd files, it would be quite easy for people to use them though. No need to get permission for this.

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Actually, I have hundreds of them here on my hard drive, but no permission to release them lol. (I didn't even bother to obtain them, as it would take a lot of time)

 

At the moment, I'm working on converting RealGTA3 vehicles into MVL standard smile.gif I'm also planning to update all the original cars with RGB color standard, as it works independently of carcol.dat scheme.

I was meaning ones you made yourself, like all those different custom Kuruma's.

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Oh... IDK, I'm not much into modeling really, I only did Kuruma for fun, since it's my favorite GTA from the entire series. But I MIGHT do a police & taxi Kuruma one day, probably when I'm done with all the MVL conversions & RL stuff.

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Just curious, would anyone be interested in XML files for HD cars (by OnePiece)? I converted the entire pack, but I stilll have to test them.

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Just curious, would anyone be interested in XML files for HD cars (by OnePiece)? I converted the entire pack, but I stilll have to test them.

I was thinking of making an application which you can assign to monitor a folder, such as your default download folder. There it would monitor for new XML and RAR/ZIP/7Z files. XML files could contain the required hash of DFF/TXD/COL files that should be used for that XML (as comments in a specific format). Whenever a new XML or an archive file is created there, it would crosscheck the XML and archive files in that directory to see if some XML's specified hashes are present in some archive file. If they are, it would take those files, merge them into one 7z file, move it to your MVL folder and delete the original archive and XML files from the download directory. Then you could download the XML file and the archive file, and the application would automatically take care of the rest.

 

In this case it wouldn't really be any extra work to download the original files and the XML separately.

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Hey Maxo i have this sort of request for you or someone who has been around since your firsts releases, since i discovered your MOD many things were added and already working however i'm not having enough time to keep track of all the changes, i know the Changelog in the main post resumes everything done by now but i think some more documentation could be of use, i can give you as an example the time i tried to replace VC Comet model for that of SA for the Armored Comet, i couldn't get it working until i browsed some of the pages of this topic again and found out where to place Vehicles.txd, also i don't remember if you said the reflections and light material worked but since i got the textures showing i didn't mind for that at all.

 

tl;dr Is it possible that you or someone that has been around can write an small ReadMe listing what has been implemented and how does it work?

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Hey Maxo i have this sort of request for you or someone who has been around since your firsts releases, since i discovered your MOD many things were added and already working however i'm not having enough time to keep track of all the changes, i know the Changelog in the main post resumes everything done by now but i think some more documentation could be of use, i can give you as an example the time i tried to replace VC Comet model for that of SA for the Armored Comet, i couldn't get it working until i browsed some of the pages of this topic again and found out where to place Vehicles.txd, also i don't remember if you said the reflections and light material worked but since i got the textures showing i didn't mind for that at all.

 

tl;dr Is it possible that you or someone that has been around can write an small ReadMe listing what has been implemented and how does it work?

But mod is documented well enough already, plus all possible example .xml's attached to it, changelog is up to date, included readme is sufficient to make MVL vehicles in a proper way and moreover everything works fine. What else do you need?

 

Am i only one who thinks that discussion here goes too much towards offtopic on talking about mvl vehicle releases and therefore adverstising them instead just create separate thread for it and not spam on this one but leave it just for MVL mod development things? ;/

Edited by MW_29
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bahraini_carguy

 

But mod is documented well enough already, plus all possible example .xml's attached to it, changelog is up to date, included readme is sufficient to make MVL vehicles in a  proper way and moreover everything works fine. What else do you need?

 

Am i only one who thinks that discussion here goes too much towards offtopic on talking about mvl vehicle releases and therefore adverstising them instead just create separate thread for it and not spam on this one but leave it just for MVL mod development things? ;/

your right, this topic is for mvl development things not for mvl vehicles releases.

and as MW_29 says why we don't make an topic for chating about mvl vehicles releases,.......etc?

Edited by ToyGT_one
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your right, this topic is for mvl development things not for mvl vehicles releases.

and as MW_29 says why we don't make an topic for chating about mvl vehicles releases,.......etc?

sure, the thing is i never mentioned or implied i needed help creating or releasing anything, nor even vehicles were my main topic.

 

I just asked for some documentation of what has been implemented and how it does work, nothing else, i gave the example of the vehicle because i had to browse through the pages of this topic just to find out where to place sa_vehicle.txd and i could do it because i had the time to do so, but this mod is getting too many post and things in a very short time and no way i can be reading every page.

 

i agree this topic is for mvl development things not for mvl vehicles releases. therefore i don't see out of place a small page with details like these

 

 

But mod is documented well enough already, plus all possible example .xml's attached to it, changelog is up to date, included readme is sufficient to make MVL vehicles in a proper way and moreover everything works fine. What else do you need?

well, if you say so then i'll check it out

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Hey Maxo i have this sort of request for you or someone who has been around since your firsts releases, since i discovered your MOD many things were added and already working however i'm not having enough time to keep track of all the changes, i know the Changelog in the main post resumes everything done by now but i think some more documentation could be of use, i can give you as an example the time i tried to replace VC Comet model for that of SA for the Armored Comet, i couldn't get it working until i browsed some of the pages of this topic again and found out where to place Vehicles.txd, also i don't remember if you said the reflections and light material worked but since i got the textures showing i didn't mind for that at all.

