Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    2. News

    1. Red Dead Redemption 2

      1. Gameplay
      2. Missions
      3. Help & Support
    2. Red Dead Online

      1. Gameplay
    1. GTA Online

      1. After Hours
      2. Find Lobbies & Players
      3. Guides & Strategies
      4. Vehicles
      5. Content Creator
      6. Help & Support
    2. Crews

      1. Events
      2. Recruitment
    1. Grand Theft Auto Series

    2. GTA Next

    3. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    4. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA Mods
    5. GTA Chinatown Wars

    6. GTA Vice City Stories

    7. GTA Liberty City Stories

    8. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    9. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    10. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    11. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    12. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Forum Support

    2. Site Suggestions

Junior_Djjr

VehFuncs

Recommended Posts

Junior_Djjr

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 so replacing my old mod Enhanced Functions.

 

gta-sa-mod-vehfuncs.png

 

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 the entire model using this, including wheels.

 

Characteristics

Possibility to apply personalized characteristics inside the vehicle's .dff, for example paintjob, driver, 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]

 

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 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.

 

 


 

See the complete wiki: How to adapt a vehicle to VehFuncs?

 

Almost all wiki pages was updated 12/05/18, including the introduction.

The mod is still in the testing phase and may have problems. Tell anything.

 

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:

gta-sa-san-mod-vehfuncs-tractor-trator-v

- download the tractor and cart here, great for learn how they were made -

gta-sa-san-carreta-trator.jpg

gta-sa-san-mod-moto-xr-painel-digital.jp

gta-sa-hitch-hook-car-trailer-engate-mod

Have you adapted a vehicle? Share!

 

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

 

Version: v0.6.3 beta (26/10/18 - DD/MM/YY)

 

(DOWNLOAD)

 

Official thread on my forum (portuguese)

 


Edited by Junior_Djjr

Share this post


Link to post
Share on other sites
Wolf_

first

very good your work mano ta parabens and I always low mods on your site mixmods :^::cool:

Share this post


Link to post
Share on other sites
thalilmythos

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.

Share this post


Link to post
Share on other sites
Junior_Djjr

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)

Share this post


Link to post
Share on other sites
Delatom

This is great keep it up, also what are your future plans for this mod?

Edited by Delatom

Share this post


Link to post
Share on other sites
Junior_Djjr

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

Share this post


Link to post
Share on other sites
guru_guru

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...

Share this post


Link to post
Share on other sites
Davve95

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

Share this post


Link to post
Share on other sites
eagle152
  • 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.

Share this post


Link to post
Share on other sites
Junior_Djjr

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

Share this post


Link to post
Share on other sites
Davve95

(...) 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

Share this post


Link to post
Share on other sites
AdusPL

Working mirrors? :whistle:

Share this post


Link to post
Share on other sites
eagle152

I forgot about one of the features shown in the GTA SA trailer - broken car engine sounds.

Share this post


Link to post
Share on other sites
Junior_Djjr

(...)

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

Share this post


Link to post
Share on other sites
LaDiDa

Maybe side mirrors being functional in the form of specular lighting (like NFSU2 for example) :p ?

Edited by LaDiDa

Share this post


Link to post
Share on other sites
-Anti-

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.)

Share this post


Link to post
Share on other sites
Junior_Djjr

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.

Share this post


Link to post
Share on other sites
kkjj

Cabin lights?

Share this post


Link to post
Share on other sites
ArcticModding

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

Share this post


Link to post
Share on other sites
-Anti-
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 

Share this post


Link to post
Share on other sites
Junior_Djjr

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

Share this post


Link to post
Share on other sites
ArcticModding
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.

Share this post


Link to post
Share on other sites
_F_

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_

Share this post


Link to post
Share on other sites
Junior_Djjr

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).

Share this post


Link to post
Share on other sites
_F_

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...

Share this post


Link to post
Share on other sites
DK22Pac

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

Share this post


Link to post
Share on other sites
Junior_Djjr

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...)

Share this post


Link to post
Share on other sites
-Anti-

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-

Share this post


Link to post
Share on other sites
Junior_Djjr

//: 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.

Share this post


Link to post
Share on other sites
Grinch_

Good to see you back on forums.Pretty decent mod.Really amazing...!

Share this post


Link to post
Share on other sites

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 account

Sign in

Already have an account? Sign in here.

Sign In Now

  • 2 Users Currently Viewing
    0 Members, 0 Anonymous, 2 Guests

×

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.