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marty007

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Posts posted by marty007


  1. i couldn't help but over hearing this convo. so. i decided to learn how to model players.

    AS A TEST i added 3 spikes to tommy's hair! (i learnt from scratch and did it in 1/2 an hour. so don't give me a bad time. i didn't even have the modeling programs till today!):

    Is it so hard to not quote pictures.

    oh, and i need to figure out why its all white..

    what programs are you using


  2. I think it should replace mr Whooptie. The "icecream song" loops so you can have the ecto 1 sound over and over. once i installed the ecto 1 for VC, all the police cars are now completley white, and somethings wrong with the collision, cause i can drive right through anything.


  3. This may have been covered before, so if it has, I'm sorry for asking. Is anyone working on a decent player model. Not that the one we have is bad, just with the mod being as perfect and detailed as it is and is going to be, i would think we would want a highly detailed player model of Doc, and or Marty


  4. plus the ghost town in STOCK SA is not like the BTTF3 HV. For one it's missing the unfinished court house, and the fact that the railroad runs right outside of it.

    *Picture*

    You deserve that marty...

    sorry guys, just thought we might could take some bits and pieces so we didn't have to make them. i'm stupid. don't hate me because I'm beautiful


  5. I downloaded a mod yesterday that completly converted vice city to san andreas. it looks pretty awesome. can't we just use that for the bttf mod. it already has the old western town for bttf 3 and the bridge (over eastwood ravine). its still the vice city engine, just totally converted to look like SA. can we just use that together with the bttf mod. you wouldn't even have to make Hill Valley 1885.


  6. This may be a stupid question, but isn't it possible to just use the wheel animation code from the dmc13 so that the 2015 Police car can have wheel animations. sorry if this has been covered before, i couldn't find anything on it. thats why im asking


  7. Got it. The "body" texture in the polmav.txd was grey for some reason. I just opened it in photoshop and lowered the brighness to black. works like a champ now. What the hell would cause it to be changed to grey. i dick around with the mod alot, but i never edited the polmav. txd.


  8. Thanks, You're awesome. You don't know how to change the start location by any chance, do you??

    You mean...

    //-------------MAIN---------------
    
    thread 'MAIN' 
    
    fade 0 0 
    
    042C: set_total_missions_to 88 
    
    030D: set_total_mission_points_to 154 
    
    030C: set_mission_points += 154000 
    
    01F0: set_max_wanted_level_to 60 
    
    set_wb_check_to 0 
    
    00C0: set_current_time [b]15[/b] 0


  9. it reqiers a counter part model. i dont have one and dont know how to make one.

    Why would a counterpart model be needed. If the airport is gone, there will be nothing there, just the grass and maybe a couple of trees or something. I don't know much about this. But it seems that it takes alot of coding just to get the smallest results. i wish i understood how to code. Can you use moo mapper to delete the airport, save that map, then have that map load when someone goes to a year before 1928?


  10. Hey edfake, sorry to ask this of you. I know you have alot on your plate. I posted a question a few days ago about making the airport disapear. Since the first airport ever built was in 1928 then the airport shouldn't exist before 1928. If this is something easy to do, could you do this for us/me. I just think it would be awesome to be driving with instant time travel on and then **BOOM** no airport.


  11. this is what it looks like:

    NOTE: this code doesnt work, its only for eg puporses

    :TIME_17634
    
    if 
    
       $YEAR >= 1975 // integer values 
    
    else_jump @TIME_17709 
    
    Model.Load(#BLDNGST2MESH)
    
    Model.Load(#BUILD1)
    
    Model.Load(#HDRUGFACTORYINT)
    
    Model.Load(#LODLD1)
    
    Model.Load(#DOUBLESTREETLGHT1)
    
    Model.Load(#TRAFFICLIGHT1)
    
    038B: load_requested_models 
    
    
    
    :TIME_17671
    
    wait 0 
    
    if and
    
       Model.Available(#BLDNGST2MESH)
    
       Model.Available(#BUILD1)
    
       Model.Available(#HDRUGFACTORYINT)
    
       Model.Available(#LODLD1)
    
       Model.Available(#STREETLAMP1)
    
       Model.Available(#MTRAFFIC1)
    
    else_jump @TIME_17671 
    
    jump @TIME_17758 
    
    
    
    :TIME_17709
    
    Model.Load(#BLDNGST2MESHDAM)
    
    Model.Load(#BUILDBLOWN)
    
    Model.Load(#HDRUGFACTORYPOL)
    
    Model.Load(#LODLDBLOWN)
    
    Model.Load(#DOUBLESTREETLGHT1)
    
    Model.Load(#TRAFFICLIGHT1)
    
    038B: load_requested_models 
    
    
    
    :TIME_17727
    
    wait 0 
    
    if and
    
       Model.Available(#BLDNGST2MESHDAM)
    
       Model.Available(#BUILDBLOWN)
    
       Model.Available(#HDRUGFACTORYPOL)
    
       Model.Available(#LODLDBLOWN)
    
       Model.Available(#DOUBLESTREETLGHT1)
    
       Model.Available(#TRAFFICLIGHT1)
    
    else_jump @TIME_17727 
    
    
    
    :TIME_17758
    
    if 
    
      $MODE == 0 // integer values 
    
    else_jump @TIME_17801 
    
    wait 500 
    
    Car.PutAt(0@, 2000.0, 500.0, 5000.0)
    
    
    
