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dkluin

[SA] IPL: TCYC documentation.

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dkluin

I have been experimenting with timecycle zones lately, and I've discovered quite alot about it, it uses stuff from timecyc.dat like extra colors.

The format is simple; it uses boxes with extra color, set time, and a drawdistance value.
The screenshots are experiments and my discoveries could be incorrect. Feel free to share your own discoveries, I just tried to get VC timecycle into a zone, thats all.

Format:

X1, Y1, Z1, X2, Y2, Z2, unknown, weather ID, brightness/opacity (can be set to -1 to disable), time (-1 disables time color freezing), draw distance (1 = full, 0 = short distance)

fastman92's discovery about color ID:

[18:26:10] fastman92: there's a value from 0 to 15 expected
[18:26:28] fastman92: now if we have a value 10 for example:
[18:27:01] fastman92: weather_ID = 21 + 10 / 8 = 22
[18:27:12] fastman92: cycleID = 10 % 8 = 2

The brightness effect set to 1000:

9rhs7s.jpg

 

The VC timecyc recreated like this:

1. Grab OpenVice's timecyc.dat and copy the EXTRASUNNY_LA weather and paste it as color modifier 1.

2. Use this test box to see VC's timecyc:

tcyc-20, -20, -20, 20, 20, 20, 0, 1, 50, -1, 1end

You can modify any parameter, just remember that changing the -1 value to 1000 would enable the zone to have a locked time color on 10:00 am.

Edited by dkluin
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OutragedMetro

This is pretty neat I've never thought of gta looking so different for the timemcyc though but what would the color modifier 1000? is there a difference between the default -1?

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dkluin

This is pretty neat I've never thought of gta looking so different for the timemcyc though but what would the color modifier 1000? is there a difference between the default -1?

Just leave it at -1.

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dkluin

I've documented it detailed here

http://gtaforums.com/topic/741021-recreating-ps2-atmosphere-ive-found-logic-coders-needed/?p=1066306063

 

Please anyone feel free to update GTAModding TCYC article with that.

You forgot about the time modifers and the draw distance ones.

 

All of my findings are based on ingame research and testing for my mod "SOL Underground".

Edited by dkluin
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