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Maxo's Vehicle Loader


maxorator
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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.

Do you mean the rope on the tow truck? I haven't looked into how it's handled exactly in SA. I'll perhaps look into it to see if it's worth reproducing. Just making the rope static wouldn't look that bad either.

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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.

Do you mean the rope on the tow truck? I haven't looked into how it's handled exactly in SA. I'll perhaps look into it to see if it's worth reproducing. Just making the rope static wouldn't look that bad either.

If the movement in the rope thing could be restored then other things from San Andreas vehicles could be done, like moving the dump truck loader, but I am sure that is still a bit off.

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If the movement in the rope thing could be restored then other things from San Andreas vehicles could be done, like moving the dump truck loader, but I am sure that is still a bit off.

If it doesn't require changing much in VC, then perhaps, but since I'm not so familiar with SA engine, I don't really know how much work it would require. Porting these things is only really worth it if they can be added on top of VC engine and don't require changing it.

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If the movement in the rope thing could be restored then other things from San Andreas vehicles could be done, like moving the dump truck loader, but I am sure that is still a bit off.

If it doesn't require changing much in VC, then perhaps, but since I'm not so familiar with SA engine, I don't really know how much work it would require. Porting these things is only really worth it if they can be added on top of VC engine and don't require changing it.

All you can do is look into it, and all we can do is hope that it is possible.

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Oh, i ve never put suggestion like this before, but you know maxo you do with VC all this magic stuff that nobody did before, so maybe you could implement something like turning ON and OFF car lights, or even engine on keypress as another MVL feature? sly.gif

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Oh, i ve never put suggestion like this before, but you know maxo you do with VC all this magic stuff that nobody did before, so maybe you could implement something like turning ON and OFF car lights, or even engine on keypress as another MVL feature? sly.gif

Those are actually quite primitive to implement, so sure, I can do that.

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user posted image

 

R* stole realtime shadows code from you? tounge.gif

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user posted image

 

R* stole realtime shadows code from you? tounge.gif

But do they have the issue how the shadow is being made from the center of the player or have the fixed that?

 

 

Also what about other things that are not the player?

 

Edit: It looks like they are using Xbox Cars or perhaps even smoother Xbox Cars with the PC Wheels.

If anyone has purchased this yet could you please send over a couple vehicle models and textures for me to do a little compare.

Edited by ALMOST610
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But do they have the issue how the shadow is being made from the center of the player or have the fixed that?

If they only use those shadows for peds, they probably haven't fixed that. The code for those shadows is actually pretty much a copy-paste from one of RenderWare's examples anyway.

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But do they have the issue how the shadow is being made from the center of the player or have the fixed that?

If they only use those shadows for peds, they probably haven't fixed that. The code for those shadows is actually pretty much a copy-paste from one of RenderWare's examples anyway.

Well, anyway Realtime Shadows in Vice City... You saw it first here on GTA Forums with MVL.

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But do they have the issue how the shadow is being made from the center of the player or have the fixed that?

If they only use those shadows for peds, they probably haven't fixed that. The code for those shadows is actually pretty much a copy-paste from one of RenderWare's examples anyway.

Well, anyway Realtime Shadows in Vice City... You saw it first here on GTA Forums with MVL.

I actually meant that the code R* used is almost identical to an RW example included with the SDK. I didn't really add anything.

 

Speaking of enabling stuff, should I add using spike strips to MVL? It's quite simple to implement.

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But do they have the issue how the shadow is being made from the center of the player or have the fixed that?

If they only use those shadows for peds, they probably haven't fixed that. The code for those shadows is actually pretty much a copy-paste from one of RenderWare's examples anyway.

Well, anyway Realtime Shadows in Vice City... You saw it first here on GTA Forums with MVL.

I actually meant that the code R* used is almost identical to an RW example included with the SDK. I didn't really add anything.

 

Speaking of enabling stuff, should I add using spike strips to MVL? It's quite simple to implement.

What exactly do you mean?

