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Showing content with the highest reputation since 12/01/2012 in all areas

  1. 4 points
    This question is just.. Uhm, nevermind. Go ahead. Do it. Pure speculation. Thus your speculation. Again, go ahead then. Especially since you think it's so simple. Just make it an awesome mod (I'm having a déjà vu). Yep, that's the mod team. As I get it, they'd rather do all the stuff themselfs rather than simply put all that ms-paint crap together that you can find on the net. And what do you have to contribute? It seems to me that you have absolutely no idea about the complexity of such a project. Or what GTAs and CLEOs limitations are. Modding a game which is not officially supported to be modded is not easy. There do exits growing informations for hacking GTA games but that doesn't mean it will all just work. It's far from just simply putting stuff together. You're living in a dream world. It doesn't make any sense to yell at a leaveless tree in the winter. --- Apart from that... don't spam, please. There are already plenty of threads regarding this kind of speculation. If you really can't hold yourself, spam there at least.
  2. 4 points
    Here comes an update on my train a few things are missing so im going to add them. and im thinking of adding more of the back to the future stuff i have been doing so there is going to be more
  3. 4 points
    i got two pics on deviant so that should work too i hope
  4. 3 points

    Version 0.2f Update 01


    The first update to 0.2f. Simply install over the top of your existing installation of BTTF HV version 0.2f. The update addresses the following issues: -Reinstates the start line for the lightning strike run on Nov 12th 1955 -Reinstates the correct model when time travelling via the clock tower lightning strike -Fixes the crash caused when pushing the railroad DeLorean up to 88 mph with the Rogers 131 locomotive -Fixes the wormhole sound effect bug - Fixes traffic missing after a short time - Fixes spawning issues with Doc's truck and wrecks of it generating at Sunshine Autos - Fixes lights on Doc's truck (submission) causing a crash - Fixes the Jules Verne Timetrain dropping through the roof of Vercetti's Mansion - Fixes crash when timetravelling with the BTTF3 DeLorean using the remote control - Added (WIP) hover conversion animation for 2015 Luxor Cab Company Citroën DS Taxi - Added an ini-file to change keybindings (see bttf-hv.ini) - Added opcode definition for memory manipulation script in game script source to fix crashes when compiling custom changes - Remapped hover conversion keybind on 2015 Police car to use the global hover conversion button Also included are all of the source code files for the mod
  5. 3 points
    Hello everyone! I created a sound pack for BTTF: SA from various sounds. This might be useful in 0.2f? Downloads in download section at the bottom of this post: Version 1: http://youtu.be/AGOCvAwwIX0 ------------------------------------------------------------------------------ New sounds used: New Cutscene Time Travel Sound New Mr. Fusion Sound New Time Circuit Keypad Sounds New Time Circuit Off Sound New Delorean Accelerate Sound New Delorean Engine Off Sound Sounds taken from BTTF: The Game and the BTTF Trilogy Movies. UPDATE: Version 2 has more accurate delorean acceleration in game. UPDATE: Version 3 is out! http://youtu.be/K4qy30ntUZc V3 includes: 3 Door Opening Sounds Engine Off Sound Engine On Sound 2 Hover On Sounds Hover Off Sound Time Circuit Keypad Number Sounds Time Circuit Keypad Enter Sound Time Circuit On Sound Time Circuit Off Sound 2 Mr. Fusion Open Sounds Mr. Fusion Refuel Sound Cutscene Reentry Sound Delorean Engine Idle Sound taken from a real delorean (Thanks Mike)! Delorean Acceleration Sound Delorean Engine Rev Sound Door Closing Sounds Please read the readme file. Good luck! All sounds were taken from the BTTF Movie, Telltale Games, or GTA SA itself (except for the delorean idle sound and part of one of the hover on sounds). Credits go to uokka for his hover on sound, which I mixed in with the Telltale one. UPDATE: Added Movie sound pack, with sounds extracted from the BTTF movies! http://youtu.be/nf65K41Q8Ts The movie sound pack includes the following: 1 Delorean Door Sound from each of the three BTTF movies 4 Engine Off Sounds 2 Engine On Sounds GENRL Vehicle Sounds (Not changed from Delorean Sound Pack V3) 2 Hover Mode On Sounds 1 Hover Mode Off Sound Time Circuit Keypad Sounds Time Circuit On Sound Time Circuit Off Sound Time Circuit Enter Sound 2 Mr. Fusion Open Sounds Mr. Fusion Refilling Sound 3 Cutscene Reentry Sounds 4 Time Travel Sparks Sounds DOWNLOAD SECTION: Download Version 1: http://goo.gl/InrNPR Download Version 2: http://goo.gl/Dpv8TZ Download Version 3: http://goo.gl/WzCWMH Download Movie Sound Pack (Version 4): http://goo.gl/qCB4kW See you in the future! -BTTFModMachine
  6. 3 points
    A few updated photos with the green undercarriage and white hover lights. Soon to add neon rope :-)
  7. 3 points
    here's an idea, if you want a mod done, start a team and get it done yourself, that's what we did
  8. 3 points
    My turn http://www.youtube.com/watch?v=mXdIRg6C6o8
  9. 3 points
    Compared to this site's mod team, I am not skilled. The work to create a mod requires far more skill than to edit one.
