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bluespace88

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Everything posted by bluespace88

  1. it doesn't look that different which is why I'm doing the in between.
  2. Well, don't judge yet. The SA coils isn't quite done yet, and don't forget, it doesn't have a texture applied yet, so a texture would be able to simulate the glow. Speaking of lag, it always bothered me in VC whenever I made a handbrake turn after time travel, lol
  3. Well, if you time travel to a time with no trains and theres a train in front of you...what would you expect it to happen? Stay or disappear
  4. And just tested and it works. Time travelling will cause the trains to disappear now.
  5. ah, mini, to answer your question about the train not dissappearing.... theres a destroy all trains opcode for that
  6. well...umm, if you check the clocktower scene, those plasma trails were noticible Vice had glowy beady coils, lol. I think people liked it because it was all glowy and stuff.
  7. a flux is useful, you can use it as a....strobe light xD
  8. might just change the damn wormhole texture, lol It's so....low res
  9. Good, we don't have to argue about that one then
  10. And here's a nightshot with all the effects so far
  11. I dont' mind. The plasma in VC was instant too. Just the other glows weren't.
  12. Here's one more, in between the last two First one had 4 particles, second one had 12, this one 8. Personally, the first one seemed too dim, the second and third are pretty much equal, and since the third uses less particles, I'm going with this one.
  13. Here's the VC length plasma. Brighter I guess because of using three particles.
  14. Read readme or text below topic name please ^^ Anyway, more effects The plasma's actually shorter then the VC version as of right now. And who would have guessed the "FLAME" particle in SA was just a sphere... Oh yeah, excuse the old coils on this. I didn't transfer the new ones to my laptop before I left for home.
  15. but on decompilation, its replaced by the model names, which are then replaced by the new ids when its recompiled. Its for this reason that the vc mod didn't go haywire when I took out a bunch of objects. It works for the most part.....but not for assigning model names to variables.
  16. Well, I was working with a stripped script, so it didn't have all those objects. So I didn't have to redo everything, I just stuck all the objects at the top of the list, since I assumed the scm would be using stuff like #OBJECT, which cleo cannot. Guess I was wrong huh.
  17. it would solve the original game it would break the bttf anims
  18. If its possible to create a model at a point, set the angle and speed to what it was before, what do you think
  19. Well, wormhole is still not quite as good as the VC version, but almost on par Haven't done much with explosions yet...
  20. speaking of which, thats one accuracy I don't think we have. The real time circuits were slightly tilted towards the driver.