Junior_Djjr 1,932 Posted February 4 8 minutes ago, _F_ said: If I had to guess, the best option would be to completely un-rely on the .col file, and make the game use .dff file (chassis, doors, etc) as collision, so that also when the doors are open, the player would not be able to walk through them. Yes, but it would require a completely new system, and I'm far from this. Share this post Link to post Share on other sites
_F_ 1,532 Posted February 4 Yes, then I think you should not waste time on that and focus on features that actually have big effect Share this post Link to post Share on other sites
Junior_Djjr 1,932 Posted February 9 (edited) On 2/3/2019 at 1:19 PM, _F_ said: Also about the sa-mp issue: (all of them work perfectly fine in single player) But it seems like all the extras on chassis work fine, but extras on damageable parts are always spawned (in older version it didn´t happen) Working perfectly here. Tested on UIF server, 0.3.7 RC3. Edited February 9 by Junior_Djjr Share this post Link to post Share on other sites
Mysterdogg 339 Posted February 9 @Junior_Djjr, thinking about the convertible roof feature, could it be possible (or how hard could it be) to use files from other games in a similar way it was done in Ragdoll Bullet Physics? GTA V has multiple animations for roofs & utility trucks, in my opinion, making those files compatible with the game, it's better than creating a whole new system from scratch. Share this post Link to post Share on other sites
_F_ 1,532 Posted February 9 Talking about roof. Maybe it would be possible to create the roof object as f_roof, so that when the roof is not on the player would use the comet jump in animation and when it is on, the normal door opening animation? 1 hour ago, Junior_Djjr said: Working perfectly here. Tested on UIF server, 0.3.7 RC3 Did you update VehFuncs or it was just working normally for you? Share this post Link to post Share on other sites
Junior_Djjr 1,932 Posted February 10 (edited) 1 hour ago, Mysterdogg said: in my opinion, making those files compatible with the game, it's better than creating a whole new system from scratch. I don't think so. 41 minutes ago, _F_ said: Did you update VehFuncs or it was just working normally for you? To make sure I installed the same file as the download, and it worked. Which SAMP version did you tested? And which server? Using mods? SAMP Addon? I used a clean install with only basic mods (widescreen fix, skygfx and others) and I downloaded SAMP right now on the official site. Edited February 10 by Junior_Djjr Share this post Link to post Share on other sites
Avant_SA 11 Posted February 11 Again this bag with windshield. Appears only with two from five extras. I am using classes for it and with two of them i have such thing. Nothing inside windscreen_ok. Hiearachy looks that way: Appears with teacher (and sometimes german) class. Share this post Link to post Share on other sites
Junior_Djjr 1,932 Posted February 11 There doesn't seem to be anything wrong with the adaptation, so send me the car model to test it. Share this post Link to post Share on other sites
Junior_Djjr 1,932 Posted February 11 (edited) Next time, test it without VehFuncs before reporting. BUT, it's a interesting bug to fix, seems to be a problem that annoys many modelers and neither SkyGfx with alpha fix fixes it. I want to understand better about the problem to try something for VehFuncs. edit: when I hide any door using Tuning Mod, the problem is fixed, looks like some alpha limit. Edited February 11 by Junior_Djjr Share this post Link to post Share on other sites
Avant_SA 11 Posted February 11 (edited) 7 minutes ago, Junior_Djjr said: Next time, test it without VehFuncs before reporting. BUT, it's a interesting bug to fix, seems to be a problem that annoys many modelers and neither SkyGfx with alpha fix fixes it. I want to understand better about the problem to try something for VehFuncs. I tested, and IVF version (without Vehfuncs) have no this bug (without script). So, i wrote here, cause only Vehfuncs version have such thing Edited February 11 by Avant_SA Share this post Link to post Share on other sites
Junior_Djjr 1,932 Posted February 12 3 hours ago, Avant_SA said: I tested, and IVF version (without Vehfuncs) have no this bug (without script). So, i wrote here, cause only Vehfuncs version have such thing So, this is a problem in your car version. Try to identify exactly which node is causing this. Share this post Link to post Share on other sites
Avant_SA 11 Posted February 12 16 hours ago, Junior_Djjr said: So, this is a problem in your car version. Try to identify exactly which node is causing this. Cause of glass material on parts, that have teacher class. Share this post Link to post Share on other sites
Junior_Djjr 1,932 Posted February 12 2 hours ago, Avant_SA said: Cause of glass material on parts, that have teacher class. So looks like the game have some alpha parts limit? @The Hero can say something about this. Share this post Link to post Share on other sites
