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VehFuncs


Junior_Djjr

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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 :p finally changes can be saved in the garage. (not yet)
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This is great keep it up, also what are your future plans for this mod?

Edited by Delatom
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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 by Junior_Djjr
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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...

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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 by Davve95
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  • 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.

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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 :p

 

 

 

 

 

 

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 by Junior_Djjr
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(...) always (...)

Nope :p

 

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 by Davve95
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(...)

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? :whistle:

We can do this with a workaround... neither is playable.

 

Edited by Junior_Djjr
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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.)

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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 :p better than completely static mudflaps.

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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

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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)  $ONMISSION == 0 else_jump @NONAME_2 [email protected] = Actor.CurrentCar($PLAYER_ACTOR)0A97: [email protected] = car [email protected] struct [email protected] += 1224 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 if   [email protected] > 0 else_jump @NONAME_2 0AEB: [email protected] = car_struct [email protected] handle if056E:   car [email protected] defined else_jump @NONAME_2 if    not Car.Wrecked([email protected])else_jump @NONAME_2 if    Actor.InCar($PLAYER_ACTOR, [email protected])else_jump @NONAME_2 if   $ONMISSION == 0 else_jump @NONAME_2 if 056E:   car [email protected] defined else_jump @NONAME_2 if    not Car.Wrecked([email protected])else_jump @NONAME_2 if 00E1:   player 0 pressed_key 10 else_jump @NONAME_2 07AC: detach_trailer [email protected] from_cab [email protected] jump @NONAME_2 
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I don't know why this code was coded to work only outside missions ($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        [email protected] = actor.CurrentCar($PLAYER_ACTOR)    0A97: [email protected] = car [email protected] struct     [email protected] += 0x4C8     0A8D: [email protected] = read_memory [email protected] size 4 vp 0     if not [email protected] == 0     jf continue        0AEB: [email protected] = car_struct [email protected] handle     if 056E:   car [email protected] defined     jf continue        07AC: detach_trailer [email protected] from_cab [email protected] end
edit:

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 by Junior_Djjr
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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.

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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 by _F_
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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).
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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...

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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 by DK22Pac
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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...)

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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 by -Anti-
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//: 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_models
Yep, just this.
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