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Improved Vehicle Features


DK22Pac

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Something offforum..

 

Is possible, to make in GTA SA damage like GTA IV/V?? Im thinking about this for long time....

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Something offforum..

 

Is possible, to make in GTA SA damage like GTA IV/V?? Im thinking about this for long time....

No

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This is blank explain. Can you explain details, why its not possible? You know, everything is possible.

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This is blank explain. Can you explain details, why its not possible? You know, everything is possible.

It'd require creating this logic from scratch and attaching plenty of pretty complex shaders to vehicle rendering pipeline (because doing this on the CPU would take too much time), not to mention making it deform sensibly would take way too much effort.

 

It's hard enough to be considered impossible.

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Aliyan Baig

Tell us your PC specs, including OS. Tell us how you attempted to install the mod.

Tell us which version of GTA SA you are using.

Thanks For Answering

I Don't Know The Specs But I Can Tell U Some Of Specs 250 Gb Hardisks

4 Gb RAM

GTA SA VERSION DONT KNOW

BUT WHICH VERSION IS REQUIRED

PLS TELL ME

 

This is blank explain. Can you explain details, why its not possible? You know, everything is possible.

It'd require creating this logic from scratch and attaching plenty of pretty complex shaders to vehicle rendering pipeline (because doing this on the CPU would take too much time), not to mention making it deform sensibly would take way too much effort.It's hard enough to be considered impossible.

But U Will Do It in future huh?

Yes Or No

If Yes Allah Is With U

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  • 2 weeks later...
Junior_Djjr

 

Tell us your PC specs, including OS. Tell us how you attempted to install the mod.

Tell us which version of GTA SA you are using.

 

This is blank explain. Can you explain details, why its not possible? You know, everything is possible.

It'd require creating this logic from scratch and attaching plenty of pretty complex shaders to vehicle rendering pipeline (because doing this on the CPU would take too much time), not to mention making it deform sensibly would take way too much effort.It's hard enough to be considered impossible.

 

But U Will Do It in future huh?

Yes Or No

If Yes Allah Is With U

 

Has no hope that this becomes a reality, perhaps in the distant future and with a good luck Rockstar give us the source code of GTA SA and so we can modify it in a broader way, so would leave the area of "impossible", even still unimaginably difficult for lay people to understand.

 

I only tested a workaround already knowing it would not forward.

 

It's so manually... Check collision point; get vertexes and move them. So update the mesh.

But as the Silent said, the process is very slow and the fall of FPS is huge in vanilla cars with just a bumper... If you collide highpoly car, you have to wait MINUTES for the game to finish processing and re-run.

 

Also, just "like in GTA IV" is a dream. GTA IV system is very nice, it's a good system using mapping and so.

 

A simpler system but still with excellent results are transitions two models. An ok model and a damaged model which intertwine with collisions.

 

It's looks so nice.

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A simpler system but still with excellent results are transitions two models. An ok model and a damaged model which intertwine with collisions.

Sadly sounds like blending between two meshes is something geometry shader should handle - and d3d9 doesn't have such.

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  • 2 weeks later...
  • 2 weeks later...

DK, it is a good suggestion to remove SAMP or any multiplayer feature for SA because IVF crashes way too much.

Yes, we can do SAMP_fix=1 ; disables HD license plates but the plates will look very ugly then.

What's the purpose to use this for SAMP if carmods are not allowed anyway. So completely remove the SAMP feature from ImVehFt.asi.

I hope you'll read this and remove it so it won't crash anymore. My carmods heavily relies on ImVehFt.asi and I can't finish it.

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DK, it is a good suggestion to remove SAMP or any multiplayer feature for SA because IVF crashes way too much.

Yes, we can do SAMP_fix=1 ; disables HD license plates but the plates will look very ugly then.

What's the purpose to use this for SAMP if carmods are not allowed anyway. So completely remove the SAMP feature from ImVehFt.asi.

I hope you'll read this and remove it so it won't crash anymore. My carmods heavily relies on ImVehFt.asi and I can't finish it.

Pretty much discriminating at all...

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DK, it is a good suggestion to remove SAMP or any multiplayer feature for SA because IVF crashes way too much.

Yes, we can do SAMP_fix=1 ; disables HD license plates but the plates will look very ugly then.

What's the purpose to use this for SAMP if carmods are not allowed anyway. So completely remove the SAMP feature from ImVehFt.asi.

I hope you'll read this and remove it so it won't crash anymore. My carmods heavily relies on ImVehFt.asi and I can't finish it.

Pretty much discriminating at all...

 

Why? Because of SAMP support? You already can find IVF on the entire internet. It's not discriminating at all...

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Never had any issues with ImVehFT on SA:MP on my side.

 

Only issue is new SA:MP colors being rendered as black, but it's not gamebreaking anyway.

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Never had any issues with ImVehFT on SA:MP on my side.

 

Only issue is new SA:MP colors being rendered as black, but it's not gamebreaking anyway.

It's because you have SAMP_fix=1?

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Never had any issues with ImVehFT on SA:MP on my side.

 

Only issue is new SA:MP colors being rendered as black, but it's not gamebreaking anyway.

It's because you have SAMP_fix=1?

 

Actually it's not even enabled atm . That thing is random, sometimes it works fine, then i reinstall and it doesn't work at all.

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Never had any issues with ImVehFT on SA:MP on my side.

 

Only issue is new SA:MP colors being rendered as black, but it's not gamebreaking anyway.

It's because you have SAMP_fix=1?

 

Actually it's not even enabled atm . That thing is random, sometimes it works fine, then i reinstall and it doesn't work at all.

