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Posts posted by bluespace88
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it was a bad port
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Well, either way I finished the glows and I'm amazied. 81 particles on this baby. Had to redo almost the entire thing since the smaller particles needed more precision.
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Also, what I'm thinking with the coils in that we can do the neon like in GTAVC
Sadly, Vertex prelighting only works on map objects, so the VC Delorean can get the same treatment, but the lag will ruin it, as the coils will probably appear and disappear.
Darn VC...
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And fixed the font issue with the "1" being misplaced. I didn't notice that Mike put in a new fonts.txd
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And fixed the font issue with the "1" being misplaced. I didn't notice that Mike put in a new fonts.txd XD
Anyway, I moved the 1 over in the file, lol.
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Theres a second alternative i want to explore later, which sadly cannot be applied to VC because of the lag.
But it involves making a coils object and attaching it to a car, and have two versions. The one we all know and a neon version. According to gtaforums, how the neon lighting in VC and SA were made is through this method.
Neon lights are created by a texture of the color you want (pink, blue, green...) and a alpha map that simulates the neon glow, using a gradient. Then all you can use is 2dfx and night vertex colors to fully get the color in the night view, for some neons test you should look in those hotels of VC that got some. -
really wonder what the limit is with particles in sa.... it looks so much better when theres more of them
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Moving onto the coils
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I'm not part of the SA team. Whatever they're doing is not my business.
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get a new card maybe?
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get a new one
so no cleo mods work at all?
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used to be, until I needed to add objects. Then it had to be added to main.scm.
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Fixed two bugs (go figure)
Carcol.dat bug, easy to fix. It only affects the flying delorean when it is first created. You'd see the vents black for a second. Just change the lines for the bullet and sparrow to have the color:
24,13
The other bug is that when hover converting, when the model changes, you start out at zero speed, instead of whatever speed you're going at. That has been fixed.
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Now you guys get to relive the making of a time machine xD
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No lag, yipee
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I'm just continuing from where I left off
I'll do a quick release when I get the animations in. Since its mostlly code anyway, the releases should be a bit more frequent.......when school doesn't keep me busy.
People might complain, but after leaving the mod and forums so much, I could really care less.
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just found out, theres a flaw in attaching objects to objects attached to cars, and thats that they lag.
Going back to my old method.
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which is why i'm starting from my base rather then try to fix and organize it.
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thats why we're sticking with gta. At least it plays on more computers
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I don't know. I didn't work on those sounds.
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we took the time travel sound from the first experiment
Delorean Coils
in San Andreas Coding
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And there are limits apparently. Tested in both scm and cleo. I can create, but not destroy....how ironic. Well, I made a vid anyway. On to method 2!! After I get some sleep XD
Lets see how I can do vertex prelighting...
At least it wasn't a complete waste of my time. I found out how to make particles ^^
Means we can get animating wormholes
too bad its still 2d, otherwise we could have done a C shaped thing......but then again, if the coils are being moved to an object....can probably get away with using particles to create a wormhole thats not circular.....ideas ideas, lol.