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Maxo's Vehicle Loader


maxorator
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Are you planning on adding animation support for the new weapons Maxo? smile.gif

Sure, I've implemented animation loading related stuff for vehicles and scripts already, so it shouldn't be much of a problem.

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Are you planning on adding animation support for the new weapons Maxo? smile.gif

Sure, I've implemented animation loading related stuff for vehicles and scripts already, so it shouldn't be much of a problem.

I am not sure if you have planned this far yet but how is the XML set out, I am just wondering if with this feature will be able to customize the XML enough to bring back some of the BETA Weapons, mainly focusing on the strange cut weapons (Landmine, Tazer, Grenade Launcher, Nailgun).

 

I already have a bunch of the Beta Models for my VC Beta Collection mod, but they replace existing weapons at the moment.

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I am not sure if you have planned this far yet but how is the XML set out, I am just wondering if with this feature will be able to customize the XML enough to bring back some of the BETA Weapons, mainly focusing on the strange cut weapons (Landmine, Tazer, Grenade Launcher, Nailgun).

 

I already have a bunch of the Beta Models for my VC Beta Collection mod, but they replace existing weapons at the moment.

I'm thinking of building some of the more complex weapon logic into MVL, for some custom weapons it could be implemented by scripts (a callback that is triggered when the weapon is fired).

 

Not sure which weapons I will implement, but that would be more dependent on their fun/effort ratio rather than whether they appeared in the beta or not.

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I am not sure if you have planned this far yet but how is the XML set out, I am just wondering if with this feature will be able to customize the XML enough to bring back some of the BETA Weapons, mainly focusing on the strange cut weapons (Landmine, Tazer, Grenade Launcher, Nailgun).

 

I already have a bunch of the Beta Models for my VC Beta Collection mod, but they replace existing weapons at the moment.

I'm thinking of building some of the more complex weapon logic into MVL, for some custom weapons it could be implemented by scripts (a callback that is triggered when the weapon is fired).

 

Not sure which weapons I will implement, but that would be more dependent on their fun/effort ratio rather than whether they appeared in the beta or not.

fun/effort ratio icon14.gif

 

 

I see the Nailgun and perhaps the Grenade Launcher being the easiest to implement.

- Nailgun - Just a regular gun with the damage really toned back.

- Grenade Launcher - Just a regular gun but when fired the bullet acts like a grenade (acts like... Firing Trajectory and exploding part)

 

I suppose in the end we will just have to work with whatever you make for us.

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fun/effort ratio icon14.gif

 

 

I see the Nailgun and perhaps the Grenade Launcher being the easiest to implement.

- Nailgun - Just a regular gun with the damage really toned back.

- Grenade Launcher - Just a regular gun but when fired the bullet acts like a grenade (acts like... Firing Trajectory and exploding part)

 

I suppose in the end we will just have to work with whatever you make for us.

I was also thinking of things like a push/pull gun, primitive heat-seeking missile, fireballs, etc.

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fun/effort ratio  icon14.gif

 

 

I see the Nailgun and perhaps the Grenade Launcher being the easiest to implement.

- Nailgun - Just a regular gun with the damage really toned back.

- Grenade Launcher - Just a regular gun but when fired the bullet acts like a grenade (acts like... Firing Trajectory and exploding part)

 

I suppose in the end we will just have to work with whatever you make for us.

I was also thinking of things like a push/pull gun, primitive heat-seeking missile, fireballs, etc.

+1 For All.

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VC does not contain code for reading PNG files into textures. Should I implement this or just use .bmp for icon (packed as .7z it might actually become smaller than a .png)? Implementing it would require me to include both libpng and zlib into MVL, which increases the size quite a bit. But then again it could be useful as an opcode and a Python function too.

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I suppose the choice is up to you in the end, I never add any compression to my .7z's for MVL, I did a little test with the Weapon Icon for the Spikes using Ultra Compression. With a PNG or even a BMP would we need to make an Alpha Image for the Weapon Icons, If we dont need to make an Alpha for the PNG I would say go with that.

 

Uncompressed

 

PNG - 44.7kb

BMP - 192kb

 

Compressed

 

PNG - 44.9kb

BMP - 29.5kb

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It seems to me that using the alpha from the same PNG file should work well, so it doesn't require a separate mask. I guess that makes it easier to use than BMP's.

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It seems to me that using the alpha from the same PNG file should work well, so it doesn't require a separate mask. I guess that makes it easier to use than BMP's.

