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Any chances to get enginetype to characteristics? I mean, if i am making car with diesel and petrol engines as classes (but it will be very nice, if i can set d/p suffix to detail, cause i actually using engines as f_extras:1, not thought class), to get diesel smoke on diesel engines with your exhaust script. 

 

And one more. We really need the way, in which detail will be selected by two or three classes. No, without class is not exit, because it's already taken. I mean we need that

f_extras:1

detail[class_low][class_middle][class_execute]

detail[class_high]

detail (which actually selected by other classes)

Edited by Avant_SA
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Quote

Examples:

f_popl=ax30y2z3s4 — will rotate an angle of 30° on the X axis, at the same time, it will move 2cm on the Y axis and 3cm on the Z axis. Everything will happen at speed "4".

I think you can use the same script with small tweaks to create sliding doors for vans:

For example: f_slide=x50y-850z0 - will move the door 0.050 coordinate on the X axis, at the same time it will move -0.850 coordinates on the Y axis and 0.0 coordinates on Z axis (for those who need)

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On 6/5/2019 at 11:39 AM, Junior_Djjr said:
On 6/5/2019 at 7:32 AM, Mysterdogg said:

About some other features, what about a working parking leg for motorcycles, @Junior_Djjr?

Yeah, easy, I just don't know a good way to check if the bike is parked. I think I already told about this here.

Why dont you just use footpeg logic sir ? So, when nobody ride the bike the parking leg is open, and when somebody ride the bike its close. Just like the footpeg feature :D

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Mysterdogg
On 6/5/2019 at 12:39 AM, Junior_Djjr said:

Does it make sense to need more?

Well, I, would prefer to have every light as an independent part since some models have more than 4 pop-up lights (specially for high & low lights). But in terms of efficiency the current system is enough. 

 

On 6/5/2019 at 12:39 AM, Junior_Djjr said:

still not possible?

It is possible, after a few tries I've recreated the system of vehicles like the Camaro but it's not entirely the same. 

On 6/5/2019 at 12:39 AM, Junior_Djjr said:

Do you have a video to show?

This one. But as I said, after some testing models, the current system is really close to the sliding movement of the hidden lights system. 

 

An sliding system could fit better for sunroof windows. 

Edited by Mysterdogg
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Junior_Djjr
38 minutes ago, Mysterdogg said:

Well, I, would prefer to have every light as an independent part since some models have more than 4 pop-up lights (specially for high & low lights). But in terms of efficiency the current system is enough. 

Which cars?

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Junior, every time I add extras to the cars I have this dilemma: To put extra spoiler or not. Because even though I would really like to add one, it conflicts with the transfender tuning spoiler (2 spoilers on top of each other). I think it could be fixed with one simple function: f_spoiler_ok and f_spoiler_dam, that would get deleted if a spoiler is selected from the tuning shops.

Anyone else interested in this?

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Mysterdogg

Could it be possible to extend the compatibility of the footpeg feature to the rest of the vehicles? a feature like this one has shown to have more usages than just it's original porpuse. I'm asking this because it could be a great way to make folding mirrors, headlight covers, windscreen covers, folding wings and almost any other part that rotates from a certain position to another one without need to have an specific function for all those parts. 

 

I think that the only needed improvement would be to make it actually perform a movement, instead of automatically change its orientation. Just like with the pop-up feature.

Edited by Mysterdogg
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Junior_Djjr
On 6/9/2019 at 10:26 AM, _F_ said:

Junior, every time I add extras to the cars I have this dilemma: To put extra spoiler or not. Because even though I would really like to add one, it conflicts with the transfender tuning spoiler (2 spoilers on top of each other). I think it could be fixed with one simple function: f_spoiler_ok and f_spoiler_dam, that would get deleted if a spoiler is selected from the tuning shops.

Anyone else interested in this?

Good idea.

 

On 6/9/2019 at 7:54 PM, Mysterdogg said:

Could it be possible to extend the compatibility of the footpeg feature to the rest of the vehicles? a feature like this one has shown to have more usages than just it's original porpuse. I'm asking this because it could be a great way to make folding mirrors, headlight covers, windscreen covers, folding wings and almost any other part that rotates from a certain position to another one without need to have an specific function for all those parts. 

 

I think that the only needed improvement would be to make it actually perform a movement, instead of automatically change its orientation. Just like with the pop-up feature.

It would not look very good, including, it doesn't even have animation, for example the mirrors, in theory seems cool, but in practice it's a rear mirror changing the angle when someone sits in the driver's seat.

This should be linked with whether the car is on or not, and more, the same thing could be used to put the angle on the ignition key (a little detail, but it can make a difference playing in the first person).

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Junior_Djjr
10 hours ago, Avant_SA said:

What about real important feature? Normalmapping for cars. As i know, DK22Pac's Normalmap script works only with props and skins, but it will be nice, if we could use nmap's on cars. Is it real, to include normalmaps to Vehfuncs?

This is work for the normal map plugin, I will not recreate the normal mapping because of this.

But are you sure about this?

 

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13 minutes ago, Junior_Djjr said:

But are you sure about this?

Actually, no. It's actually what i've heard, but not tested by myself, cause i never worked with nmaps before, just know about it's real benefit. I thought about getting working dk's script with cars (if it not works), and then may be adding it to Vehfucns script or keeping separate. 

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2 minutes ago, LaDiDa said:

it has problems with the vanilla DFF's, which might just be the models themselves, you get weird textures when using normal maps with that plugin on vanilla vehicles.

Lol, i need it working with mine textures in car's txd, not the generic.txd one. Surely it will looks bad on simpliest lowpoly models with alpha steering wheel and ~80 polys engine.

