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Posts posted by TranceLikeState
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Well guys it's much easier when the models are already made for you.
I sent Mike a PM showing him the flux and SID though. I haven't seen him that excited in awhile!
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Yeah, i'm not sure it's the scm. He says it works fine for him with 4 era's and I edited it to 2 but he had a look at the edits and saw no errors. Don't worry though, I'm sure it'll work out.
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You spawn by the town and by default it's on instant TT. Spawn a car, turn on the circuits and type in an old date, 1931 for example and TT and the models change with the instant no problem. Travel to the same moment using cutscene and the models don't switch for some reason. UNLESS you spawn a second del. Then cutscene works but instant doesn't! Haha. It's weird. Also if you make multiple jumps very quickly you get stuck in a nth type dimension where the buildings flash. Jump again and it's gone. Just general bugs I'm sure Blue could solve in a jif. Too bad he's a part timer.
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No. He's not sure what it is either. It has something to do with instant and cutscene TT and multiple time machines. It affects the scm for some reason. It's weird. Cleo affecting the SCM.
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Indeed. I suppose for now I'll stick to the idle versions until I get them working. I still can't chase out the bug with the time changing scm.
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Yes, I think I could. I could def do the full red but I'd have to create a new animation too for the spiking look on the SID. The flux would be a little harder without a light but if I i doubled (or more) the meshes up it might work.
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Thanks. I agree if it doesn't sound conceded. They turned out better than I expected.
Yeah. Well, Pick and choose why doncha. It's all up to the person who codes it I guess. Though are those components only active when the TC's are on? I seem to remember when Marty first takes 55 doc to the del he shows him the capacitor and it's active when he turns on the flashlight. It's been awhile though.
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Thanks. This is my final, and I mean final version haha. Turned out pretty good after a struggle. The animation could be slightly smoother if I had matched all the moves and mirror them to each other but you also need a certain number of frames and to calculate all of that was more than I was in for. But it's ok, once attached inside the car, it'll look bomb next to the capacitor.
And this is what they will look like inside the car together. (not perfectly placed of course).
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Thanks guys. Here is my first attempt at the status indicator also. I was having a hard time getting the textures lined up right thats why the colors are all bright but the red at the top. I'll perfect it tomorrow but right now I'm beat. Hopefully someone can help me attach these baby's?
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Well, you should be able to do it simply with the info I sent I think. Or even a template code I could modify. Not that I won't send it to you, if it works I will. And even if you can't I'm sure uokka or someone could and I'd post it to gtagarage strait away. I do plan on doing the status indicator as well. I could prob do the same way.
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It's all 0. Even rotation. For this models coordinates offset from the center of the vehicle. It's pivot is already perfectly center to the cars.
ID #18658 Model and texture name: flux
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Been trying my hand at improving f/x today starting with a functioning (to a point) flux capacitor. I'm no coder just a mapper mostly but what I have done is create a map object with alphas, vertex colors and an animated uv texture to achieve the look I wanted. It looks a lot like a particle or light, but is visible through both the windshield and glass mesh of the capacitor box. With the help of a coder to attach this object to the car and kill it during time travel we might actually have a capacitor that is animated even if it doesn't light up super bright during temporal displacement.
And this is just with the car pulled up perfectly to the object for an idea.
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Trance, I must say, this is definitely very impressive! I look forward to being able to download this!Thanks bud!
I'm sorry, it may seem dumb to be asking this, but is this VC or something else?Haha, it's SA. Look at the sky.
the delay was used for load model without any bug , if you load it without that delay sometimes it crash , and nice video it's very cool with the teltalle mapFascinating. I assumed the tree loaded faster because of it's low ID #. It doesn't look bad, but I had to make an invisible generic col ground because the car would fall in the water during time travel haha. Strange little bug I'm experiencing though.
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So, thanks to Zero the map has been seamlessly converted to the time controlling SCM. This means it's by the year and not the hour anymore so you can go from 10 am on oct 21 1986 to 10 am on oct 21 1931 and the models change. It also means the cols change according to the time as well so no more ghost cols. Still a little buggy though. Hope we can work it out. I think the tree loads faster because it has a lower model ID #. Were one to clean the map and have low numbers for most of the models I think they'd load faster without that 1 second delay it has sometimes.
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The material settings. I've pretty much got everything else. But going from max to zmod is like going from college to kindergarten.
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Yes, loaded each coord as a dummy on the car in max.
What do you mean? With all due respect if I can't figure out what settings need to be applied before export I doubt you will.
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If you mean the car if I manage to convert it, yes. But not the save file.
Also having gone back through the original coil glow topic, I see Blue used vertex colors on the mesh which attaches to the coils during the glow. I hadn't read the topic in a long time and I didn't see any on the default model so I didn't bother (they do not reimport so I never saw them). But since they were there I added them and updated the download link for the coil edits. Sorry bout that. Looks better though, much brighter.
Before vertex color on coil glow mesh:
After:
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That'd be fantastic. Thanks pal.
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You had a friend who assisted you with the time changing HV SCM. You said you'd ask him about it but then I haven't talked to you in a long time.
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I have a zmod file of it with most of the necessary parts separated and I was just going to use the same col or modify it slightly. It just needs to be linked and have the materials set.
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Take a crack at it if you like. Micro was supposed to help me with a scm but I haven't heard from him in awhile.
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OH. MY. GOD. The last time my jaw actually flew open was when the team showed the 0.2e Train. That's phenomenal.Thanks bud!
Love it!--
Can't wait to see.. How did you do it then? CLEO or .IDE file or what?
Yeah at the moment it's just IDE and only by the hour, not the year. I still need a coder to assist with an scm that controls years. The IDE method still leaves the col's there all the time. Weird.
You can always rely on Trance for a kickarse mod. Looking good how many maps were there, was it 4 altogether?Thanks bud. Just 2 HV maps.
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No, I didn't. I think this individual is subscribed to me. Anyways that's def my conversion. I can tel by the window mesh. Not bad work but he didn't reweld the verts either.
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So I suppose I couldv'e posted this in the tell tale topic but it's just so cool I thought it deserved it's own. I've had success combining the 2 tell tale maps and got them to change according to the time. It's still a little buggy but it looks something amazing. Can't get it to work with the functional clock yet. Been trying something fun with VC too but it keeps crashing. Hope you guys enjoy, and Micro! Empty your PM's!
And yes, I plan on at some point making the 1931 clocktower work also.
Tell Tale BTTF Models In VC/SA
in Other GTA Mods
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Jeez thanks guys! If you liked that you'll LOVE this! Thanks to Uokka we have a cleo script to attach these wonderful objects to the car! And yes it works on the flying version too. I'm going to make second versions of these models as they are "spiking" and the code will be altered to display them just before temporal displacement.