Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Forum Support

    3. Suggestions

Maxo's Vehicle Loader


maxorator
 Share

Recommended Posts

I have now given the Builder the ability to convert both GTA III and Vice City Default/Handling Lines.

 

For GTA III, I have programmed it to convert the Wheel ID to the Vice City Equiv for you, and also it will set the Anti Drive field to 0.0, for those that don't know AntiDrive was not in GTA 3, it is just how when you accelerate/brake with vehicles how the back/front end dips up or down.

 

https://dl.dropbox.com/u/42357312/Websites/...Generator2.html

XDBuildTopicSig6.png

Link to comment
Share on other sites

Seems good A610. icon14.gif

 

Download for ifp + dff + txd

 

I replaced the "bat partial" anim so only the upper body is affected, this allows running while jabbing enemies. I can make a separate ifp file with a unique animation name if you need it like that to be compatible. Also Maxo could you implement a tweakable "hit delay" setting for each new weapons custom anim? Replacing the bat+anim causes the enemy to get damaged about half a second too late. Another thing to implement if you would, a walking + running anim for each new custom weapon. Ah also another thing: a tweakable hit offset setting, the bat's hit offset is too close so the pike's hit offset would need to be about 1/2 units ahead of the players body.

 

Keep up the great work.

 

The anim looks better in the pic than it does in-game btw, i think it turned out ok for someone who's never animated before though.

user posted image

Edited by Frank.s
Link to comment
Share on other sites

Thanks man, tbh i've hardly modded VC at all recently. I might start making some new weapons if/when Maxo releases the weapon part of his loader especially if it has those tweakable settings that i mentioned in the previous post.

Link to comment
Share on other sites

Thanks man, tbh i've hardly modded VC at all recently. I might start making some new weapons if/when Maxo releases the weapon part of his loader especially if it has those tweakable settings that i mentioned in the previous post.

Perhaps a car or two also??

 

 

I would love to see some custom vehicles by you, weather they are new scratch vehicles or existing vehicles modified to look like a new car.

XDBuildTopicSig6.png

Link to comment
Share on other sites

 

@ALMOST610

I like your data converter idea, but can you please switch over to standard data input? Standard, as in the kind of data you see in default.ide, carcols.dat or handling.cfg.

If you mean converting the existing GTA Lines into XML format that is what I am trying to work on, I am thinking it would be best if you could paste the default.ide, carcols.dat or handling.cfg into a box, hit a button and it would punch the values into the existing XML Builder boxes, as you still have to set Vehicle Sounds and other things then you can also still modify the values if you wish so why build a whole new system when the old one can be improved, Maxo has pointed me to look into Regex for Javascript, honestly I have no idea what Regex is but I am reading up on it.

 

 

If you must have an XML Converter ASAP, there is this tool

http://almost610.dmon.com/load/other/maxo_...erator/2-1-0-20

 

Which I would have liked to build upon but since I dont know Programing, only Web Programming, I decided to build a whole new tool in JS.

Yes, that's what I meant. Good luck! smile.gif

Link to comment
Share on other sites

@ALMOST610

I like your data converter idea, but can you please switch over to standard data input? Standard, as in the kind of data you see in default.ide, carcols.dat or handling.cfg.

If you mean converting the existing GTA Lines into XML format that is what I am trying to work on, I am thinking it would be best if you could paste the default.ide, carcols.dat or handling.cfg into a box, hit a button and it would punch the values into the existing XML Builder boxes, as you still have to set Vehicle Sounds and other things then you can also still modify the values if you wish so why build a whole new system when the old one can be improved, Maxo has pointed me to look into Regex for Javascript, honestly I have no idea what Regex is but I am reading up on it.

 

 

If you must have an XML Converter ASAP, there is this tool

http://almost610.dmon.com/load/other/maxo_...erator/2-1-0-20

 

Which I would have liked to build upon but since I dont know Programing, only Web Programming, I decided to build a whole new tool in JS.