  10. 3 points
    Sorry, but I am unable to see your video. :/ EDIT: Nevermind, it appears I'm having a connection problem with the Youtube servers. EDIT 2: I just was able to see the video. Nice work! The ironic thing is that I used the same engine sound for my SA mod, but I edited it to incorporate the Porsche 928 engine sound as in the film. Here is actually a showcase video which I was going to post on the forum, but never did because Uokka and I updated the model. At the time, Uokka and I were modifying the Crysis DeLorean to look like the BTTF II version along with having some nice modifications. In particular, these were textures and the process of adding real working lights to the car (as you can see at night). We both always found it a little odd how the rearlamps didn't work on the Crysis conversions. You can also hear the door and engine sound modifications which I've made in the video.
  11. 2 points
    I recall this being brought up before, in the original forums, I think. (Is that old site still up? I kinda miss it.) Clara was actually moving her head left and right, perhaps looking for the blacksmith who was supposed to pick her up. If it wasn't for Doc saving her life, she would probably be p**sed at him. lol.
  12. 2 points
    Hello everyone! I've taken a break from modding BTTFSA and started my own custom mod for SA. Due to the lack of NFS mods for GTA on the web, I've started a NFS Most Wanted mod with custom vehicle edits and some scratch-made CLEO mission(s). I had to do my own voiceovers to adapt the NFS missions to SA. Official Need For Speed: Most Wanted: San Andreas Forum: http://s13.zetaboards.com/NFS_Most_Wanted_SA/index/ Here are some of my edits: The mission I am working on currently is the final chase scene. I could use some help with this. Here's my problem: Instead of escaping the police by driving across an incomplete bridge, I've set the player to enter a plane created at the Las Venturas airport. However, I have to create the plane when I am not even in close proximity to its spawn location. Therefore, when I actually get to the airport, the plane is not there. Is there a way to keep the plane from despawning? Here is my code: Here is a screenshot of the start of the mission: UPDATE 11/15/14: Here's my in-game features edits: UPDATE 11/15/14: Here are some of my vehicle updates: UPDATE 12/30/14: Mod Video 1: http://youtu.be/bke8ISZLKiE Mod update which includes: New Loading Screens and Menu Music 2 versions of the BMW M3 GTR (one slow and one fast) fully adapted to Improved Vehicle Features with custom handling, engine sounds taken from NFS Carbon, and a "cutscene accurate" vinyl. Cutscene vinyl: Police Corvettes modified by me (includes Cross' Corvette and the Heat 6 Federal Undercover Corvette) with engine sounds taken from NFS Carbon. Claude Player Model (The only shot of the player in Most Wanted was him in a black motorcycle jacket with black hair). Time Increasing Wanted Level Script scratch made by me. Police radio call when wanted level increases (not fully functional yet). DOWNLOAD: Not yet. Still bugs to be worked out. Wanted levels: 1,2 - Regular Cop Cars 3 - Regular Cop Cars and NFS Helicopter 4 - Cop Cars and Federal Corvette Enforcers 5 - Cop Cars and Federal Undercover Corvette FBI NOTES: Cross comes and chases you (Tenpenny ped) when your wanted level is 4 or higher. The only way to get a heat level 5 is by playing the final chase mission (similarly to heat level 6 in NFS: Most Wanted). The wanted level script will remember your max wanted level. So, if you escaped a wanted level 4, the next time you get a wanted level, it will reset to 4. I am looking for experienced SA coders that can help me make more of this mod a reality. I will need good examples of your proficiency in CLEO and possibly C++ and ASM. If you are interested, please message me on Youtube, GTAForums, or BTTF: HV forums. My username on GTAForums is Agent 86, and my username on BTTF: Hill Valley is BTTFModMachine. The BTTF: HV forums is not accepting any new members, though. Credits: Full nitro control mod by Wesser. Until Next Time, -BTTFModMachine
