Popular Post Junior_Djjr Posted January 21, 2018 Popular Post Share Posted January 21, 2018 (edited) VehFuncs is a asi mod for GTA SA which aims to bring new functions to vehicle mods similar to Improved Vehicle Features and Active Dashboard thus replacing my old mod Enhanced Functions. VehFuncs won at the GTA Annual Awards 2019 in the category "Best Script/Plugin". See the disclosure post here. Since the mod focuses on 3D modelers, I will leave here only a summary of each function. To better understand what it is and how it works, click on the links below: Recursive Extras - featured New extra variation system that uses recursive logic to create part variations for cars, bikes etc. The new system breaks all old limits, as well as providing new controls on how the model will vary. It's possible to vary almost the entire model using this, including wheels, including conditions like map region, weather etc. Characteristics Possibility to apply personalized characteristics inside the vehicle's .dff, for example paintjob, occupants, dirt level etc. This is super powerful when used in conjunction with Recursive Extras, for example applying a paintjob if an extra is applied. Digital Speedometer You can create digital speedometers on dashboard of the car, bikes etc. This is the first speedometer for GTA SA that uses real calculation based on wheel rotation. [video] Digital Odometer You can create digital odometers on dashboard of the car, bikes etc. Engine/exhaust vibrating You can make a engine, exhaust or other part vibrate with the engine. The vibration uses perlin noise for a natural effect and suffers reactions with acceleration [vídeo] Part rotating with pedals Formerly known as "enh_scoop", but now supporting configurable XYZ rotation. It's a part that rotates with the gas or brake pedal, being useful for several cases. Bike footpegs Footpegs opening/closing if someone is riding or on the rump. Fix: Material Colors Stop using that textures colors "black", "white", "red" etc!!! Fix: Vehicles adapted to IVF You don't use ImVehFt but downloaded a car adapted to it and got colored lights? VehFuncs will fix this for you. Functional Hitch Hitch that works on any vehicle (not on bikes, yet? The rest wasn't tested). No bugs; No limitations (like other mods); Compatible with other mods like this; No additional files. Spinning Parts You can add parts that rotates with engine rotation, or fans. Police and taxi lights Sets the police and taxi lights position and color. You can also enable siren and lights on any vehicle. Position for taxis. Paintjobs on digit-terminated vehicles Sets the police lights position and color. You can also enable siren and lights on any vehicle. "Pop-up" headlights A completely new and configurable system for the famous pop-up headlights, like ZR-350 (RX-7). Fix for tuning spoilers Now you can create cars with spoiler, and when you install a new tuning spoiler, the original will be removed. Animation for various cases Animation that is reproduced by some condition. This makes it possible to create folding mirrors, spoilers that deploys with speed and brake, among other things that may come. Steering wheel Functional steering wheel; no dummy required. Includes backward compatibility with "movsteer" and "steering" for cars adapted to IVF and Active Dashboard mods. Windshield wipers Functional wipers; no dummy required. Includes backward compatibility for cars adapted to Active Dashboard, but works in a much better way. LOD (Level Of Detail) Level of detail system for disappearing or changing parts depending on how far the car is from the camera, thus optimizing the weight of your model in a extremely simple way. Additional vehicle.txd files You can have more than 1 vehicle.txd file for generic textures. Useful for vehicle packs that use the same textures, so you can have for example "vehicle2.txd" with additional generic textures (to decrease the load and memory usage of the game) and still be able to install mods of "vehicle.txd". See the complete wiki: How to adapt a vehicle to VehFuncs? VehFuncs uses GSX (Garage Save eXtender) by @fabio3 to save the additional information in the garage, which is also in the testing phase. f_shake + f_gas + f_gear = Uses: - download the tractor and cart here, great for learn how they were made - This mod DOESN'T cause cheating on SAMP! Question servers that banned this mod! It is necessary to have VehFuncs installed on your GTA SA in order to use cars adapted to it. Thanks to plugin-sdk contributors for making this much easier to do. Check upcoming functions. Author: @Junior_Djjr Mod GSX, helps, Hitch: @fabio3 Thanks to: DK22Pac, _F_, Avant, M4k3, xXKenBlockXx, dxivilea, recoil, Zeneric Version: v2.1.1 beta (08/09/19 - DD/MM/YY) -download link removed- Official thread on my forum (portuguese) Source code Edited October 25, 2020 by Sam Lake removed download link breaking forum rules hoxi, Delatom Vione, Lord Criminal and 52 others 55 Link to comment https://gtaforums.com/topic/904475-vehfuncs/ Share on other sites More sharing options...