Yes, that's what I meant. Good luck! smile.gif

Check this post http://www.gtaforums.com/index.php?showtop...st&p=1062036720

 

I have now already implemented it and are now working on adding SA to the list.

XDBuildTopicSig6.png

Link to comment
Share on other sites

 

Seems good A610. icon14.gif

 

Download for ifp + dff + txd

 

I replaced the "bat partial" anim so only the upper body is affected, this allows running while jabbing enemies. I can make a separate ifp file with a unique animation name if you need it like that to be compatible.

No, actually the animation name has to match the name used in the animation group that weapon uses.

 

 

Also Maxo could you implement a tweakable "hit delay" setting for each new weapons custom anim? Replacing the bat+anim causes the enemy to get damaged about half a second too late. Ah also another thing: a tweakable hit offset setting, the bat's hit offset is too close so the pike's hit offset would need to be about 1/2 units ahead of the players body.

I'll look into it.

 

 

Another thing to implement if you would, a walking + running anim for each new custom weapon.

The way I implemented it, it's possible already. Just put an animation with the walking/running anim name into the IFP file and it works.

 

 

Keep up the great work.

 

The anim looks better in the pic than it does in-game btw, i think it turned out ok for someone who's never animated before though.

user posted image

Looks very nice, tested it in game as a custom weapon.

Link to comment
Share on other sites

Is there a collision or something for the weapon so the game knows when the model hits the objects and pedestrians or other things?

XDBuildTopicSig6.png

Link to comment
Share on other sites

Is there a collision or something for the weapon so the game knows when the model hits the objects and pedestrians or other things?

It seems those offsets are hardcoded, so I'll have to mess around a bit to make them work properly. Perhaps it could be possible to implement it somehow so that dummies could be added to weapon model files that specify such offsets. Or make it use the offset vector from the weapon settings.

Link to comment
Share on other sites

Is there a collision or something for the weapon so the game knows when the model hits the objects and pedestrians or other things?

It seems those offsets are hardcoded, so I'll have to mess around a bit to make them work properly. Perhaps it could be possible to implement it somehow so that dummies could be added to weapon model files that specify such offsets. Or make it use the offset vector from the weapon settings.

If possible I think perhaps a dummy would be a better more precise way, unless an actual collision file could be implemented. (Dummy still sounds better though)

XDBuildTopicSig6.png

Link to comment
Share on other sites

Anyway, weapons are not yet fully implemented, but they can be tested already.

 

Here's the test version that supports weapons:

http://maxorator.com/v/vehmod_weps.7z

 

The "libpng15.dll" goes to mvl folder. "wlist" folder contains generated XML files for default weapons (you can generate them yourself by pressing ALT+NUM7+NUM5+NUM9, but you'll have to create mvl/wlist folder first). There's also Frank.s's pike there and the spiketrap weapon archive, which you should put into "mvl/weapons" folder. You can get the added weapons from the "Weapons" menu in windowed mode. There's a lot of things still not working properly with custom weapons though. If someone has the time, it would be nice to have an archive for each default weapon.

 

ALT+5 spawns the weird road thingy, which you can also control manually by pressing NUM4/NUM5 to make it turn up/down, and NUM7/NUM8 to make it turn left/right.

 

Still haven't fixed towing, you can try enabling with setting extra flag 0x00400000, but don't hope much from it. To pick up a car you have to hold and then release NUM0. Extra view is still only rendering the same objects as the main view.

Link to comment
Share on other sites

Trying it out now.

 

Edit: Having issues loading weapons.

 

Error Log

 

MSG: Couldn't load python interpreter.MSG: Global misc XML file detected - loading it.MSG: Global vehicle XML file detected - loading it.MSG: Couldn't load PNG funcs.Error in CNewWeapon::LoadIconFile: Could not read RwImage from PNG file.Error in CNewWeapon::LoadFromArchive: Loading weapon icon file failed.Error in CWepHandler::LoadWeaponArchives: Could not load weapon archive 'mvl\weapons\w102_pike.7z'.MSG: Couldn't load PNG funcs.Error in CNewWeapon::LoadIconFile: Could not read RwImage from PNG file.Error in CNewWeapon::LoadFromArchive: Loading weapon icon file failed.Error in CWepHandler::LoadWeaponArchives: Could not load weapon archive 'mvl\weapons\w103_spikes.7z'.