  13. 2 points
    i wouldnt advise calling admins names
  14. 2 points
    I DON'T GUARANTEE THIS WON'T MAKE THE GAME CRASH, BUT THEY DO WORK ME SilentPatch - This fixes lot of issues present in VC for example road reflections when it's raining Widescreen fix - Better support for Widescreen resolutions ie.crosshair misaligning fix, correct FoV, proper HUD scaling, etc. (hover your cursor over the image to see the old ugly scaling) GInput - XInput controller support. vibrations etc. Ped Speed Patch - Not as important, but this fixes peds rarely speaking For more VC issues I recommend to visit PCGW page of the game Hope you guys find this post useful!
  15. 2 points
    In your So Many Others link, it doesn't show that at all. This cannot be done in GTA VC or SA, due to memory restrictions. What is shown in the video is ways to remotely cause the delorean (or multiple deloreans) to time travel without RC mode or getting inside the car.
  16. 2 points
    it i know. because I have seen movies sorry bad english
  17. 2 points
    And so the long journey begins. There's lots of tutorials on this around the net but I'll sum it up for you. Open the model in sketchup and open the texture window or material window or whatever and start right clicking on all the textures and saving them to a new location. Resize and rename them to work in a txd. 128, 256, 512, 1024, any variation of that pixel size. Reimport them one at a time and they should not distort. You'll need 3ds max with Kams maxscripts of course or don't even try this. Import a VC car into max and go to file and export a 3ds of the car. Import it into sketchup as any object and scale down the sketchup model. They're usually wayyy too big. Save it and export it as a 3ds which does require the premium or trial version of SU. Import that 3ds into max and render it to see what it looks like. It may ask for the location of the textures so locate them. If the textures do not appear open the material editor and use the medicine dropper tool to touch each texture and see if the texture is in the window. Each texture does not need to be manually converted to a GTA type but if it looks dark in game you'll need to adjust the Colored box to the right of the texture in the window. Export it as a dff for VC and you'll need a col script. I use col IO 2.b. Go to the modify tab and select vertex mode and weld all the vertexs to about .0001. Run the col script, surface parameters, set surface, create boundings, and save the col. Then download and open steves col editor and save the col as col type 3. Sketchup is awful for collision models so it's likely you'll have the create a new, much simpler model to use as the col model. If you don't know what a col model is you shouldn't be trying this either. Then put all the textures with the correct names in a txd using txd workshop. It's assumed you know how to put it in game but if not well, you need to read those tuts. I hope you don't think it's as easy as running it through a program or two and expecting a perfect dff, txd, AND col to pop out. It's an artform that tends to require lots of experience. If that sounds overwhelming you'll now know why not just anyone can create mods. You need at least a piece of a brain. Good luck!