Wolf_ Posted January 22, 2018 Share Posted January 22, 2018 first very good your work mano ta parabens and I always low mods on your site mixmods RyanDri3957V 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070058673 Share on other sites More sharing options...
thalilmythos Posted January 22, 2018 Share Posted January 22, 2018 I wonder if you will apply the stuff from GSX To your tuning mod (if you haven't allready) this seems nice tho, i hope it takes off. Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070058757 Share on other sites More sharing options...
Junior_Djjr Posted January 22, 2018 Author Share Posted January 22, 2018 I wonder if you will apply the stuff from GSX To your tuning mod (if you haven't allready) this seems nice tho, i hope it takes off.Yes finally changes can be saved in the garage. (not yet) thalilmythos 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070058937 Share on other sites More sharing options...
Delatom Vione Posted January 22, 2018 Share Posted January 22, 2018 (edited) This is great keep it up, also what are your future plans for this mod? Edited January 22, 2018 by Delatom Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070059920 Share on other sites More sharing options...
Junior_Djjr Posted January 22, 2018 Author Share Posted January 22, 2018 (edited) This is great keep it up, also what are your future plans for this mod?Ideas explode...Probably focus on digital dashboard, also some original ideas, such as animated mudflaps (I don't know if the effect will be so good). I will probably also want to override the use of Active Dashboard (steering) since it isn't a well made mod, we need a replacement. You guys can give ideas, but try to be original, usually people only give obvious ideas. Edited January 22, 2018 by Junior_Djjr Delatom Vione 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070060025 Share on other sites More sharing options...
GuruGuru Posted January 22, 2018 Share Posted January 22, 2018 pls maek iv car damage xd how about adding 'levels of damage' to the car parts? i.e.: You hit lightly the front bumper and it shows a lightly damaged front bumper.Hit it a bit more and it shows medium damage and so on... Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070060123 Share on other sites More sharing options...
Davve95 Posted January 22, 2018 Share Posted January 22, 2018 (edited) Awesome! Your mods is always interesting! I'd like to see vehicle damage system like in IV but for SA one day.. Or some more advanced damage. I have just seen it in MTA once. (off-topic:) Some suggestions, if you would like to: (not for this mod though) 1. Are there any IV vehicle handling mod for SA ? Or some similar? (I have just found a crap IV one) 2. Fix custom vehicle sounds, it does not sound great. It sounds like the sounds cuts too early and then a new sound make it sound ugly and strange. Kinda hard to explain. 3. Move the arms sideways while CJ holds his hand on a building (like in IV aswell) https://i.imgur.com/4Iro7lk.png --------- Sorry if this bothers the topic moderators.. Feel free to edit if so... Edited January 22, 2018 by Davve95 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070060139 Share on other sites More sharing options...
eagle152 Posted January 22, 2018 Share Posted January 22, 2018 Maybe vehicle glowing parts (Similar to TRON vehicles) Windscreen wipers Sound when vehicles door is opened (dont know how it's named properly) Please ignore it, if this is outside the scope of this project. Davve95 and Delatom Vione 2 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070060262 Share on other sites More sharing options...
Junior_Djjr Posted January 22, 2018 Author Share Posted January 22, 2018 (edited) pls maek iv car damage xd how about adding 'levels of damage' to the car parts? i.e.: You hit lightly the front bumper and it shows a lightly damaged front bumper.Hit it a bit more and it shows medium damage and so on... Like my old sh*tty video. The problem is that to be easier, it is necessary to recreate the entire damage system for that car, which causes problems if not fully implemented. (...) always (...) Nope 2. Fix custom vehicle sounds, it does not sound great. It sounds like the sounds cuts too early and then a new sound make it sound ugly and strange. Kinda hard to explain. We really need this, really... Maybe vehicle glowing parts (Similar to TRON vehicles)It's already possible, just like any game object. Tested with Tuning Mod, this neon works like a charm (but maybe only with SkyGfx). The problem is that using vertex colors in vehicles causes a strange shading on it, I'd love to know how to fix it. Edited January 23, 2018 by Junior_Djjr Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070060362 Share on other sites More sharing options...