If you can make it read the transparency direct from the PNG then definitely do go with that, I hate having to make the Alpha file for TXD's.

 

Also just out of curiosity can MVL read 7z's if they are compressed or is it better to leave them Uncompressed?

 

I remember a while back I tried making my own .7z files (Compression Ultra) and MVL just ignored them and would not read them but then when I said to make a 7z with no compression it had no problem, but this is talking way back in like the first or second version.

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It seems to me that using the alpha from the same PNG file should work well, so it doesn't require a separate mask. I guess that makes it easier to use than BMP's.

If you can make it read the transparency direct from the PNG then definitely do go with that, I hate having to make the Alpha file for TXD's.

 

Also just out of curiosity can MVL read 7z's if they are compressed or is it better to leave them Uncompressed?

 

I remember a while back I tried making my own .7z files (Compression Ultra) and MVL just ignored them and would not read them but then when I said to make a 7z with no compression it had no problem, but this is talking way back in like the first or second version.

I haven't changed how 7z files are read since the very first version of MVL. I use "Ultra" compression all the time, never had any problems.

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I am not sure if you have planned this far yet but how is the XML set out, I am just wondering if with this feature will be able to customize the XML enough to bring back some of the BETA Weapons, mainly focusing on the strange cut weapons (Landmine, Tazer, Grenade Launcher, Nailgun).

 

I already have a bunch of the Beta Models for my VC Beta Collection mod, but they replace existing weapons at the moment.

I'm thinking of building some of the more complex weapon logic into MVL, for some custom weapons it could be implemented by scripts (a callback that is triggered when the weapon is fired).

 

Not sure which weapons I will implement, but that would be more dependent on their fun/effort ratio rather than whether they appeared in the beta or not.

fun/effort ratio icon14.gif

 

 

I see the Nailgun and perhaps the Grenade Launcher being the easiest to implement.

- Nailgun - Just a regular gun with the damage really toned back.

- Grenade Launcher - Just a regular gun but when fired the bullet acts like a grenade (acts like... Firing Trajectory and exploding part)

 

I suppose in the end we will just have to work with whatever you make for us.

I'd see grenade launcher also as an option for existing M4/M16 rifle , set by some flag and offset settings in some "weapon global .xml" ...so we'd get M16/M203, as replacing or modifying model itself is not any problem, it would be really nice thing cool.gif

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I'd see grenade launcher also as an option for existing M4/M16 rifle , set by some flag and offset settings in some "weapon global .xml" ...so we'd get M16/M203, as replacing or modifying model itself is not any problem, it would be really nice thing cool.gif

The easiest way to achieve this would be to have two weapons with the same model and just implement switching between them in a special way.

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I remember you mentioned once about making paintjobs feature (or a Tuning.TXD) so we could have variable textures on vehicles, was there any ever progress made on this or did it not get past the discussion stage?

 

Just Curios.

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I remember you mentioned once about making paintjobs feature (or a Tuning.TXD) so we could have variable textures on vehicles, was there any ever progress made on this or did it not get past the discussion stage?

 

Just Curios.

That's something I could implement, but I was wondering how to decide which texture the paintjob texture should replace. In SA models it's probably a texture with a certain name that's always replaced, but in VC vehicles the texture name could vary.

 

Another option would be to specify it manually by setting the names of the paintjob textures in the paintjob .txd file to something like originaltexturename_0, originaltexturename_1, etc.

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I remember you mentioned once about making paintjobs feature (or a Tuning.TXD) so we could have variable textures on vehicles, was there any ever progress made on this or did it not get past the discussion stage?

 

Just Curios.

That's something I could implement, but I was wondering how to decide which texture the paintjob texture should replace. In SA models it's probably a texture with a certain name that's always replaced, but in VC vehicles the texture name could vary.

 

Another option would be to specify it manually by setting the names of the paintjob textures in the paintjob .txd file to something like originaltexturename_0, originaltexturename_1, etc.

I thought like how there is Tuning1.dff, Tuning2.dff, etc you could do the same with TXD's and all the textures that would need modifying would be in each Tuning TXD.

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I'd see grenade launcher also as an option for existing M4/M16 rifle , set by some flag and offset settings in some "weapon global .xml" ...so we'd get M16/M203, as replacing or modifying model itself is not any problem, it would be really nice thing  cool.gif

The easiest way to achieve this would be to have two weapons with the same model and just implement switching between them in a special way.