  18. 2 points
    Managed to get the flying delorean to work. Although this one will be tricky because it uses the helicopter controls which have less buttons. Changing the time circuits in flight will be impossible. Maybe even the thrust that pushes the DeLorean forward might be impossible. I will have to experiment more with it but I think I need to sort out the collisions or something as Mr Fusion and the front part are spinning like they're helicopter blades. This will be fixed soon but here is some proof that it works
  19. 2 points
    Managed to get nowheel mod to work! I was doing it wrong haha xD nowheel.dff just needs to be in the root directory of the game files on iOS. But here's a picture of the BTTF3 DeLorean with the classic 50's tyres ;P
  20. 2 points
    Everybody knows them, some people hate them while others just accept they are there, or even appreciate them. What I'm talking about are updates. Whether it's your operating system, like Windows in most cases, or web browser - every software nowadays is frequently supplied with updates, and so is our forum software. This version that you're currently looking at, version 3, was released in June 2009. We right away decided that we want to upgrade our dated website as soon as possible. There was only one requirement: we wanted to design an own skin for the forum, so that we don't just look like any other copy of Invision Power Board. But, if you look at a calendar you'll notice that June 2009 was by now more than 3 years ago. Because creating an own skin for a software as big as this takes a lot of time and by far is not easy we simply didn't get around to doing that, so we kept pushing back the update. Due to problems with the old version of the software though that started to arise lately we decided to ditch that idea for now and just upgrade. A skin can come once it's ready. So here we are, in a fresh, new environment. What's new? So you might be asking yourself now what is new. To be honest, we don't really know every detail for ourselves and have to get used to this change now, too. So please excuse us if there's things not working, we might not even be aware of it. What I can say though is: Shoutbox The shoutbox is gone for now. Instead, you'll now find a Chat tab at the top of the page. Clicking it you'll land in a chat room that functions pretty much identical to the old shoutbox, however it has a few limitations. Because it is just the default licence that is included with the forum only 5 people can use it simultaneously. Anyone who clicks the chat tab when there's already 5 people in it wont even be allowed access. Instead it'll for some reason prompt you for a username and a password. We don't exactly understand what's that supposed to mean and why it's not right away denying access, because even us moderators and admins cannot bypass the 5 users limit. But we'll investigate into that in the future. We also don't know for sure yet if we'll stick with the solution, seeing that 5 users is quite little, and an upgrade to 20 costs $20 a year, and, even more importantly, the chat can't be embedded in the forum frontpage like the shoutbox used to be. Let's see, maybe we'll find something better. Please see below, the shoutbox returned and replaced the chat. User profile pictures/avatars The old version of the forum allowed everyone to link to an external picture as avatar that's shown next to each post, and IFT Investors additionally to upload a user profile picture that's shown in their profile. These two features have sort of been merged. You no longer are able to link external avatars and your existing links are gone, but now either can upload one, or choose to show your avatar from Gravatar. The default maximum upload size is 50KB, which seems like a fair amount to me. If it's too little, just talk to us. Also if you want to reuse your old picture and only had it stored online and don't anymore know the link to it by heart you can ask us and we'll probably look the link up for you in a backup of the database before the migration. Downloads While the downloads system is pretty much the same there's one easy statement we can make about its current state: "It means that this damn think doesn't work at all!" If you try to download any file that existed on the site before the migration you'll notice that you don't actually get the file, just a nearly blank page saying "here's your downloads". We are aware of the issue and try to fix as soon as possible. The issue was fixed, please see blow. Mobile Additionally to featuring a mobile skin optimized for smartphones, the new version of the forum software has built in support for a smartphone app. Currently, according to the developer of the forum software, it only is available on iOS, but it should soon arrive on Android. To use it, download the IPS Communities app from the AppStore (while it says on their homepage that it costs $2 it seems that due to many unsatisfied users they made it available for free). Using it you should be able to add this forum to it and set it up to receive push notifications when there's something new here on the forum. If you go to the User Control Panel by clicking your name in the upper right corner of the page and navigate to My Settings -> Notification Options you can quite detailed specify about what you want to receive push notifications. At the bottom of each page in the mobile version it'll also give you the same hint that there is an app for this. Reputation It's been quite a while ago, but in the very first forum hosted on this site there was a reputation system. If you liked a post, you could click a button to express that. The user then got added a point to his personal account. From the amount of points the user had one could tell how much reasonable content a user contributes. This system now is back! Below every post there now is a "Like this" button - much like on Facebook. Click it, and you'll see the member's likes on his profile increase. And that's the most notable changes I can think of so far. If you notice anything that's not working, misbehaving or otherwise strange that I didn't list here don't hesitate to contact us. See you in the future! The BTTF HV Team
  21. 1 point
  22. 1 point
    Check Mini-Me's post, it's doc's truck which causes the problem. It is fixed in the Nov 12th update.