 

Edited by ALMOST610
XDBuildTopicSig6.png

Link to comment
Share on other sites

Are you sure "libpng15.dll" is in MVL directory? The error "MSG: Couldn't load PNG funcs." happens when that dll is not found.

Link to comment
Share on other sites

Are you sure "libpng15.dll" is in MVL directory? The error "MSG: Couldn't load PNG funcs." happens when that dll is not found.

Yeah that was in place, it was another DLL issue, with Windows 8 even if you set UAC to the minimum setting it still does not run some application in High Privilege mode (as would be done in Win7), so by right clicking and selecting Run As Administrator it has access to the full DLL Library and now it works fine, if I don't run as Admin the same issue occurs.

 

Damn Win 8, just another problem MS can add to their list.

XDBuildTopicSig6.png

Link to comment
Share on other sites

Are you sure "libpng15.dll" is in MVL directory? The error "MSG: Couldn't load PNG funcs." happens when that dll is not found.

Yeah that was in place, it was another DLL issue, with Windows 8 even if you set UAC to the minimum setting it still does not run some application in High Privilege mode (as would be done in Win7), so by right clicking and selecting Run As Administrator it has access to the full DLL Library and now it works fine, if I don't run as Admin the same issue occurs.

 

Damn Win 8, just another problem MS can add to their list.

I'm interested in what error code it gives. I made the error message a bit more detailed, maybe you could redownload the test version from the same link.

Link to comment
Share on other sites

I've narrowed it down checking the normal DLL's that can cause the issue, without running as Admin but with 'MSVCR110.DLL' in the Vice City directory it seems to work fine again fine.

 

Also could you please upload the vehicle you had working with Towing.

 

Edit:

 

Here is the error message for the updated version when weapons wont load.

 

 

MSG: Couldn't load python interpreter.MSG: Global misc XML file detected - loading it.MSG: Global vehicle XML file detected - loading it.Error in CPngFuncs::LoadPngFuncs: Could not load 'mvl/libpng15.dll', LoadLibrary failed with error 126.Error in CPngFuncs::RtPNGImageStreamRead: PNG library not loaded.Error in CNewWeapon::LoadIconFile: Could not read RwImage from PNG file.Error in CNewWeapon::LoadFromArchive: Loading weapon icon file failed.Error in CWepHandler::LoadWeaponArchives: Could not load weapon archive 'mvl\weapons\w102_pike.7z'.Error in CPngFuncs::RtPNGImageStreamRead: PNG library not loaded.Error in CNewWeapon::LoadIconFile: Could not read RwImage from PNG file.Error in CNewWeapon::LoadFromArchive: Loading weapon icon file failed.Error in CWepHandler::LoadWeaponArchives: Could not load weapon archive 'mvl\weapons\w103_spikes.7z'.

 

Edited by ALMOST610
XDBuildTopicSig6.png

Link to comment
Share on other sites

I've narrowed it down checking the normal DLL's that can cause the issue, without running as Admin but with 'MSVCR110.DLL' in the Vice City directory it seems to work fine again fine.

 

Also could you please upload the vehicle you had working with Towing.

In the video I used this one:

 

http://www.gtagarage.com/mods/show.php?id=20947

Link to comment
Share on other sites

I've narrowed it down checking the normal DLL's that can cause the issue, without running as Admin but with 'MSVCR110.DLL' in the Vice City directory it seems to work fine again fine.

 

Also could you please upload the vehicle you had working with Towing.

In the video I used this one:

 

http://www.gtagarage.com/mods/show.php?id=20947

I was actually more interested in using its XML and that, as when I tried pressing the Num0 It seemed like it would not pick up the vehicle also it did not seem like the Road Thing was moving to my key presses, perhaps I just need to be more persistent.