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Junior_Djjr

Update v1.2

  • Added "f_spoiler": makes the part to be removed if you install a spoiler in a tuning shop. Video + ZR-350. This fixes cars getting with two spoilers if you already have one and install another one by tuning. Thanks to _F_.
  • Fixed, in some cases, animated parts appearing running wildly. Thanks to Zeneric.
  • Fixed malfunction of colored IVF materials fix making the brake lights materials stop working. Thanks to recoil.
  • The painted materials fix now only applies if the part has some painted material (that convenient!).
  • The fix for IVF materials when it doesn't have IVF installed now only applies if you don't have the IVF installed (that's convenient!!!).
  • Fixed speedometer not working on trains. Thanks to Zeneric.
  • The operation of the pedals ("f_fpeg*") has been rewritten to test a new pattern of configuring animations, similar to "f_pop". Now all "f_fpeg*" are animated; old adaptations still work.
  • "f_fpeg*" now also works with quadbikes.
  • Improvements in mod performance, especially in cars with many materials.

 

edit: I would do bikes parking legs and animation by turning on the engine (for example for rear mirrors folding) but before, I want to finish 100% the new anim system and functions organizations, but for now, here.

 

Edited by Junior_Djjr
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I found a really strange bug with the f_spoiler

1yEFeoK.jpg

Ko3zzTY.jpg

 

If you go to transfender with smashed spoiler, add new color (fix car), the spoiler gets fixed, but as soon as you try to choose another tuning part (for example exhaust), the smashed spoiler appears together with the normal one. When you add tuning spoiler, the damage one disappears but when you smash the tuning spoiler the smashed extra spoiler will re-appear

Edited by _F_
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On 6/5/2019 at 6:39 AM, Junior_Djjr said:

Does it make sense to need more?

 

Yeah, easy, I just don't know a good way to check if the bike is parked. I think I already told about this here.

 

With this, still not possible? Do you have a video to show?

 

It was 1 hour creating and 2 hours losing my mind for lights on conditions (because we need to know if the lights are on, but we don't want to make lights on before it is opened, and I did it completely different than zr350) (then I realized that I can do it in a super simple way).

 

Interesting, I've never seen anything like it. Has the file size remained practically the same? Or increased drastically?

 

I don't know... there are already 2 mods that does this (Vehicle Special Abilities and fastman92 limit adjuster), so it isn't so necessary.
For me, the problem is with people who don't let their vehicles be edited. Even more, when the modder is inactive, so we will never have this support, and even if he is active, he can choose simply not want to do this. It sucks.

Like, we already passed the time that is just create a car and everything is ready, today we have several mods that add new features, so if you don't add it, leave the car open for others to add it, that's all.

Anyway, the problem you're going through isn't common, I've particularly never seen it.

Yeah totally agree man, but some of these mod authors have used some real messed up ways of making sure you cannot modify their releases in anyway, it used to be easy just using the unlocker method, but then they have found a way to make sure it cannot be re-exported without needing some secret knowledge and technique known only to a select few, or the modder themselves.

 

Vehicle Special Abilities is well out of date now and doesn't seem to work with the latest releases of cleo installed (unless I am missing something), and "fastman92's limit adjuster" just ends up not wanting to work and completely crashes the game in so many ways to the point it becomes a headache trying to use.

 

This was the vehicle mod I was talking about, if you want to see for yourself: https://www.gtaall.com/gta-san-andreas/cars/24349-ferrari-testarossa-1986.html

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Junior_Djjr
3 hours ago, ^Neo^ said:

and "fastman92's limit adjuster" just ends up not wanting to work and completely crashes the game in so many ways to the point it becomes a headache trying to use.

I doubt it, you should test better and contact fastman92 (if you have not yet contacted).

 

3 hours ago, ^Neo^ said:

This was the vehicle mod I was talking about, if you want to see for yourself: https://www.gtaall.com/gta-san-andreas/cars/24349-ferrari-testarossa-1986.html

Mad Driver is active, try to contact him about VF.

BUT, I used the conventional method of unlocking cars with RwAnalyze and it worked, I opened it and re-exported it in ZModeler, it's running smoothly.

 

It's already common people blocking files, so think, if I do NOT put an alternative for apply the features, it will help people who block cars to think twice before doing this. Now, if I put the alternative, the author will say "ah, but you can use the alternative mode, so I'll keep blocking".

 

-----------------------

Update v1.3 beta - 17/06/19

  • Added "f_an": animation that is reproduced by some condition (for example, engine is on). This makes it possible to create folding mirrors, spoilers that deploys in speed or brake, and other stuffs that may come. The animation is highly configurable.
  • Fixed all bugs present in the "f_spoiler" function.
  • Fixed "f_fpeg*" only working angle X in the latest version.
  • Improved conditions for the activation of functions. For example, some functions were running even when the car was destroyed.
  • Added the vehicle ID in the recursive extras log to help the identification a bit.
  • Added "f_trifork" (EXPERIMENTAL), it allows to add motorcycle forks in quadricycles, thus being possible the creation of trimotorcycles with fork that turns along with the wheel. It does not yet include dampening.
  • Probably fixed the ImVehFt materials fix not working for some people in the latest version.
  • I should pause the mod for a while, but I will still fix it if there is a serious problem.

 

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Good days!

Here the log 

17-06-2019-12-01-08.jpg

I want to ask something, is it possible to make multiple bike model in one dff using recursive extra? 

So i want to make motogp bike and replace nrg500, there will be ducati, yamaha, honda etc in one dff. If we spawn the bike will it spawn with different models ? 

And also can we have multiple dummy ? Like ped_frontseat, exhaust, etc ?

Thanks :D

 

Edited by 007Ripper
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