Convetors Posted January 17, 2012 Share Posted January 17, 2012 Hey .Gta fan's you are the great a Little question .. -As you can see GTa peds .the guys that drive cars in GTA SA somtimes they open the window of they car how can we do that so Things that that i know (maybe) we can do that by using CLeo script but what opcode that the probleme for Me is the OPCODE ..if i managed to do that im gonna mange to accomplish a mod awesom mod So Please gta Fan modderators Some help.THANKS ALOT ! Link to comment Share on other sites More sharing options...
Ashwin.Star Posted January 18, 2012 Share Posted January 18, 2012 (edited) get out of the car & shoot at that mirror which you want to open ? (please don't mind) actually there is no opcode available yet for this work, Edited January 19, 2012 by Ashwin the new boy Link to comment Share on other sites More sharing options...
Convetors Posted January 18, 2012 Author Share Posted January 18, 2012 get out of the car & shoot at that mirror which you want to open ? What the ... ? did you read my topic or another one im telling you the window near the player wher the ped get out their hand and tape them You dont know that or where the player do drive +-by he open the window so IWANT THE OPCODE man not the getout thing and shooting Link to comment Share on other sites More sharing options...
ZAZ Posted January 18, 2012 Share Posted January 18, 2012 The cars of San Andreas can't open a window. The car models are a clumbs of several parts, e.g. doors, hood, trunk, pumpbars They include also damaged parts of doors, hood, trunk, pumpbars and more which are invisible by default. Maybe a damged door is shown without window. Furthermore do they contain dummies for tuningparts. It's possible to make a car model mod without window and windows as connected tunungpart(s), then is it possible to add or reomove the window by script CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Convetors Posted January 18, 2012 Author Share Posted January 18, 2012 The cars of San Andreas can't open a window.The car models are a clumbs of several parts, e.g. doors, hood, trunk, pumpbars They include also damaged parts of doors, hood, trunk, pumpbars and more which are invisible by default. Maybe a damged door is shown without window. Furthermore do they contain dummies for tuningparts. It's possible to make a car model mod without window and windows as connected tunungpart(s), then is it possible to add or reomove the window by script Thansk ZAZ . but wel i can see that car in gta sa the window near him in right som times its opened when they area taping their hand Just take a look in gta sa and you gonna know what im talking about and if you can give me the OPCODE of this feature . Link to comment Share on other sites More sharing options...
DK22Pac Posted January 18, 2012 Share Posted January 18, 2012 That released by hiding some part of door's geometry. Maybe there's some element in vehicle struct which control it, but Ive never heard about it. Link to comment Share on other sites More sharing options...
ZAZ Posted January 18, 2012 Share Posted January 18, 2012 I'm shure that there isn't an opcode to open a window. Actors can move the arm through the closed door because the arm don't have an extra collision. Actors have a collisionsblock of the body. By performing animations the mesh of the actor moves away form the collisionsblock which is allways placed in the center. CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Deji Posted January 18, 2012 Share Posted January 18, 2012 Yeah, there are flags in the vehicle structure apparently to control opened windows. They seem unaccessed, however. There are still open windows in SA (you can only slightly notice the when the window is missing, being that they are transparent n' all). The odd thing is that the windows are rendered as clumps and entering the "WHEELSONLYPLEASE" cheat will stop rendering all clumps of a vehicle except for the wheels (which are stored separately in the CAutomobile class, for some reason) and including the windows but when the cheat isn't enabled, it renders everything altogether.. so I'm not sure where the game checks whether the window is rolled down or not. It seems likely that when the window is rolled down, it actually just isn't there. The game just doesn't create the window in the first place (lazy R*N?). I started looking into it. Managed to crash the game a few times and kinda locate near where and how the windows are rendered. Just need to do some more testing later to find the exact clump pointers. Link to comment Share on other sites More sharing options...
Convetors Posted January 19, 2012 Author Share Posted January 19, 2012 Yeah, there are flags in the vehicle structure apparently to control opened windows. They seem unaccessed, however. There are still open windows in SA (you can only slightly notice the when the window is missing, being that they are transparent n' all). The odd thing is that the windows are rendered as clumps and entering the "WHEELSONLYPLEASE" cheat will stop rendering all clumps of a vehicle except for the wheels (which are stored separately in the CAutomobile class, for some reason) and including the windows but when the cheat isn't enabled, it renders everything altogether.. so I'm not sure where the game checks whether the window is rolled down or not. It seems likely that when the window is rolled down, it actually just isn't there. The game just doesn't create the window in the first place (lazy R*N?). I started looking into it. Managed to crash the game a few times and kinda locate near where and how the windows are rendered. Just need to do some more testing later to find the exact clump pointers. Good job master deji !! keep on that good to know !! Link to comment Share on other sites More sharing options...
