pep legal Posted August 30, 2014 Share Posted August 30, 2014 (edited) Some doubts of a newbie... Apart position and rotation...are there opcodes for changing some attributes of a model : Like scale (make it larger or smaller), transparency (vertex alpha), or even assign another texture ? Thanks. Edited August 30, 2014 by pep legal Link to comment Share on other sites More sharing options...
DK22Pac Posted August 31, 2014 Share Posted August 31, 2014 (edited) 08D2: object [email protected]([email protected],10i) scale_model 0.3And NO has an opcode for changing object's transparency. Edited August 31, 2014 by _DK Link to comment Share on other sites More sharing options...
MasterHK Posted September 1, 2014 Share Posted September 1, 2014 @DK, in your own newOpcodes... Link to comment Share on other sites More sharing options...
pep legal Posted September 1, 2014 Author Share Posted September 1, 2014 (edited) 08D2: object [email protected]([email protected],10i) scale_model 0.3And NO has an opcode for changing object's transparency. Thank you for answering ! I'm kind of "doing" a dome model for putting some stars at night. There are one or two star mods out there...I got the idea, but I didn't like the implementation of them. So...I'm doing my "own" version of that...mostly for learning...and to let the SA sky a bit less boring at night, of course. There are some few problems though.... The dome cannot be smaller or greater than Far Clip distance ( - oddness like seeing stars in front of buildings...or changing colors at the region which Far-clip Plane intersects the Dome) I can use "sa_draw_distance_changer.asi" to take control of Far-clip Plane out from Timycyc...but I was thiking of changing the Dome size dynamically, getting Far-clip value inside the main Loop: . :LOOPwait 100 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 1.0 1.0 Actor.PutAt([email protected], [email protected], [email protected], [email protected])069B: attach_object [email protected] to_actor [email protected] with_offset 2.0 0.0 0.0 rotation 0.0 0.0 0.0 jump @LOOP . But my scripting skill Sucks...so I appreciate tips like yours. BTW...How can I get Far Clip distance inside a Cleo Script ??? : Edited September 1, 2014 by pep legal Nights744 and Ezekiel 2 Link to comment Share on other sites More sharing options...
Ezekiel Posted September 2, 2014 Share Posted September 2, 2014 pep legal you can edit distance of object in map editor easily-and your sky don't have collision mesh so it will work by just editing IDE (in map editor) and that's a cool thing you make there Link to comment Share on other sites More sharing options...
pep legal Posted September 2, 2014 Author Share Posted September 2, 2014 (edited) pep legal you can edit distance of object in map editor easily-and your sky don't have collision mesh so it will work by just editing IDE (in map editor) and that's a cool thing you make there Thanks for your attention...and No....this mod is very humble in its intention. But YOUR MOD is Great ! ...my problem is not the object distance. Actually the center (pivot) of the Dome is right on the player (all the time). My problem is the size of it ! The "border" of the dome cannot be bigger than Far-Clip ( intersection has different brightness -> ugly )...or smaller (would cause stars in front of buildings/mountains). I need to "adjust" dome's size dinamically in order to get the "perfect" fitness for any weather condition (as you know...far-clip changes for diferent weathers). Right now Im' Not having problems, because I'm keeping Far-Clip "unchangeable" using "sa_draw_distance_changer.asi"...from 2dfx project. But I think of getting rid of that soon...and let far-clip "Free" (under control only of Timecyc). I want to use this Dome during day time as well (now it's only for nights)...putting a better cloud system ( even with good textures, clouds in this game are ugly). . Edited September 2, 2014 by pep legal Ezekiel 1 Link to comment Share on other sites More sharing options...
miclin Posted September 2, 2014 Share Posted September 2, 2014 (edited) hmm maybe you build smth like this.: 1.store current weather to a var (http://www.gtamodding.com/index.php?title=Memory_Addresses_(SA)#Weather_Codes) 2. smth like this: if [email protected]==1then 08D2: object [email protected]([email protected],10i) scale_model 0.3endif [email protected]==2then 08D2: object [email protected]([email protected],10i) scale_model 0.3endetc. Edited September 2, 2014 by miclin Link to comment Share on other sites More sharing options...
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