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[III|VC] 038D Alpha Fix


ThirteenAG
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ThirteenAG

As you may know, in GTA 3 and Vice City opcode

038D: draw_texture 17 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size [email protected] [email protected] RGBA 128 128 128 255

doesn't support transparency(latest parameter). With this plugin you'll be able to set it. Demo scripts(Resident Evil Revelations on-screen blood) included to archive.

user posted image user posted image user posted image

 

 

 

Supported executables: gta3.exe - 1.0/1.1; gta-vc.exe - 1.0;

 

As a bonus i added the same cleo script for SA(Wesser's Script Dependent Drawings plugin is required).

Edited by ThirteenAG
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Great fix and demo script. icon14.gif

 

Edit, would it be possible to do it for the 1.3 executable? Combine it with a new version of your VC Mobile exe fix maybe?

Edited by Frank.s
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ThirteenAG
Great fix and demo script. icon14.gif

 

Edit, would it be possible to do it for the 1.3 executable? Combine it with a new version of your VC Mobile exe fix maybe?

Thanks. What the 1.3 executable? steam? I doubt cleo supports it.

As for VC mobile, too much restrictions, not worth it.

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Ah ok. (I meant VC Mobile = 1.3 btw)

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What mod are you using that lets you run and shoot at the same time? I've been looking all over for something like that for VC but I never found anything.

 

 

 

Nevermind, found it on your gtagarage page.

Edited by simkas
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Download latest v1.2, with it you will never see white screen again, because i put txd loading and releasing in a loop.

I keep getting the same thing.

 

I don't know, maybe it's because I'm using it on SAMP or maybe it has conflicts with other CLEO scripts.

 

EDIT: I have feelings that it has conflicts with interface editor from Alexander Blade...

Is there anyway to fix it confused.gif ?

Edited by acid96
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ThirteenAG
Is there anyway to fix it confused.gif ?

Ah, you mean SA version, i assumed that everybody have Wesser's Script Dependent Drawings plugin, so script is not designed for usage without it.

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Is there anyway to fix it confused.gif ?

Ah, you mean SA version, i assumed that everybody have Wesser's Script Dependent Drawings plugin, so script is not designed for usage without it.

Thanks a bunch icon14.gif

 

 

EDIT: Works in Single Player, but at SAMP the Wesser's Plugin crashes...

Edited by acid96
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ThirteenAG

EDIT: Works in Single Player, but at SAMP the Wesser's Plugin crashes...

You can try to change textures IDs to something else, they probably is not compatible with some of other your mods.

 

 

 

v1.3 changelog:

VC: Script texture destroying excluded from mission cleanup function and opcode 0391, to prevent white squares bug. Once texture was loaded with opcode 038F, nothing can release it, except save loading or starting new game. Default script texture limit(16) for opcodes 038D, 038F was increased to 121.

III, SA: none

 

v1.4 changelog:

III: Script texture destroying excluded from opcode 0391, to prevent white squares bug. Once texture was loaded with opcode 038F, nothing can release it, except save loading or starting new game. Default script texture limit(16) for opcodes 038D, 038F was increased to 121.

SA: Blood visibility depends on bodyarmor, with bodyarmor - half visible, without - full.

VC: none

 

Example of usage(VC):

 

	{$CLEO}0000:0390: load_txd_dictionary 'hud'for [email protected] = 1 to 121038F: load_texture 'arrow' as [email protected] true   wait [email protected] = 1.0for [email protected] = 1 to 12105F5: call_scm_func @draw_texture params 9 _and it is - position [email protected] 224.0 size 20.0 20.0 RGBA 255 255 255 255 texture_id [email protected]@ += 1.0wait 0endend:draw_texture{example:05F5: call_scm_func @draw_texture params 9 _and it is - position 220.0 170.0 size 191.25 170.0 RGBA 255 255 255 255 texture_id 1}05E0: [email protected] = read_memory 0xA0FD04 size 4 virtual_protect 1  //X 192005E0: [email protected] = read_memory 0xA0FD08 size 4 virtual_protect 1  //Y 10800093: [email protected] = integer [email protected] to_float0093: [email protected] = integer [email protected] to_float//coordX = sa_coordX*(currentResX/640.0)0015: [email protected] /= 640.0 //  currentResX/640.00069: [email protected] *= [email protected] // floating-point values0015: [email protected] /= 448.0 //  currentResY/448.00069: [email protected] *= [email protected] // floating-point values0069: [email protected] *= [email protected] // floating-point values0069: [email protected] *= [email protected] // floating-point values03F0: enable_text_draw 1038D: draw_texture [email protected] position [email protected] [email protected] size [email protected] [email protected] RGBA [email protected] [email protected] [email protected] [email protected]: ret 0			Example of usage(III):					{$CLEO}0000:0390: load_txd_dictionary 'hud'for [email protected] = 1 to 121038F: load_texture 'pager' as [email protected] true   wait [email protected] = 1.0for [email protected] = 1 to 12105F5: call_scm_func @draw_texture params 9 _and it is - position [email protected] 170.0 size 191.25 170.0 RGBA 255 255 255 255 texture_id [email protected]: release_textures //not really needed, just to show it doesn't affect loaded [email protected] += 1.0wait 0endend:draw_texture{example:05F5: call_scm_func @draw_texture params 9 _and it is - position 220.0 170.0 size 191.25 170.0 RGBA 255 255 255 255 texture_id 1}05E5: [email protected] = [email protected] == 0then05E0: [email protected] = read_memory 0x943010 size 4 virtual_protect 1  //X 192005E0: [email protected] = read_memory 0x943014 size 4 virtual_protect 1  //Y 1080else05E0: [email protected] = read_memory 0x9431C8 size 4 virtual_protect 1  //X 192005E0: [email protected] = read_memory 0x9431CC size 4 virtual_protect 1  //Y 1080end0093: [email protected] = integer [email protected] to_float0093: [email protected] = integer [email protected] to_float//coordX = sa_coordX*(currentResX/640.0)0015: [email protected] /= 640.0 //  currentResX/640.00069: [email protected] *= [email protected] // floating-point values0015: [email protected] /= 448.0 //  currentResY/448.00069: [email protected] *= [email protected] // floating-point values0069: [email protected] *= [email protected] // floating-point values0069: [email protected] *= [email protected] // floating-point values03F0: enable_text_draw 1038D: draw_texture [email protected] position [email protected] [email protected] size [email protected] [email protected] RGBA [email protected] [email protected] [email protected] [email protected]: ret 0
Edited by ThirteenAG
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ThirteenAG, Please answer me, why you not reply me at Girlfriend Take Tour in Street topic, whats wrong with you? cryani.gifcryani.gif

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  • 7 months later...

I know this topic is very old and maybe no one might answer me now but I'd like to know; does this works for San Andreas? My game doesn't runs the alpha textures correctly. :/

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  • 3 years later...
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  • 2 weeks later...

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