    :TIME_17801
    
    if 
    
       $YEAR >= 1975 // integer values 
    
    else_jump @TIME_17931 
    
    03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESHDAM to #BLDNGST2MESH 
    
    03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #BUILDBLOWN to #BUILD1 
    
    03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #HDRUGFACTORYPOL to #HDRUGFACTORYINT 
    
    03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #LODLDBLOWN to #LODLD1
    
    03B6: replace_model_at -1585.6 899.3 16.4 radius 80.0 from #DOUBLESTREETLGHT1 to #STREETLAMP1
    
    03B6: replace_model_at -1572.4 899.3 16.4 radius 80.0 from #DOUBLESTREETLGHT1 to #STREETLAMP1
    
    03B6: replace_model_at -1572.4 929.3 16.4 radius 80.0 from #DOUBLESTREETLGHT1 to #STREETLAMP1
    
    03B6: replace_model_at -1586 869.3 16.4 radius 80.0 from #DOUBLESTREETLGHT1 to #STREETLAMP1
    
    03B6: replace_model_at -1586 839.3 16.4 radius 80.0 from #DOUBLESTREETLGHT1 to #STREETLAMP1
    
    03B6: replace_model_at -1552.8 869.3 16.4 radius 80.0 from #DOUBLESTREETLGHT1 to #STREETLAMP1
    
    03B6: replace_model_at -1534 899 16.4 radius 80.0 from #DOUBLESTREETLGHT1 to #STREETLAMP1
    
    03B6: replace_model_at -1523.5 899 16.4 radius 80.0 from #DOUBLESTREETLGHT1 to #STREETLAMP1
    
    03B6: replace_model_at -1523.5 924 16.4 radius 80.0 from #DOUBLESTREETLGHT1 to #STREETLAMP1
    
    03B6: replace_model_at -1534 924 16.4 radius 80.0 from #DOUBLESTREETLGHT1 to #STREETLAMP1
    
    03B6: replace_model_at -1577.5 850.635 17 radius 80.0 from #MTRAFFIC1 to #TRAFFICLIGHT1 
    
    03B6: replace_model_at -1570 864 17 radius 80.0 from #MTRAFFIC1 to #TRAFFICLIGHT1
    
    03B6: replace_model_at -1529 870.5 17 radius 80.0 from #MTRAFFIC1 to #TRAFFICLIGHT1
    
    03B6: replace_model_at -1527 932 17 radius 80.0 from #MTRAFFIC1 to #TRAFFICLIGHT1
    
    03B6: replace_model_at -1536 939 17 radius 80.0 from #MTRAFFIC1 to #TRAFFICLIGHT1
    
    jump @TIME_18035 
    
    
    
    :TIME_17931
    
    03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM 
    
    03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #BUILD1 to #BUILDBLOWN 
    
    03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #HDRUGFACTORYINT to #HDRUGFACTORYPOL 
    
    03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #LODLD1 to #LODLDBLOWN
    
    03B6: replace_model_at -1585.6 899.3 16.4 radius 80.0 from #STREETLAMP1 to #DOUBLESTREETLGHT1
    
    03B6: replace_model_at -1572.4 899.3 16.4 radius 80.0 from #STREETLAMP1 to #DOUBLESTREETLGHT1
    
    03B6: replace_model_at -1572.4 929.3 16.4 radius 80.0 from #STREETLAMP1 to #DOUBLESTREETLGHT1
    
    03B6: replace_model_at -1586 869.3 16.4 radius 80.0 from #STREETLAMP1 to #DOUBLESTREETLGHT1 
    
    03B6: replace_model_at -1586 839.3 16.4 radius 80.0 from #STREETLAMP1 to #DOUBLESTREETLGHT1
    
    03B6: replace_model_at -1552.8 869.3 16.4 radius 80.0 from #STREETLAMP1 to #DOUBLESTREETLGHT1
    
    03B6: replace_model_at -1534 899 16.4 radius 80.0 from #STREETLAMP1 to #DOUBLESTREETLGHT1
    
    03B6: replace_model_at -1523.5 899 16.4 radius 80.0 from #STREETLAMP1 to #DOUBLESTREETLGHT1
    
    03B6: replace_model_at -1523.5 924 16.4 radius 80.0 from #STREETLAMP1 to #DOUBLESTREETLGHT1
    
    03B6: replace_model_at -1534 924 16.4 radius 80.0 from #STREETLAMP1 to #DOUBLESTREETLGHT1
    
    03B6: replace_model_at -1577.5 850.635 17 radius 80.0 from #TRAFFICLIGHT1 to #MTRAFFIC1
    
    03B6: replace_model_at -1570 864 17 radius 80.0 from #TRAFFICLIGHT1 to #MTRAFFIC1
    
    03B6: replace_model_at -1529 870.5 17 radius 80.0 from #TRAFFICLIGHT1 to #MTRAFFIC1
    
    03B6: replace_model_at -1527 932 17 radius 80.0 from #TRAFFICLIGHT1 to #MTRAFFIC1
    
    03B6: replace_model_at -1536 939 17 radius 80.0 from #TRAFFICLIGHT1 to #MTRAFFIC1

    WOW. thats and awesome example. I might as well have just told you that i only wanted the airport to appear after 1928, and you could have written the actual code for me. This looks to complicated for me. thats alot of code just to make the airport only appear after 1928. Thank you for showing me a great example, but i think it too difficult for a noobie like me


  12. I was just wondering how to make buildings disappear and reappear depending on the year. for example, we wouldn't have an airport in 1927, because the WORLD'S first airport was built in 1928 at Croydon near London (England). so how can i make it so that certain buildings of my choosing come or go depending on the year???

    Thanking you in advance,

    -Marty007