No problem as long as it would mean having already present in game M4/M16 weapon as it is, and second one - additionally loaded via MVL (or MWL tounge.gif) with identical model, to which player would switch to after holding 'G' key (just for example) for about 2 seconds, maybe some sound of switching would be nice to hear after doing so, and after finishing fun, switch back to normal M4/M16 firing mode by on example 'N' key holding for 2 seconds OR when greanade ammo run-out then switch back automatically. I can provide modelling support on that if needed icon14.gif

 

Don't you think we should create something like "TO DO/ACHIEVE" list or table in this topic, on which Maxo could take a look everytime, so usefull sugestions wouldn't be losen or forgoten meanwhile topic will grow up? In my opinion this could help to manage all ideas we mention and store them into one place

Edited by MW_29
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bahraini_carguy

icon14.gificon14.gificon14.gificon14.gifcookie.gifcookie.gifcookie.gifcookie.gif

EDIT: I've added a Mr Whoopee with xml from Mr Whoopee,when i turn on the jingle sound by pressing shift then hold the shift,it become siren sound of police car notify.gif

Edited by ToyGT_one
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Yes & no... Scripted vehicles, those appearing in the missions will still call for stock VC cars, but otherwise you can choose to ignore all the stock vehicles, using "globalv.xml"

 

L!mon, are you the owner/author of Vice City 80s car pack mod? If yes, I've been meaning to get in contact with you.

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Here's a video of the spikes:

 

 

It's really cool how you managed to use the same animations as the police does when placing the spikes. Nice job!

 

By the way, are they only just... disappearing, or is there a way to "pick" them up so they will add up to the ammo count?

Edited by MasterK
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Here's a video of the spikes:

 

 

It's really cool how you managed to use the same animations as the police does when placing the spikes. Nice job!

 

By the way, are they only just... disappearing, or is there a way to "pick" them up so they will add up to the ammo count?

I didn't really have to add anything to make the animation work, the functions I used handled that automatically.

 

Currently you can have 10 spikes on the ground at the same time, if you use more, it will start removing old ones.

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Here's a video of the spikes:

 

 

It's really cool how you managed to use the same animations as the police does when placing the spikes. Nice job!

 

By the way, are they only just... disappearing, or is there a way to "pick" them up so they will add up to the ammo count?

I didn't really have to add anything to make the animation work, the functions I used handled that automatically.

 

Currently you can have 10 spikes on the ground at the same time, if you use more, it will start removing old ones.

Then perhaps make 10 Spikes the most you can carry.

 

Also GREAT WORK!!! cookie.gifcookie.gificon14.gif

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Then perhaps make 10 Spikes the most you can carry.

 

Also GREAT WORK!!! cookie.gifcookie.gificon14.gif

That would be rather pointless since you can get more of them when you've spent some. And no-one likes limits anyway. tounge.gif

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When player enters cop car, he receive a shotgun, i suggest to give him the spikes the same way.

ALMOST610, can you make icon for IV hud too?

I won't be actually hardcoding the weapon itself into the game, only the logic code. Getting the spikes in the game would mean using a weapon .7z file with the icon and .xml for weapon settings. The field in XML that specifies which weapon's logic it uses would simply be set to a special value. Probably also no .dff/.txd needed, since the model already exists in VC, although I could implement it so that when a model file is included, the spikes will use that one instead.

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When player enters cop car, he receive a shotgun, i suggest to give him the spikes the same way.

ALMOST610, can you make icon for IV hud too?

I won't be actually hardcoding the weapon itself into the game, only the logic code. Getting the spikes in the game would mean using a weapon .7z file with the icon and .xml for weapon settings. The field in XML that specifies which weapon's logic it uses would simply be set to a special value. Probably also no .dff/.txd needed, since the model already exists in VC, although I could implement it so that when a model file is included, the spikes will use that one instead.

Out of curiosity would it be possible to add a feature to the XML so when can specify the spawn points for that weapon?

(I don't like the idea of having to make tonnes of CLEO scripts or modifying the SCM to make new spawns for the weapons)

 

 

 

Also, I am guessing you might have already done this... but perhaps a hotkey (Alt + 0 for selection, Alt + - {It is the key 1 space to the right of 0} for adding that weapon to the arsenal)

 

 

ALMOST610, can you make icon for IV hud too?

What exactly do you mean...

Is there an IV hud for VC mod...

or for Actual GTA IV...

 

I don't know please be clearer.

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