DK22Pac Posted February 4, 2012 Share Posted February 4, 2012 Ive found that in MTA sources CVehicle+0x489 byte windowsOpenFlags But I didnt see any changes while playing with this. Also, IDA doesn't show any references to this. @Deji You still working with it? Link to comment Share on other sites More sharing options...
Deji Posted February 4, 2012 Share Posted February 4, 2012 Oh yeah, I got lost in a mess of clump meddling functions in IDA and ended up on a tangent to some other code. It's really hard to pin down Link to comment Share on other sites More sharing options...
gtafan113 Posted February 13, 2012 Share Posted February 13, 2012 I was also wondering if this would be possible recently. If the damaged door is the door without a window then maybe we could use an opcode to change the door to the broken one to make it look like the window is down. Link to comment Share on other sites More sharing options...
Deji Posted February 13, 2012 Share Posted February 13, 2012 The damaged doors still have windows, from what I remember. Only the windshield breaks. Of course, it's easy to find the windshield clump Link to comment Share on other sites More sharing options...
DK22Pac Posted February 13, 2012 Share Posted February 13, 2012 The clump is a full model, or no? So you think it just doesnt render windows? I thought it was made with SetMaterialAlpha... @gtafan113 Damaged door is different model or texture (don't know yet). If you want to disable windows, you need to: 1) get gang members with weapons 2) drive with them around city in places where ballases or other gangs could be 3) wait when you gang members will shoot. I tried to look to some procs of CTasks to find any clues, but no results And also I still believe that it stored somewhere in flags in vehicle struct Link to comment Share on other sites More sharing options...
Deji Posted February 13, 2012 Share Posted February 13, 2012 The member exists, but never used. I've done a lot of navigating through IDA since I last messed around with this stuff. Luckily, IDA's memory is quite big and I found where I was. Unfortunately, my memory isn't so big and I've forgotten what exactly brought me there: 0x53439C Something to do with WHEELSONLYPLEASE and nopping stuff to see what stops the windows being rendered. Yes, I stopped the windows being rendered, but only along with the rest of the vehicle. I think I possibly NOP'd the call there and it still disabled everything. Unfortunately my SA is in a STATEOFEMERGENCY and I've not been able to test anything in-game lately. I believe my next step was to find where the 'RwObject' (which actually seems to be RpAtomic) of the vehicle was actually built by creating hooks to get the address of what's passed to that _RpClumpRender and then scan what accesses it in CheatEngine. A very lengthy and complex process. And I'm using the term "clump" here loosely. As disabling the clump rendering function disables the windows, I can only assume it's part of the main "clump", which consists of each clump of the vehicle model. Link to comment Share on other sites More sharing options...
DK22Pac Posted February 26, 2012 Share Posted February 26, 2012 (edited) Finally, got it working Deji, I also wanted to ask, do you know, how vehiclelightson texture works? I mean how it switches between two textures... Edited February 26, 2012 by DK22Pac Link to comment Share on other sites More sharing options...
Deji Posted February 26, 2012 Share Posted February 26, 2012 Well done! I believe that would be similar to how dirt was supposed to work... CVehicle+0x584 : headAndTailLightFlags Bit 1: Right Headlight On Bit 2: Left Headlight On Bit 3: Right Brake Light On Bit 4: Left Brake Light On You can control them via memory, but they are often reset accordingly so it'd take some NOP'ing to keep control of it. Tail lights even turn off just because the camera can't see them. The location of the actual texture pointers is weird... seemingly unaccessed memory locations such as 0xB4DC2C can be changed to alter what texture all cars will use once day/night is switched. Can't do much more research at the moment. Link to comment Share on other sites More sharing options...
DK22Pac Posted February 27, 2012 Share Posted February 27, 2012 (edited) Thanks. I made much this night, I think I've researched ~70% of procedure which switch vehiclelights textures. But some parts of code are strange for me so I can't understand them. Tail lights even turn off just because the camera can't see them. Fixed. Edited February 27, 2012 by DK22Pac Link to comment Share on other sites More sharing options...
Deji Posted February 27, 2012 Share Posted February 27, 2012 I'm hoping these finds will be kindly shared Link to comment Share on other sites More sharing options...
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