 

You use the SAMP fix? Yeah, I know, made a new folder and copied everything and it works, then later it keeps crashing.

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Anyone solved a problem with black cars whose ID's are >126?

I have this problem in SA:MP. May be there is a .asi or else plugin to add colors?

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Anyone solved a problem with black cars whose ID's are >126?

I have this problem in SA:MP. May be there is a .asi or else plugin to add colors?

It's a known bug. Tried to add all SA:MP colors in the carcols.dat but it doesn't fix it. Guess we have to deal with it.

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DEL.

Edited by artginPL
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  • 3 weeks later...
silentkiller44

I got a strange problem while adapting a car to EML. It's coronas show at correct places, but textures don't light up. Using vehiclelights texture and not vehiclelights128. Any one else having this problem? Tried everything, but the lights refuse to work.

 

EDIT: Never mind I just had to copy my vehiclelights texture, rename it and make the emergency light materials use the new one, in case anybody else is stuck.

Edited by silentkiller44
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Help me! I have an error when I launch the game! ImVehFtDecals::Initialise: D3DXCreateEffectFromFile() - FAILED. Game is crashing in the middle of loading bar(( :(

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  • 2 weeks later...

Help me! I have an error when I launch the game! ImVehFtDecals::Initialise: D3DXCreateEffectFromFile() - FAILED. Game is crashing in the middle of loading bar(( :(

If you have redefined controls, delete the gta_sa.set in the gta san andreas user files in documents folder and then relaunch.

If you want to redefine controls once more, don't use J and K in you new definitions.

Is it possible that cars that have IMVEHFT v2.0.2 work with v2.1.1?

Of course. 2.1.1 is more advanced and must be compatible with older versions.

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TheDiamondOreo

Is this still being developed? Wondering if there is a fix yet for all SAMP color IDs before ID 126 to show up with this mod. Anything yet? Or will there ever be?

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@Dk22pac are you working on this project?

Are you release the raindrops on car windshield?

What happens to you are you dead?

Please continue this project, there are many people like me who thinks one day this project continue.....

 

Edit: If you think that this topic is hopeless so lock this topic like Ezekiel.

Edited by kkjj
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Don Timmy Vercimelli

I'm having a bit of a irritating issue. The game crashes when I enter a car, if the game doesn't crash at the end of the loading bar. The first time I succesfully loaded up a game I entered a modded ImVehFt vehicle and it didn't crash. The next time I loaded up a game it crashed when I entered a vehicle. I deleted and reinstalled IVF and it happened again. Any thoughts on this?

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hello, if not too much to ask could create a tutorial on how to adapt vehicles to eml? the truth is very good and I expect ivf mods updated with new things, I think deve move on. Good, greetings. you hope you can make a simple tutorial on how to adapt vehicles to eml ivf mode.

 

:panic::panic::panic::r*::whistle::lol::lol:

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AngelMods10, I'm waiting for new topic of your vehicles adapted to imvehft. They are very good :cookie::cookie::cookie:

Edited by artginPL
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I and a group of ten people tested the imvehft 2.1.1 in Trailers and not working DK22Pac know what we can do to solve this?

I and a group of ten people tested the imvehft 2.1.1 in Trailers and not working x know what we can do to solve this?

Edited by josesbj
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Is this still being developed? Wondering if there is a fix yet for all SAMP color IDs before ID 126 to show up with this mod. Anything yet? Or will there ever be?

Same here.

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Has no hope that this becomes a reality, perhaps in the distant future and with a good luck Rockstar give us the source code of GTA SA and so we can modify it in a broader way, so would leave the area of "impossible", even still unimaginably difficult for lay people to understand. I only tested a workaround already knowing it would not forward.https://www.youtube.com/watch?v=NavfsVt7HVMIt'sso manually... Check collision point; get vertexes and move them. So update the mesh.But as the Silent said, the process is very slow and the fall of FPS is huge in vanilla cars with just a bumper... If you collide highpoly car, you have to wait MINUTES for the game to finish processing and re-run.Also, just "like in GTA IV" is a dream. GTA IV system is very nice, it's a good system using mapping and so.A simpler system but still with excellent results are transitions two models. An ok model and a damaged model which intertwine with collisions.https://www.youtube.com/watch?v=WixhhUoyD7oIt's looks so nice.

 

 

Althought almost all of you think impossible, (and) maybe also me, BUT in other side i think possible - probably we can do it. This is our challenge for now. Why i say so?

I have at least two proofs:

1)The racing game NASCAR Racing 2003 Season (NR2003) published by Papyrus in 2003 - ever played it? Its damage system looks nearly very nice (search on google if not know). If not, download and try it (this game very amazing, and still alive till now with many mods, like gta sa...). Or, you can even try the game Crashday by Atari in 2006, its damage system really great and cool. Seems we'll simulate this game's on SA engine. ... Explore it yourself.

2)Take looks on what we have done since last times to now for SA, from 2004 to today? We've been creating so so... many amazing things (or mods) for all the GTAs series sequentially; especially for gta sa that owns a very large number of mods from the modders around the world. Most recently the very big cleo mod, as you - Junior - say, is Tuning Mod, this is nearly a big revolution on modding.

This is our challenge for now, but at this current rate, soon we will can do it, then we will go on hitting the road again ...

'Cause a difficult problem will get its answer soon, I believe. :)

 

 


Download links for NR2003 & Crashday for those who wants to try:

http://www.mediafire.com/download/xeuhhcf1lgtnhg9/NASCAR_Racing_2003_Season_%28included_patch%29.rar

http://www.mediafire.com/download/56xdq6dzf5xbbmx/Crashday_%28included_patch%29.iso

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