 

tl;dr Is it possible that you or someone that has been around can write an small ReadMe listing what has been implemented and how does it work?

Yeah, the information is not really organized in an useful way, it would be better if it was documented properly. Not sure when I'll be able to make one though.

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bahraini_carguy

 

In BTTF LC, they have got a working tow truck in GTA 3, it acts like GTA SA but you can see the Physics are not 100% Identical yet.

 

http://www.gtaforums.com/index.php?showtop...st&p=1061999415

 

Have a look there is a video in that post linked above, also already asked and they don't want to share the code.

I hope someone give us the code for the tow truck.

Edited by ToyGT_one
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Since you're all so interested in it, I tried to mix something up with towing. At the moment it's a bit wobbly though, I haven't worked on it much:

 

 

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Since you're all so interested in it, I tried to mix something up with towing. At the moment it's a bit wobbly though, I haven't worked on it much:

 

 

Quite good as for "not much work" ;]

 

What new to expect in next MVL version release and ofc when?

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Since you're all so interested in it, I tried to mix something up with towing. At the moment it's a bit wobbly though, I haven't worked on it much:

 

 

Quite good as for "not much work" ;]

 

What new to expect in next MVL version release and ofc when?

Bugfixes, windowed mode, the weird road thingy, wheels working when they're not directly under the root dummy, extra view windows (probably still with some issues though). I'm sure I forgot some things though.

 

Not sure about when, still have to make some of those features properly configurable.

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I hope that towing is implemented in the future, and then a proper working Towtruck can be done, I have already converted the vehicle and now just wait for towing functionality.

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Since you're all so interested in it, I tried to mix something up with towing. At the moment it's a bit wobbly though, I haven't worked on it much:

 

 

Quite good as for "not much work" ;]

 

What new to expect in next MVL version release and ofc when?

Bugfixes, windowed mode, the weird road thingy, wheels working when they're not directly under the root dummy, extra view windows (probably still with some issues though). I'm sure I forgot some things though.

 

Not sure about when, still have to make some of those features properly configurable.

...i remind that disabling water surface near player from reflecting option would be usefull too (when using ENB refs which mess with default game "reflected water planes" causing some visual bugs), if possible of course, no pressure wink.gif

 

And if you will succeed with this "wheels working when they're not directly under the root dummy" then in next-next version could take care of those hiding wheels as for landing gears i think biggrin.gif

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I hope that towing is implemented in the future, and then a proper working Towtruck can be done, I have already converted the vehicle and now just wait for towing functionality.

Yeah, I'll try to improve it so it would work better. Currently I messed up something with physics, so the connection doesn't look as static as it should.

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I hope that towing is implemented in the future, and then a proper working Towtruck can be done, I have already converted the vehicle and now just wait for towing functionality.

Yeah, I'll try to improve it so it would work better. Currently I messed up something with physics, so the connection doesn't look as static as it should.

Is there a Dummy (like on the SA Towing) that controls where the towing attachment it located?

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I hope that towing is implemented in the future, and then a proper working Towtruck can be done, I have already converted the vehicle and now just wait for towing functionality.

Yeah, I'll try to improve it so it would work better. Currently I messed up something with physics, so the connection doesn't look as static as it should.

Is there a Dummy (like on the SA Towing) that controls where the towing attachment it located?

By towing attachment you mean the part on the tow truck which attaches to the vehicle? At the moment I just implemented it so that it hooks with relative position (0, bounds.min.y - 0.6, 0.6), although Z can be controlled via hotkeys.

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I hope that towing is implemented in the future, and then a proper working Towtruck can be done, I have already converted the vehicle and now just wait for towing functionality.

Yeah, I'll try to improve it so it would work better. Currently I messed up something with physics, so the connection doesn't look as static as it should.

Is there a Dummy (like on the SA Towing) that controls where the towing attachment it located?

By towing attachment you mean the part on the tow truck which attaches to the vehicle? At the moment I just implemented it so that it hooks with relative position (0, bounds.min.y - 0.6, 0.6), although Z can be controlled via hotkeys.

Yeah, basically on different vehicles it is different things, like for the TowTruck and Tractor it attaches to models called either "misc_a" or "misc_b", but on the trucks there is dummys called "misc_a" or "misc_b", on the SA Utility Ute and Baggage there is a misc_a dummy, so well I hope you support both methods so we can make a wide variety of different vehicles including trailers for the Trucks to tow around.

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Yeah, basically on different vehicles it is different things, like for the TowTruck and Tractor it attaches to models called either "misc_a" or "misc_b", but on the trucks there is dummys called "misc_a" or "misc_b", on the SA Utility Ute and Baggage there is a misc_a dummy, so well I hope you support both methods so we can make a wide variety of different vehicles including trailers for the Trucks to tow around.

Internally there is no difference between dummies and parts that actually have a model, so they aren't really different methods.

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Yeah, basically on different vehicles it is different things, like for the TowTruck and Tractor it attaches to models called either "misc_a" or "misc_b", but on the trucks there is dummys called "misc_a" or "misc_b", on the SA Utility Ute and Baggage there is a misc_a dummy, so well I hope you support both methods so we can make a wide variety of different vehicles including trailers for the Trucks to tow around.

Internally there is no difference between dummies and parts that actually have a model, so they aren't really different methods.

Well I assume that there would be something telling the Misc Model method when exactly on that model it should attach to the other vehicles as then with dummys it would just be on the center point of it.

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