Davve95 Posted January 23, 2018 Share Posted January 23, 2018 (edited) (...) always (...) Nope What did you mean? Always what? Ideas for you to create? And what did you mean about the gay anims? xD. I might have missed the point, but I got actully no clue.. Anyway: Here's a few more ideas: (For this mod, If you need) 1. Turn lights on and off 2. Better engine start sound. 3. Lock car (remote) 4. Sound effects for heavy vehicles (brakes and reverse) 5. Lights like in III/VC (back of the car) Edit: Didn't know at first that it just was for moving parts ^^ Edited January 24, 2018 by Davve95 eagle152 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070061440 Share on other sites More sharing options...
AdusPL Posted January 23, 2018 Share Posted January 23, 2018 Working mirrors? Davve95 and eagle152 2 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070061464 Share on other sites More sharing options...
eagle152 Posted January 23, 2018 Share Posted January 23, 2018 I forgot about one of the features shown in the GTA SA trailer - broken car engine sounds. Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070061705 Share on other sites More sharing options...
Junior_Djjr Posted January 23, 2018 Author Share Posted January 23, 2018 (edited) (...)Are not suitable for this mod. I forgot about one of the features shown in the GTA SA trailer - broken car engine sounds.What exactly? The game already has damaged engine sounds. And this isn't a sound mod, it's a mod for making functional parts to adapt vehicles. Working mirrors? We can do this with a workaround... neither is playable. Edited January 23, 2018 by Junior_Djjr Davve95 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070061898 Share on other sites More sharing options...
LaDiDa Posted January 23, 2018 Share Posted January 23, 2018 (edited) Maybe side mirrors being functional in the form of specular lighting (like NFSU2 for example) ? Edited January 23, 2018 by LaDiDa Delatom Vione 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070061987 Share on other sites More sharing options...
-Anti- Posted January 23, 2018 Share Posted January 23, 2018 Thx for this. Recursive extras/characteristics looks really interesting - I'll definitely check that out. Also nice fx with the ImVehFt lights; fixing that manually always annoyed me. Are you planning on including all the functions of Active Dashboard and ImVehFt? If so, do you think it's possible to make it backwards compatible so the old ImVehFt adapted vehicles still work? such as animated mudflaps (I don't know if the effect will be so good). Not wanting to discourage you but I don't think that will work. All other functional parts usually have one rotational or translational degree of freedom and are player controlled, Even if the mudflaps consist of one solid piece (which will already make them look strange), calculating the frequency, amplitude and offset of the oscillation in relation to speed and the roll-pitch-yaw angle requires an unreasonable amount of memory in comparision to the rest of the game. (Also I wouldn't want to program that.) Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070062133 Share on other sites More sharing options...
Junior_Djjr Posted January 24, 2018 Author Share Posted January 24, 2018 Are you planning on including all the functions of Active Dashboard and ImVehFt?This doesn't make sense, if ImVehFt has problem (has), DK22Pac need to fix instead of I recreate the entire mod. such as animated mudflaps (I don't know if the effect will be so good). Not wanting to discourage you but I don't think that will work. All other functional parts usually have one rotational or translational degree of freedom and are player controlled, Even if the mudflaps consist of one solid piece (which will already make them look strange), calculating the frequency, amplitude and offset of the oscillation in relation to speed and the roll-pitch-yaw angle requires an unreasonable amount of memory in comparision to the rest of the game. (Also I wouldn't want to program that.) We can distort them just as the trees distort.I'll try, it probably will not look so good, but it should look cool better than completely static mudflaps. -Anti- 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070062258 Share on other sites More sharing options...
kkjj Posted January 24, 2018 Share Posted January 24, 2018 Cabin lights? Davve95 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070063131 Share on other sites More sharing options...
ArcticModding Posted January 25, 2018 Share Posted January 25, 2018 I'm glad someone still makes good mods. And it also works in SAMP, thats really awesome. I've played around a little bit also tested it with friends on SAMP. The hook & hitch is 100% synced in SAMP. Even for players without the mod. Since you're collecting Ideas: - a hotkey that detaches the trailer once, its attached - for the characteristics - it would be nice to have like a "preset loader" which lets you control what "extras" are on and off with savings as like a preset. - guess it you have to sit in the car for a change just for THAT particulary car - would be awesome if that is synced too in SAMP - Softtops for cars wich are moveable like the 307cc just without tuning but with dummys and objects in the .dff - up/down windows - brake-discs that heat up while using excessiv (just fades in a new texture like IVF does with dirt) - moving engine while revving - actually needs just a object that wiggles a little bit while revving - maybe implementing a backfire mod with dummys and effects Junior_Djjr and Davve95 2 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070064765 Share on other sites More sharing options...