  23. 1 point
    Maybe this is an alternate version of 0.2e which I haven't played, the 0.2e building models are crapola in comparison to what we have in 0.2f.
  24. 1 point
    Press and hold R for 3 seconds (I think).
  25. 1 point
    Thanks, i like your models too. I just go to export > .DFF and it say's not responding, don't click anything, and after 1 or 2 minutes it'll work fine.
  26. 1 point
    Love it! Thanks Mike! Happy #BackToTheFutureDay, have a pepsi.
  27. 1 point
    Very very nice. Here's hoping for part II.
  28. 1 point
    use a vehicle spawner that gives you the car ID....then look up the car ID to find it and then rename your model and texture then import it
  29. 1 point
    I Think I mentioned this in another topic, but it was on topic so, I am wondering if anyone has knows about someone named Programist who made modifications the BTTF SA 0.3.2 code and added more features such as all the DeLoreans and improved effects, a teleport code that lets you teleport to in the timecircuits.cs (which I myself am trying to figure out how to make usable on all DeLoreans),a Railroad mission, RC DeLoreans, etc. It also has K.I.T.T and C.A.R.R. I got it from here: http://bttf-sg-mod.ucoz.ru/load/back_to_the_future/source_code_for_gta_sa/sourse_code_01_03_2012/8-1-0-349 It also looks a lot like Delorean88MP's All DeLorean Add-ons mod.
  30. 1 point
    The first: How to convert Tools used: Kam's Max Scripts Anos script 3DS max 8 txd workshop img tool ggmm Notepad Model converting First you must find the car name in ggmm.(Railroad replaced baggage)Open your imgtool 2.0,open bttf hv gta3.img(models folder in gta directory) click edit and click find Right click and extract This same operation with .txd Now choose the directory of the extracted model Open your 3ds max Now click dff io Now click import dff and find the extracted model. Now 3ds max load model. Press H and find wheel_lf, wheel_rb, wheel_lb Select it Click delete. The wheels are gone! Now open again menu (press h) and click all Now maximize the scirpt x anos menu. Click applica alla selezione Find esporta, select all and click applica alla selezione ] Now in dff export menu find set col For the deloreans I recommended col of manana.dff (You can extract this in imgtool {you must open sa gta3.img in models folder}) And find manana.dff! Now click export dff and rename the model name to car what you want to replace.(I replace railroad with yosemite) You succesfully convert model. Txd converting Open your txd workshop and click open txd. Find the baggage model. Click image and click decompress all images. Now change the txd to san andreas.(bottom right corner) Again image and click compress all images. When txd compress all images, it's done. But when you have this error: You must have an convert txd of bttf3 delorean (I dont post link, in gtainside.com you have converted bttf3 by another user) Now you open again txd workshop and open the downloaded delorean. Now open the new txd workshop and open the baggage.txd You must extract gauge, gauge2 and bttf3_rrwheel Click export and extract the images. Now you can close baggage.txd, Click new image, 32bit, and so three times Now import to new images, gauge , gauge2 and bttf3rr_wheel Click properties and change the txd name with gauge image to gauge, click compressed, gauge2 image to gauge2, click compressed etc. Now click file, save as... and save it to yosemite.txd(Or any car name {Just to name the same as model}) GGMM install Before install you model, click create backup click manual mod installer , dff model, find the convert model Click the txd model, find the txd convert for sa Click install You have the installed model! Vehicles.ide edit Click edit, find and write yosemite Change the -1 to 0 Now open the sa and find the converted model!(I use vehicle spawner - made by zaz) Step two:How to make it time traveler Tools used: Cleo Sanny Builder Open your GGMM and find the car name of your model And remember the car number. Now open cleo folder and create a new txt file called spawn Now open the spawn file.cs (with sanny builder) Change the line 10@ = 541 to 10@ = (replace the 541 to car number) I'm replace yosemite, so i change the code to 10@ = 554 Replace the pressed key to spawn delorean The line 0AB0: key_pressed 50 0AB0: key_pressed 98[/codebox] Have the key press to spawn a car. Find in google cleo key numbers and change it. I want to change it to 4. The virtual key for 4 is 52. So change the line [codebox]0AB0: key_pressed 50 0AB0: key_pressed 98 To 0AB0: key_pressed 52 0AB0: key_pressed 98[/codebox] The 98 cleo key is numpad 2. So I change It to 4 numpad key. The cleo 4 key is 100 So change the 98 to 100. [codebox]0AB0: key_pressed 52 0AB0: key_pressed 100 Now click f7 and close the sanny builder Now open sa, click 4 and the delorean spawns! This work with any car. EDIT: If you have small wheels you must have find the line Example vehicle.ide: 543, sadler, sadler, car, SADLER, SADLER, null, normal, 10, 0, 0, -1, this line----> 0.7, 0.7,<---- -1 and change it 1.0, 1.0,
  31. 1 point
    Annd i'm back after a couple of years of absence (and regaining control of my account). Hopefully Mike will let us know what's up with the mod, even if it's just to confirm that it will still come out.