Avant_SA 11 Posted February 14 Have also alpha bug with Vehfuncs on mine golf 3. Have same thing on IVF version, with Vehfuncs installed, but when delete Vehfuncs trunk became normal. Can send vehicle in messages, but with old Vehfuncs version all was ok. Share this post Link to post Share on other sites
Junior_Djjr 1,932 Posted February 14 Send it. 6 hours ago, Avant_SA said: but with old Vehfuncs version all was ok. Send also that vehfuncs.asi file. Share this post Link to post Share on other sites
Junior_Djjr 1,932 Posted February 15 (edited) By default the game delete the nodes and puts them all together into the dummy, so nodes such as "glass_ok" don't exist anymore and their object is placed in the dummy. VehFuncs remove this, now all nodes always exist. I made an exception for the object to be placed in the dummy if it starts with the same name as the dummy, ie your case is fixed simply by renaming "glass_ok" to "boot_ok". But I think there are many cars like yours and we can not fix all. IVF also does this but with more exceptions, so it's difficult to happen, I'll try something like IVF. Edited February 15 by Junior_Djjr Share this post Link to post Share on other sites
Junior_Djjr 1,932 Posted February 15 Now the Golf is 100%. Test your other cars too. https://sharemods.com/rb4aejk1eiwd/VehFuncs.asi.html It's pretty much like IVF way now. Share this post Link to post Share on other sites
Avant_SA 11 Posted February 15 9 hours ago, Junior_Djjr said: Now the Golf is 100%. Test your other cars too. https://sharemods.com/rb4aejk1eiwd/VehFuncs.asi.html It's pretty much like IVF way now. Works perfectly, thanks! What about official update? I wanted to release vehicle after side pulleys will be fixed in Vehfuncs. Share this post Link to post Share on other sites
Avant_SA 11 Posted February 16 The power of Vehfuncs. Last updates bring us perfect functional, thanks for keeping it up to date. ☺️ Share this post Link to post Share on other sites
Junior_Djjr 1,932 Posted Sunday at 12:32 PM (edited) On 2/15/2019 at 10:08 AM, Avant_SA said: What about official update? If this version is ok: https://sharemods.com/eeb48tdkl2ko/VehFuncs.asi.html (same as I sent you by PM) Edited Sunday at 12:33 PM by Junior_Djjr Share this post Link to post Share on other sites
Junior_Djjr 1,932 Posted 16 hours ago (edited) Update v0.9 beta - 22/02/19 10:35 Big change in a mod system that was causing problems of transparency and position / rotation in parts of some cars, even not created for VehFuncs. Now it is possible to set the position of the police lights (except FBI Rancher yet) [info]. It's now possible to define whether the bus driver (usually Coach) is visible [info] — it was possible to be visible by removing the bus flag from the handling line, but it was not a good practice because it makes the game and other mods don't identify that the vehicle is a bus. VehFuncs solution is much better. Edited 16 hours ago by Junior_Djjr Share this post Link to post Share on other sites
Avant_SA 11 Posted 15 hours ago Side rotating parts still not working. Rotated axles of f_gear, but still same thing: Share this post Link to post Share on other sites
Junior_Djjr 1,932 Posted 15 hours ago (edited) 11 minutes ago, Avant_SA said: Side rotating parts still not working. Rotated axles of f_gear, but still same thing: Next version. Use a parent dummy for now. edit: @Avant_SAI need to stop procrastinating... Done, download it again. Just use "_x" or "_z". Edited 15 hours ago by Junior_Djjr Share this post Link to post Share on other sites
_F_ 1,532 Posted 15 hours ago (edited) 1 hour ago, Junior_Djjr said: Now it is possible to set the position of the police lights (except FBI Rancher yet) [info]. Is it possible to add the police lights to non-police vehicles? For example: Also, I have one more suggestion: How about applying characteristics through childs instead of adding _ to the class name. As SA can only support 23 characters in the dummy name, I´m already numerous times faced the issue that I´ve had to drop something. And considering that in the future you want to add Class based on conditions #26 e.g. map locations and maybe in the future more? Edited 15 hours ago by _F_ Share this post Link to post Share on other sites
Junior_Djjr 1,932 Posted 15 hours ago 14 minutes ago, _F_ said: Is it possible to add the police lights to non-police vehicles? For example: I don't know how difficult it would be, but other people have also asked and I plan to take a look. Share this post Link to post Share on other sites
Avant_SA 11 Posted 9 hours ago (edited) Something went wrong with IVF extras on rotative (trunk, bonnet, etc) parts. This bag appears only with Vehfuncs, extra have same pivot, as dummym in which it is. Edited 9 hours ago by Avant_SA Share this post Link to post Share on other sites