-Anti- Posted January 25, 2018 Share Posted January 25, 2018 We can distort them just as the trees distort. That sounds interesting. I'm interested in the results. - a hotkey that detaches the trailer once, its attached :NONAME_2wait 0 if Player.Defined($PLAYER_CHAR)else_jump @NONAME_2 if and Actor.Driving($PLAYER_ACTOR) $ONMISSION == 0 else_jump @NONAME_2 0@ = Actor.CurrentCar($PLAYER_ACTOR)0A97: 1@ = car 0@ struct 1@ += 1224 0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0 if 1@ > 0 else_jump @NONAME_2 0AEB: 1@ = car_struct 1@ handle if056E: car 0@ defined else_jump @NONAME_2 if not Car.Wrecked(0@)else_jump @NONAME_2 if Actor.InCar($PLAYER_ACTOR, 0@)else_jump @NONAME_2 if $ONMISSION == 0 else_jump @NONAME_2 if 056E: car 1@ defined else_jump @NONAME_2 if not Car.Wrecked(1@)else_jump @NONAME_2 if 00E1: player 0 pressed_key 10 else_jump @NONAME_2 07AC: detach_trailer 1@ from_cab 0@ jump @NONAME_2 ArcticModding 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070064860 Share on other sites More sharing options...
Junior_Djjr Posted January 25, 2018 Author Share Posted January 25, 2018 (edited) I don't know why this code was coded to work only outside missions ($ONMISSION == 0), I would also like to dettach during missions. This version is better. {$cleo}0000:while true wait 0 if Player.Defined(0) jf continue if Actor.Driving($PLAYER_ACTOR) jf continue if and // SHIFT+BACKSPACE key_pressed 8 key_pressed 16 jf continue 0@ = actor.CurrentCar($PLAYER_ACTOR) 0A97: 1@ = car 0@ struct 1@ += 0x4C8 0A8D: 2@ = read_memory 1@ size 4 vp 0 if not 2@ == 0 jf continue 0AEB: 3@ = car_struct 2@ handle if 056E: car 3@ defined jf continue 07AC: detach_trailer 3@ from_cab 0@ endedit:Cabin lights?In fact it's already possible (and probably no one has yet done so). Simply turn all the material inside the car into the fog light material from ImVehFt, so you can turn on/off the car cabin light. - moving engine while revving - actually needs just a object that wiggles a little bit while revving It's in the plans.- brake-discs that heat up while using excessiv (just fades in a new texture like IVF does with dirt)This is a good one. Don't need texture, just paint the material, very easy. Edited January 25, 2018 by Junior_Djjr Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070064966 Share on other sites More sharing options...
ArcticModding Posted January 25, 2018 Share Posted January 25, 2018 This is a good one. Don't need texture, just paint the material, very easy. Maybe an option for both? Because if I do HQ cars with custom textures as brakediscs, the red tint would look just okay, not really awesome. Maybe a "glowing Parts" feature for that one is also quiet interesting. - Maybe a sunroof (rotate or just moving back) - Airride with dummys/specific dummy names - Animated textures for interior screens or digital tachos - working suspension like the bandito or hotknife - maybe an effect for rain - fading in texture for the remap or something like this. Davve95 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070065071 Share on other sites More sharing options...
_F_ Posted January 25, 2018 Share Posted January 25, 2018 (edited) But why not instead of Fix: Vehicles adapted to IVF just create an actual alternative to IVF where all the lights and materials function the same way, as the amount of mods adapted to IVF is quite big while IVF itself is very outdated and still buggy?Edit: Besides, I'm super excited about having extras on moving and damageable parts, which really makes me want to make a come back to this mod and go through some cars again. (btw my Bison already has misc_a dummy for trailer hook, does it also work now?) . And while we are giving suggestions, I was thinking maybe it would be possible to make cars in traffic spawn with Transfender/Loco Low/Wheel Arch Angels tuning parts? (very rarely though of course) and maybe not even max tuned out, but just like couple of parts like wheels and spoilers or so. That already gives a big illusion that the traffic is more diverse. Also what about GTA IV like muffler back fire for certain cars on gear change? Edited January 25, 2018 by _F_ -Anti-, ArcticModding and Ndukong 3 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070065110 Share on other sites More sharing options...