 

As far as I knew VC already has Spike Strips, if you mean as a player weapon then sure, as then it will be kinda transitioning into weapon addons.

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What exactly do you mean?

Sample code for shadows that's included with the RenderWare SDK is pretty much the same code that is used in VC. Can't blame R* though, that's what the sample code was for anyway. That made it easier to understand and reverse the shadow code in VC, although that wasn't really necessary for enabling it outside of cutscenes.

 

 

As far as I knew VC already has Spike Strips, if you mean as a player weapon then sure, as then it will be kinda transitioning into weapon addons.

That's why I said "enable".

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What exactly do you mean?

Sample code for shadows that's included with the RenderWare SDK is pretty much the same code that is used in VC. Can't blame R* though, that's what the sample code was for anyway. That made it easier to understand and reverse the shadow code in VC, although that wasn't really necessary for enabling it outside of cutscenes.

 

 

As far as I knew VC already has Spike Strips, if you mean as a player weapon then sure, as then it will be kinda transitioning into weapon addons.

That's why I said "enable".

I was wondering in what way they would be used as the police already use them.

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I was wondering in what way they would be used as the police already use them.

I can either just make it work with a hotkey or try to implement it as a weapon. If I implemented it as a weapon, I'd require an icon for it though.

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I was wondering in what way they would be used as the police already use them.

I can either just make it work with a hotkey or try to implement it as a weapon. If I implemented it as a weapon, I'd require an icon for it though.

I'll take that as a hint to make an Icon, and you can take this as a Hint of which method to choose.

 

Edit: Here is a empty version of the Vice City weapon icon for anyone else wanting to have a go.

 

user posted image

Edited by ALMOST610
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maxorator, do you think it's possible to create outline for game text, instead of the shadow? I noticed 10th anniversary edition have it, and it's looks very good.

user posted image

Edited by ThirteenAG
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maxorator, do you think it's possible to create outline for game text, instead of the shadow? I noticed 10th anniversary edition have it, and it's looks very good.

user posted image

Aren't those outlines just part of the texture there?

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Aren't those outlines just part of the texture there?

Hm, you probably right, i found font1.png in the files:

user posted image

But i didn't see any changes, when i imported it to fonts.txd.

Edited by ThirteenAG
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Okay, if I were to implement loading new weapons, how should it be formatted? Should it use the texture that has the same name as the .txd for the icon or expect the icon texture to have some specific predetermined name? Or rather have it as a separate PNG file?

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I would think that the .7z would have the regular weapon dff and txd, then there could be a PNG file you place with them called "weapon_icon" that is used. (The Icon would not be in the TXD just in the 7z)

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I would think that the .7z would have the regular weapon dff and txd, then there could be a PNG file you place with them called "weapon_icon" that is used. (The Icon would not be in the TXD just in the 7z)

That seemed like the best option to me too.

 

And the .xml would contain the data from weapon.dat plus a name and the ID of the weapon it copies its in-game logic from.

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Ok I have made a few Spike Icons.

 

 

Tried to match existing VC Icons.

 

user posted imageuser posted image

 

Tried to match the HQ Weapon Icons.

 

user posted imageuser posted image

 

 

I am happy for all feedback, both positive and negative.

Any Changes??

Edited by ALMOST610
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Looks pretty good, it's just missing a shadow under the spikes.

Fixed it, Thanks smile.gif

 

Edit:

 

I have also made an Icon to match my HQ HUD Mod.

 

user posted image

 

user posted image

Edited by ALMOST610
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I would think that the .7z would have the regular weapon dff and txd, then there could be a PNG file you place with them called "weapon_icon" that is used. (The Icon would not be in the TXD just in the 7z)

That seemed like the best option to me too.

 

And the .xml would contain the data from weapon.dat plus a name and the ID of the weapon it copies its in-game logic from.

Does it sound like "maxo weapon loader" ? ;>

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Is it possible to rework the shadow code? They look awesome but of course it does need some work especially with land vehicles.

76561198000404928.png

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