  32. 1 point
    Even IF that is cool stuff (I won't try), posting links to stolen stuff is NOT cool. One could have decided to let everyone share the models and stuff online, publically available on other sites etc also in modified form. But this is not the case! Sorry, but It seems to me you're acting like a disrespectful fool. Remove those links.
  33. 1 point
    sounds good but I'd need to know how to do it... plus I was thinking bttf 2 delorean but with the time control unit on the hood, spoiler on the vents and mini spoilers on the blue ish small box next to the wheels
  34. 1 point
    Check your personal messenger.
  35. 1 point
    thanks for 2 person. you have something idea delorean from movies on Knight rider
  36. 1 point
    You will have to use img tool as if it were GTA for PC. You need to copy the file veh_high.img and veh_high.dir and open it up and delete sabre.dff and add the one you want then rebuild the archive and copy it back on. If you want to modify and not have the app be affected you should keep a backup of the files you modify and restore them when you want. Or you can modify it and then delete it and redownload the app if you so wish. I'll upload some stuff for VC a bit later on. GTA SA BTTF 1 Delorean It's very laggy on my iPad 2 as expected but at least it doesn't crash like Vice City. It's a shame because the San Andreas engine copes with higher poly models a lot better than Vice City. It will be possible for the SA Mini Mod to be ported to SA for Android as CLEO is out now it would require a slight rewrite though.
  37. 1 point
    @Darth-Sidious, yeah, I understand. You can choose original bugs or user made bugs. q: @BTTFModMachine, The edited 'BttF_TimeTravel.s' works pretty well. I tryed to set the camera behind the car when time traveling in cut scene mode but that would need dozens of lines of code for funky math stuff because there seems to be no simple opcode available for that. I decided its not necessary. I left out remote controlled teleporting. Who needs that anyway. As you might have noticed, the car keeps its velocity. You better be aware of that when teleporting near buildings etc. (; OK.. put all this stuff at the very end of your timetravel.s so "nothing" is after that (except other functions or gosubs which do a 'return'). Then scroll back up (at about line 165 in my script) and insert this line. 0AB1: call_scm_func @TimeTeleport 2 0@ 0 store_to 11@ 12@ 13@ It has to be placed in the part of the code which handles instant time traveling. EXAMPLE: Now, for the cut scene mode, the line is slightly different ! 0AB1: call_scm_func @TimeTeleport 2 0@ 30@ store_to 11@ 12@ 13@ In my code edits, it's about 60 lines below. EXAMPLE: oops, made a mistake. Edited..
  38. 1 point
    Hey StevenLovBttf, just a suggestion: Instead of arguing about the possibility of your success, just do it. I wish you the best. Since you did not provide the information you was asked for, on a totally unrelated topic, you might not seem like the most trusworthy person (I'm not saying you're not trustworthy though). However, from my point of view, you're not in the position to ask for such kind of a 'deal'. "screenshots or it didn't happen" is totally applicable here.