Junior_Djjr Posted January 25, 2018 Author Share Posted January 25, 2018 But why not instead of Fix: Vehicles adapted to IVF just create an actual alternative to IVF where all the lights and materials function the same way, as the amount of mods adapted to IVF is quite big while IVF itself is very outdated and still buggy?What we should do is to press DK22Pac to fix ImVehFt problems.Also, he could leave ImVehFt open source, if he doesn't want to update ImVehFt anymore, it should leave it in the hands of other people. I would not want to re-create the ImVehFt (even in parts), mainly because DK22Pac is infinitely better than I in ASI mods (VehFuncs is my first mod in C++), I would not be comfortable. At most I could use parts of IVF if DK22Pac allowed me and pass the codes, but re-creating something already well created is a waste of time. Edit: Besides, I'm super excited about having extras on moving and damageable parts, which really makes me want to make a come back to this mod and go through some cars again. (btw my Bison already has misc_a dummy for trailer hook, does it also work now?) .They told me to contact you because of this... They were right.I don't know about Bison, I didn't understand the question well either, but in fact you don't have to worry about the new hitch. In technical details, if you have "f_hitch", this will be used, otherwise the original game function will be used (which usually other mods change it, I think fastman92 limit adjuster works in this way). That is. It's an add-on. And while we are giving suggestions, I was thinking maybe it would be possible to make cars in traffic spawn with Transfender/Loco Low/Wheel Arch Angels tuning parts? (very rarely though of course) and maybe not even max tuned out, but just like couple of parts like wheels and spoilers or so. That already gives a big illusion that the traffic is more diverse.Probably some separate mod, I would also like to have this in my game. Also what about GTA IV like muffler back fire for certain cars on gear change?Yes (and yes, I read ArcticModding also). _F_, Davve95 and XanaBax 3 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070065243 Share on other sites More sharing options...
_F_ Posted January 25, 2018 Share Posted January 25, 2018 Yeah, I see your point, it's stupid to re-create something that has been well made already... But pressuring DK to update IVF doesn't seem like a reasonable solution, we are approaching 5th year without updates, so it's quite clear he doesn't have any interest in it anymore. So our best hope is that he gives the source... Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070065305 Share on other sites More sharing options...
DK22Pac Posted January 25, 2018 Share Posted January 25, 2018 (edited) I can just say that ImVehFt, in its current state, is totally dependent on plugin-sdk development. I remember in the past, every time I opened IVF project and prepared to work on it, a voice from inside been telling me: "Hey, I want to write this code for III/VC/SA at the same time". And we added III/VC/SA multiplugins in sdk. Now, when I open IVF project in my IDE, this voice tells me: "Hey, I want this code to be runned on Steam version too". And the project is being closed and a routine work on sdk is starting again... So it's not dropped, but I can't say when it will be updated. Also, nice work, Junior. I remember I had a talk with you when you said you won't ever touch this (not exact words). Welcome to C++ community! Edited January 25, 2018 by DK22Pac -Anti-, goodidea82, Shifaau9 and 5 others 8 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070065439 Share on other sites More sharing options...
Junior_Djjr Posted January 26, 2018 Author Share Posted January 26, 2018 I understand your point... well, I hope one day you come back to work on it. Not only here, but several people also asked me to recreate the IVF... btw I can tell you that the plugin-sdk is amazing, more people should recognize the work behind it. In fact I've been using plugin-sdk for over 1 year on cleo scripts (yep, this helps in various ways...) kkjj 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070065486 Share on other sites More sharing options...
-Anti- Posted January 26, 2018 Share Posted January 26, 2018 (edited) I don't know why this code was coded to work only outside missions ($ONMISSION == 0), I would also like to dettach during missions. Well my scripting skills are rudimentary at best so my thoughts on missions are: Do nothing that could somehow break them (or the savefile). aka Don't f*ck with something you don't fully understand. //: May I ask how it is possible to use "key_pressed x" without 0AB0: ? Edited January 26, 2018 by -Anti- Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070065504 Share on other sites More sharing options...
Junior_Djjr Posted January 26, 2018 Author Share Posted January 26, 2018 //: May I ask how it is possible to use "key_pressed x" without 0AB0: ?I edited the "data\sa\keywords.txt" a bit: 0AB0=key_pressed0A93=end_custom_thread0ADC=test_cheat038B=load_requested_modelsYep, just this. -Anti- 1 Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070065710 Share on other sites More sharing options...
Grinch_ Posted January 26, 2018 Share Posted January 26, 2018 Good to see you back on forums.Pretty decent mod.Really amazing...! Link to comment https://gtaforums.com/topic/904475-vehfuncs/#findComment-1070065727 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now