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Posts posted by RobertBlox
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i dont suppose someone figured out how to fix it?
No, I don't believe anyone has.
It's just something that's local to the game rendering engine, sorry.
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In case anyone like bttf92, Mike, Trance, or someone else from the mod team sees this:
I've been bugged about all of the credit Seedyrom has been getting for "creating" a BTTF mod.
I believe there is a good way to prevent this from happening again.- Add a "credits" section of code to the BTTF IV script/dll
To elaborate what I mean by a "credits" section, I am referring to something such as this:
http://www.moddb.com/mods/back-to-liberty-city/videos/a-new-feature
The game will always begin with the the month, the day, and the year (as in the film); then, it would display a few credits immediately after displaying the dates!
For instance:*Game starts*
*Text comes on screen:
Saturday
November 12, 1955
10:04 P.M.
*Text fades out and new text fades in:
Scripting by: bttf92DMC Models by: Carlos85G
Model converting by: Dragon King
*Text fades again and new text fades in:
For more visit:
www.bttfhillvalley.co.uk
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The date would not be that, of course. It would be based on what is coded.
The same goes for the small credits I listed, which I just put as examples. I'm not 100% sure of all who were involved in the progress of this project, but I just typed that as an example. -
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can some one tell me why the fence is invisible from the inside?
i didnt do it
I believe that's just how the game renders partially transparent objects in its alpha filter.
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Character art, eh?
Yeah, I agree also. No need for the blame game.
No worries, we're all just playing around with the ascii art.
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That's not what bothers me. What bothers me is this guy thinks he's so cool. Attempting to create a Frankenstein of a map mod for SA while insulting this whole team by claiming were "waiting for 10 years" is not my idea of cool.
You are indeed right, Trance.
There is one thing that we don't like on this forum.
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I saw that, looks good although it is missing some details. E.g on the interior it is missing the ash tray.
Yeah, I've considered adding that, but I haven't had the time recently. We'll see.
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The weather is supposed to be nice tomorrow so I may take the D to work.
Are there any shots/angles in particular that either of you need of the interior/exterior?
If you mean for me, I don't at the moment.
The model I'm referring to is actually already done (in case you didn't know). I have a topic with it here in the "Off Topic" section called "Driver SF: DeLorean DMC-12."
Thank you very much though!
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Thanks, Mike!
Again, the offer still stands if you want a copy of my model for IV that looks like yours. -
How's this?
Perfect, thanks!
Of course, that parking brake light and that door ajar light aren't on while your driving through.
I'll still be posting better photos of my DMC-12 model soon. I can make a custom version that matches your car if you want, Mike.
EDIT: No problem, Microman!
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[Refer to my little EDIT on my previous post before reading this one ]
I can send you my textures of the 95 MPH speedo with the film-accurate mileage that I made!
I can also give you the rest of the dash labels, if needed. -
Remember where you're going, there are no roads. And there is a small cave over there which will be the perfect place to hide the time vehicle. Well, the new time circuit control tubes are warmed up!
Looks good, that last shot looks a little familiar.
"Wait a minute, Doc. If I drive straight toward that screen I'm going to crash into those indians!"
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By the way, I just realized this. You (Microman) posted the BTTF 3 DeLorean on September 4th, and it was September 5th that Marty traveled to in the film in the drive-in scene!
EDIT: The MPH and RPM fonts seem to look a little off because they're stretched slightly. Just decrease they're width a little.
Also Mike, if possible could you post some pictures of the DeLorean lit up at night (interior) and during the day? I just want to make sure I did everything correctly on my model.
I'll post some clearer photos of it on my DMC-12 topic within the half-hour.
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Nice VC map !!
The truck looks great to me
Thanks!
If your interested, the VC map I'm using in the video is from Vice City Rage Beta 3. It's not as good as Beta 2 in terms of some textures and coding, but it's not bad!
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Awesome!
I have to model my own hoodbox soon, because that's just outstanding!
Too bad school is just around the corner.EDIT: I see one problem with your dashboard though. Your low beam and high beam indicators are in the wrong spots. The blue high beam light goes on the left and the green low beam light goes on the right.
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Looks great, Microman!
Have you seen my truck topic btw? I fulfilled a request you made a long time ago. -
Hi there RazorX,
Welcome to the Hill Valley forums!
From the pictures, it seems you've done a very nice job with your .scm edits; however, as BTTFModMachine stated, you cannot post download links to modded files from BTTF: HV without permission from Mike or their corresponding mod team member.
One suggestion I have for you is when posting code for people to implement, you should write where they should place it within the main. For example, you should say "to add the custom teleports, place in on line 118" or "to add custom teleports, place the code after the 'Mission 0' section in the scm."
This will help give those who are modifying the scm a sense of where everything goes in order to make it work right.
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So again, welcome to the forums and nice work so far!
- RobertBlox- 1
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Oh, and check your inbox.
I replied back with your request.
In relation to this topic, if I can get permission from k1092000 to release his truck with my mods for IV, then I will.
If anyone ever sees him online, let me know or send him a message asking him to check this topic on my behalf.
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Except that the Time Machine didn't have a gas flap.
That you are right about, but the convenience is nice!
EDIT: [sorry for bumping this topic, I never replied prior]
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The plan is to post an update video incorporating all three mod's in the near future (VC/SA/IV).
Oooh, well that's pretty cool!
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Here's a little update on Sersorroza's mod.
He just uploaded the preview video for it, which will be released very soon!You can also tell in this that he is using an extra part with a lightemissive texture for the coil glows. The reason why they look better than usual is because he has a modified Visualsettings.dat and or .xls file(s) that increase the intensity of lit objects.
[P.S. I know this should technically be a "merged post," but since this topic differs from the one in my previous comment, I believe it should be separate. ] -
I am more surprised that it's taken this long for someone to notice it and post it on here.
Well, it would have been helpful if it was posted as an official update in the Video gallery, the shoutbox, and/or in a topic when it was brand new.
After all, it's not like most of us are involved in the progress of these projects.
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BTTF92, Mike was hoping to keep it sort of a secret but I'm sure he's not too upset.
Just as a side note, I found out about this while searching up DeLorean reference pics.
I came across a thumbnail of this image, which was apparently on a news site. It seems that a lot of people are hyped up about this mod ever since Seedyrom posted his "showcase" with everyone else's work, and are spreading bttf92's preview across the net on gaming sites.
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I actually knew also of the frost effect that is possible, but never done a proper search on how do it. That glowing bands instead look very good, that guy is very capable, I like also the effects in the circuits on the hood of the RR DeLorean.
I would think that the easiest way for the frost effects would be (again) to create a custom "ice" map texture in place of the dirt map texture, and map the car to that instead. Then, store the "ice" map inside the .wtd so it is local to the car only.
After time travel, you can set the dirt level to "4" and decrease it to "3," "2," "1," and then back to clean.
The only other thing you would need to add is a little section of code that keeps the car clean every so often so it doesn't look frosted when it gets dirty.
BTTF IV mod preview
in IV Media
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Okay, I understand.
The only thing is, even though seedyrom lists the mods at the bottom, he still receives credit for the work in various articles and posts.
Some mods, like LCPD: FR and the Police Chase mod (by NeoMatrix) have little things like what I listed which pop-up when you start the game.
Nonetheless, I understand your explanation (as I stated earlier) and respect your decision! Thank you for reading my post, bttf92.