  39. 1 point
    Here's one! http://youtu.be/5n9iWWLfNYU
  40. 1 point
    Hi there RazorX, Welcome to the Hill Valley forums! From the pictures, it seems you've done a very nice job with your .scm edits; however, as BTTFModMachine stated, you cannot post download links to modded files from BTTF: HV without permission from Mike or their corresponding mod team member. One suggestion I have for you is when posting code for people to implement, you should write where they should place it within the main. For example, you should say "to add the custom teleports, place in on line 118" or "to add custom teleports, place the code after the 'Mission 0' section in the scm." This will help give those who are modifying the scm a sense of where everything goes in order to make it work right. ------ So again, welcome to the forums and nice work so far! - RobertBlox
  41. 1 point
    Very nice idea! Can't wait for the finished product!
  42. 1 point
    Sounds pretty nice, BTTFModMachine. Do I hear some 'sliding wheels' sound at the end of each gear? The bassy wormhole sound is nice. I wonder how it would sound if played with 3D audio opcode (feeling the distance).
  43. 1 point
    Hello everyone. I am trying my best to integrate Crysis delorean textures into the 0.2e DMC-12 deloreans without 3DS Max. Here's my first crack at it: Notice I only completed the taillights, but I will try to replicate more parts soon. UPDATE 5/8/2013: New BTTF2 Delorean Textures Notice the crysis-like wheels and coloring of the delorean? UPDATE 5/10/13: Part II of my series is complete! UPDATE 6/3/13: Part III is complete...kinda... I'll try to cover more of the interior next. See you in the future...or in crysis... -BTTFModMachine
  44. 1 point
    Mhmmm, but you completely missed the point of what I posted. No one would ever pay any of us to make a mod, yet lots of people seem to think they have the right to demand that we release the next version yesterday.
  45. 1 point
    @RobertBlox Thanks! I've spent a lot of time trying to get stuff to work, I'm not really that experienced with modding GTA so I'm learning as I go along @BTTFModMachine The Model is ok, but it's not the best one, the ones from later releases are too high poly for the game, whenever I try them it results in a crash every time. I will make a video once I've finished getting the models to work properly, for some reason a certain texture refuses to render on the Deloreans and they all use it. I think I'm getting somewhere with it but it's one of those problems that no one else has ever had and it makes no sense xD As for programming for mobile I can take that two ways. In terms of GTA, SCM is exactly the same as the PC version, there are a few more opcodes but that's it. The code running on this is pretty much 0.2e's main.scm, except a few modifications to make it mobile friendly. In terms of mobile development, I don't know too much about that and if I know anything about it, it's only in terms of iOS, that's just the platform I use personally I would like to get an Android device in the future, but I like my current phone
  46. 1 point
    4 years of waiting, 4 years of asking, 4 years of anticipation. That makes 12 years... ...12 years of well thought-out work. The delay should be considered as "more time for improvement"; not "more unnecessary time to wait."
  47. 1 point
    i'm not a hard core nut i just know that the colors are wrong
  48. 1 point
  49. 1 point
    I just found on my USB key a OLD skin I made ( My first skin ) , and I updated it : Biff 2015 : And I made a other skin for Marty McFly JR. too : What do you think ?