 

(Are those specific keys hardcoded, or if you change a key in the controls will it change it for MVL?)

XDBuildTopicSig6.png

Link to comment
Share on other sites

 

I was actually more interested in using its XML and that, as when I tried pressing the Num0 It seemed like it would not pick up the vehicle also it did not seem like the Road Thing was moving to my key presses, perhaps I just need to be more persistent.

You have to add the 0x00400000 extra flag to the vehicle.

 

 

(Are those specific keys hardcoded, or if you change a key in the controls will it change it for MVL?)

Currently they're hardcoded, yes.

Link to comment
Share on other sites

I was actually more interested in using its XML and that, as when I tried pressing the Num0 It seemed like it would not pick up the vehicle also it did not seem like the Road Thing was moving to my key presses, perhaps I just need to be more persistent.

You have to add the 0x00400000 extra flag to the vehicle.

 

 

(Are those specific keys hardcoded, or if you change a key in the controls will it change it for MVL?)

Currently they're hardcoded, yes.

Yeah I have added the flag, I have been able to pick up a car now, but it seems like it wont pick up cars that are not added in by MVL, am I correct in thinking this or is it just bad aiming as it also seems a little difficult to pickup cars sometimes.

XDBuildTopicSig6.png

Link to comment
Share on other sites

 

I was actually more interested in using its XML and that, as when I tried pressing the Num0 It seemed like it would not pick up the vehicle also it did not seem like the Road Thing was moving to my key presses, perhaps I just need to be more persistent.

You have to add the 0x00400000 extra flag to the vehicle.

 

 

(Are those specific keys hardcoded, or if you change a key in the controls will it change it for MVL?)

Currently they're hardcoded, yes.

Yeah I have added the flag, I have been able to pick up a car now, but it seems like it wont pick up cars that are not added in by MVL, am I correct in thinking this or is it just bad aiming as it also seems a little difficult to pickup cars sometimes.

Actually it does only pick up MVL cars at the moment, forgot to mention that.

Link to comment
Share on other sites

I do see what you mean by the Towing is a bit buggy.

 

Anyway, Doc only had 1 time machine, well I have a whole chain of them.

 

user posted image

XDBuildTopicSig6.png

Link to comment
Share on other sites

By the way, I updated the png DLL, see if the new one works without any additional runtime DLL files.

 

Care to make an icon for the pike? tounge.gif

Link to comment
Share on other sites

By the way, I updated the png DLL, see if the new one works without any additional runtime DLL files.

 

Care to make an icon for the pike? tounge.gif

Works now without it, I am guess you just combined the two files together, fairly smart idea.

 

I'll give the Pike Icon my best shot, as usual I will make a whole range of them.

 

 

(Also I noticed that when you use the spikes Tommy is holding the Katana)

XDBuildTopicSig6.png

Link to comment
Share on other sites

 

(Also I noticed that when you use the spikes Tommy is holding the Katana)

Yeah I forgot to remove the katana.dff/katana.txd from that archive, at first it was the only custom weapon archive I had so I tested the weapon model in there. When I updated the libpng dll, I removed that from there though.

Edited by maxorator
Link to comment
Share on other sites

It is nothing too fantastic but for now it is a suitable Icon, I think no.3 turned out the best, but am not overly please at all.

 

user posted imageuser posted imageuser posted image

 

Number 3 had the transition between the colours lessened so the 2 colours would appear brighter.

XDBuildTopicSig6.png

Link to comment
Share on other sites

It is nothing too fantastic but for now it is a suitable Icon, I think no.3 turned out the best, but am not overly please at all.

 

user posted imageuser posted imageuser posted image

 

Number 3 had the transition between the colours lessened so the 2 colours would appear brighter.

Nice, included it with the test version.

Link to comment
Share on other sites

Since I can't find the model in the dropbox for the Vice Beta Collection, I will convert the Nailgun from the Toolshop Prop to a weapon again and you can also include that if you like, otherwise I will release it separately.

XDBuildTopicSig6.png

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.