Gian_Yagami Posted May 19, 2013 Share Posted May 19, 2013 Hi, guys.. I want to make a new Mission Pack. Like as normal game, have Storyline, Character Background, Voice Actor, Movie, and many more. But I need some Learn, can you help me? how to input Voice actor for Cutscene, Dialog, something about Environment ex: "Welcome to American, Asshole" or "I like this sh*t too, thanks man" off course you ever hear that, Didn't It? I don't want to Replace CJ Voice and, how to Make Camera Angle for Cutscene. In Normal game, the Camera like as Film. I can't make same as that In Player.IMG contains CJ skin, I want to make a New Character Models Archive, so New Character not mixed into one Archive, whether this can be done? that was it my questions for now. do not worry, there are many others Link to comment Share on other sites More sharing options...
Node Posted May 19, 2013 Share Posted May 19, 2013 Hi, guys.. I want to make a new Mission Pack. Like as normal game, have Storyline, Character Background, Voice Actor, Movie, and many more. But I need some Learn, can you help me? how to input Voice actor for Cutscene, Dialog, something about Environment ex: "Welcome to American, Asshole" or "I like this sh*t too, thanks man" off course you ever hear that, Didn't It? I don't want to Replace CJ Voice and, how to Make Camera Angle for Cutscene. In Normal game, the Camera like as Film. I can't make same as that In Player.IMG contains CJ skin, I want to make a New Character Models Archive, so New Character not mixed into one Archive, whether this can be done? that was it my questions for now. do not worry, there are many others It would be much better if you could try and make more sense. For CJ's voice, I'm sure there would be audio files containing the voices somewhere in the San Andreas directory. All you'd need to do is find them and then copy/paste them into a folder called "Voice" for later use. The voices can then be added in the script. For the Camera angles however, I believe you could use a Map editor to get the correct coords for the angle. The actors and their animations would then be scripted for them to act like they're in a cutscene. Don't forget to enable the black boxes on the top and bottom of the screen when in a cutsscene. I believe there is one opcode that does this although I can't remember it. For the new character archive, I'm sure you could use an IMG editor to create\edit one? Good luck with this. Link to comment Share on other sites More sharing options...
DK22Pac Posted May 19, 2013 Share Posted May 19, 2013 (edited) http://www.gtamodding.com/index.php?title=...ne#The_CUT_File Following articles are written in russian, I think we haven't such in english. http://gtamodding.ru/wiki/Из...#1077;_cutscene http://yelmi.com/modules/myarticles/article_storyid_21.html http://yelmi.com/modules/myarticles/article_storyid_23.html Edited May 19, 2013 by DK22Pac Link to comment Share on other sites More sharing options...
Gian_Yagami Posted May 20, 2013 Author Share Posted May 20, 2013 Hi, guys.. I want to make a new Mission Pack. Like as normal game, have Storyline, Character Background, Voice Actor, Movie, and many more. But I need some Learn, can you help me? how to input Voice actor for Cutscene, Dialog, something about Environment ex: "Welcome to American, Asshole" or "I like this sh*t too, thanks man" off course you ever hear that, Didn't It? I don't want to Replace CJ Voice and, how to Make Camera Angle for Cutscene. In Normal game, the Camera like as Film. I can't make same as that In Player.IMG contains CJ skin, I want to make a New Character Models Archive, so New Character not mixed into one Archive, whether this can be done? that was it my questions for now. do not worry, there are many others It would be much better if you could try and make more sense. For CJ's voice, I'm sure there would be audio files containing the voices somewhere in the San Andreas directory. All you'd need to do is find them and then copy/paste them into a folder called "Voice" for later use. The voices can then be added in the script. For the Camera angles however, I believe you could use a Map editor to get the correct coords for the angle. The actors and their animations would then be scripted for them to act like they're in a cutscene. Don't forget to enable the black boxes on the top and bottom of the screen when in a cutsscene. I believe there is one opcode that does this although I can't remember it. For the new character archive, I'm sure you could use an IMG editor to create\edit one? Good luck with this. I not Sure the 087B opcode will found another archive, because player.IMG does not exist in GTA.dat. but I'll try.. Good luck with this. thank you http://www.gtamodding.com/index.php?title=...ne#The_CUT_FileFollowing articles are written in russian, I think we haven't such in english. http://gtamodding.ru/wiki/Из...#1077;_cutscene http://yelmi.com/modules/myarticles/article_storyid_21.html http://yelmi.com/modules/myarticles/article_storyid_23.html I don't know how to create .cut file, that link will be useful for me maybe Google translate will help me with Russian language thank you ----------------------------------------------------- this Topic discussion make Idea for creating new statistic data or .dat files. One more question: it's Possible add certain .dat files in documents/GTA San Andreas user files/MPACK/MPACK4/? as like script.img if Cleo Installed Link to comment Share on other sites More sharing options...
Gian_Yagami Posted June 1, 2013 Author Share Posted June 1, 2013 (edited) I have tried. Custom IMG oly works with 023C: load_special_actor Edited June 1, 2013 by Gian_Yagami Link to comment Share on other sites More sharing options...
ZAZ Posted June 2, 2013 Share Posted June 2, 2013 Player.img contains models for playercharackter. The Player is a clumb of several models (like a group of head, body, feet, t-shirt, pants, cap, chain and tatoo) These models don't have ID numbers and can only be called by dff and txd name and must be placed in player.img Other charackters like Ryder or the other peds can be placed in gta3.img or custom.img These charackters are always one model It's possible to change the playercharackter with a "one model charackter" by loading the model charackter and using opcode 09C7 Model.Load(#WMYMECH):PLAYMODL_35wait 0 if Model.Available(#WMYMECH)else_jump @PLAYMODL_3509C7: change_player $PLAYER_CHAR model_to #WMYMECH 023C: load_special_actor 'CESAR' as 1 // models 290-299:SPLACTOR_5wait 0if023D: special_actor 1 loadedjf @SPLACTOR_509C7: change_player $PLAYER_CHAR model_to #SPECIAL01 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Gian_Yagami Posted June 3, 2013 Author Share Posted June 3, 2013 Player.img contains models for playercharackter. The Player is a clumb of several models (like a group of head, body, feet, t-shirt, pants, cap, chain and tatoo)These models don't have ID numbers and can only be called by dff and txd name and must be placed in player.img Other charackters like Ryder or the other peds can be placed in gta3.img or custom.img These charackters are always one model It's possible to change the playercharackter with a "one model charackter" by loading the model charackter and using opcode 09C7 Model.Load(#WMYMECH):PLAYMODL_35wait 0 if Model.Available(#WMYMECH)else_jump @PLAYMODL_3509C7: change_player $PLAYER_CHAR model_to #WMYMECH 023C: load_special_actor 'CESAR' as 1 // models 290-299:SPLACTOR_5wait 0if023D: special_actor 1 loadedjf @SPLACTOR_509C7: change_player $PLAYER_CHAR model_to #SPECIAL01 Okay, I understand now. What this is why Player.IMG and GTA3.IMG not in gta.dat? Link to comment Share on other sites More sharing options...
ZAZ Posted June 3, 2013 Share Posted June 3, 2013 gta3.img, gta_int.img and player.img will be loaded automaticly without entry in gta.dat CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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