  50. 1 point
    Another sub-mission idea... BACK TO THE FUTURE: THE RIDE -- BIFF'S STORY This mission is entirely made up of 4 "phases", and you'll need to complete all of them to finish this mission. Failing to accomplish one phase would mean failing the entire mission. "Phase 4" would the only applicable one at the moment. In order to apply the other "phases", we'll need a building of the Institute of Future Technology in Hill Valley, as well as all of the versions of the Hill Valley map. In order to unlock this mission, you'll need to finish the Back to the Future: The Ride mission 20 times. This mission will be named as "Back to the Future: The Ride" in the game/mod, but not to be confused with the original The Ride mission/ If you don't like reading too much info, just mind the ones in bold or the name of the phases and the objective parts, or simply ignore the plot parts. Phase 1: Men in White - While walking back to his home, completely pi$$ed off after an incident in school, Biff suddenly heard 3 sonic booms just nearby. He goes to investigate, to end up finding two white-clothed men with two nice looking cars. While hiding on a bush/tree/car/fence to find out about the two weirdos, he found out they were time travelers, who were conducting an experiment in Biff's time and is now about to go back to their home time. Biff got interested in their time machines, and plans to take down one of them to take one of their time machines for his own personal benefits. - Objective: Knock-out one of the IFT scientists completely to finish this phase. You must choose only one scientist to knock down, and you should do so without getting noticed by the other scientist. If both scientists are involved, you'll fail the entire mission, so be careful. Once you start hurting one scientist, it will try getting away from you or getting help from his fellow scientist or, most especially, try beating you back, so take any precaution necessary. - Note that your choice of scientist will affect phase 4 of the mission. Phase 2: Stowaway - Biff has managed to "convince" one of the men in white to help him use his time machine. As Biff takes lessons from the white-suited noob about the time machine, his speeding and the "weirdness" of the vehicle attracted police. Being a teenager who'll put himself into trouble if he gets caught, Biff has no choice but to get away from the police through his style of evasion, or time travel. - Objective: You must reach 88 mph with the time circuits activated while evading the police to time travel. Note that during the chase, the time circuits will keep on turning off every time you get hits from cars reaching a speed of 20 mph or higher, and reactivating the time circuits would take 20 seconds. The hits will also affect the scientist. If you take 5 serious hits (or if the time circuits are deactivated 5 times), the scientist will be killed and you'll fail the entire mission. Phase 3: The Future - After evading the police via time travel, Biff ended up in year 2005, which he considers the future. Biff got interested in looking around so he decided to leave the time machine to explore, only to let the scared scientist get away from Biff with the time machine. Biff, knowing that the man in white would call for help anytime soon, attempts to steal a car to chase him down and stop him. - Objective: Chase down the scientist using the vehicle you have currently (the vehicle Biff will be using will vary; it won't be the same when doing a retry) and try killing the scientist by repeatedly bumping the DeLorean time machine, within only four minutes. You can change a vehicle to use, or go outside, but note that if he gets too far, you'll instantly fail the entire mission. Phase 4: "Well, if it ain't Calvin Klein!" - This is considered the Biff version of "The Ride" mission - After taking down the run-away time traveler, by somehow killing him, Biff later realized that his only ticket back home and to other eras he wanted to go to was also seriously damaged, and not in a good condition to time travel. But after searching in the interior of the time machine, he found the time traveler's technologically-advanced ID, telling him that the person is a scientist who works at the Institute of Future Technology. Biff knew he hit the jackpot -- a place full of time machines -- and attempts to go there. Upon reaching the IFT, he decided to use the DeLorean time machine and the time traveler's ID to get in unnoticed. Once he's inside, he used the ID to get to deeper areas of the Institute, only to find a nice time machine completely exposed for him to take and use for himself. Biff takes the time machine and escapes safely from the IFT and time travels to 2015. Biff, upon arrival, got himself to a more futuristic era, and decides to have a look around, until he found out he was followed. "Well, well, well, if it ain't Calvin Klein." - Objective: Escape from Marty and Doc as fast as possible ensuring they won't bump your DeLorean. A single bump would send you back to 2005 and render the time machine useless. The thing about this phase is that the award you'll get upon completion will be $100 X (the number of minutes you spent doing this phase) + (the number of successful time travel and teleportation attempts), but in order to complete this phase you'll need to be caught by Marty and Doc. Being caught by them during this phase won't make you fail the mission. Not being able to escape is unlikely due to the fact that Marty and Doc WILL know where you are and when you are, and they WILL catch you. The longer you spend doing this phase, the harder it is to evade Doc and Marty. - This is where your choice of scientist from Phase 1 would take effect. If you've chosen the weaker scientist, the '81 DeLorean Time Machine will be used. If you've chosen the tougher one, the DMC-13 Time Machine will be used. The DMC-13 Time Machine will have the Location Circuits like Marty's DeLorean, only that for teleportation to occur you'll need to speed up to 88 mph. The Custom Location option will be disabled and will temporarily be replaced with preset destination locations from 0.2d. - Note that Marty's DeLorean is equipped with Location Circuits that allows them to warp from one location to another, but unlike the DMC-13's Location Circuits teleportation can occur anytime and anywhere.