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bluespace88

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Everything posted by bluespace88

  1. Same as interior. As I said, the only reason I made the wheel lights and green lights objects is because they are animated. The other ones aren't, and I'm not going to make the flux capacitor flux.
  2. i'm going to leave interior lights alone for now. I'd rather do them through the car model rather then objects.
  3. I like the neon. It woudn't work well in VC, but it does in SA since it has the attach_object_to_car opcode.
  4. i know it can be done through the car model itself. Didn't do it for the wheel lights or green lights since those animate, but I'll just attach it to the wheel lights until I figure out how.
  5. ok, done with the realignment. guess animating the wormhole is next. If the effects don't loop, then I'll Stick with the 80 mph. If it does loop, then its going to start 88 mph and time travel like a second later if it doesn't lose speed.
  6. really hate objects at night that I don't want to glow though. Oh well.
  7. and if you want a daytime shot
  8. Need to fix alignment, but they're in me thinks someone needs to make new textures xD
  9. well if you want them, you have to copy the define objects from the bttf scm and put it at the top of the define objects list in your scm, and add however many to the objects number.
  10. theres always the stripped scm. Cept Mike wanted the actual game script.
  11. it'll work. It'll just lag. I would not do it for the coils though, since if you move too much, the coils can appear to flicker from the lag. Green lights too if you move up and down too much.
  12. Eh, I'm used to VC's, so thats sticking for now. However, I like my green glow better then the other SA one and my VC one. Update? Currently taking some wheel glows off of the old delorean back from VC Beta 1.
  13. not the same as 0.2c. None of them are using Carcols. 0.2c was pretty much, turn the coils into carcol objects and color them through main.scm. You can color the coils the same way as 0.2c, however, it will be dull and dark, not bright.
  14. all I did was took the lights from the delorean, lowered them slightly so they can be seen, and prelit them. Then exported it as an object and attached it to the delorean. Coils, I colored them myself.
  15. prolly shoulda done that at night....oh well, thats up next with the wheels.
  16. And animated. Poor minime.
  17. And here's the green glows. Haven't animated it yet, but that'll be coming up pretty soon (I already have the code from the particle one)
  18. ditched the neon blue color of the coils and went back to my original ones from vc.
  19. And I'm not happy with the wheel or green lights as coronas, since they stick out too much from the rear So I'm going to make objects like the one for the coil for them.
  20. you should be able to reach it unless your handling's off. Heck, the original bullet handling could reach 88. Speaking of that, I should measure 0-60 times for the SA Delorean just for fun XD
  21. okie dok just thought of a "fix" for the spawn on ground. The Delorean can only change when its on the ground or above 5 meters. If its below 5 meters, the game will wait till it touches the ground. Before initiating the sequence. Seeing as the Delorean doesn't stay airborne long without flying, should be no problem
  22. both and maybe. Never tested if old saves could work if the only thing changed was the objects definition.