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BTTFModMachine

Advanced Members
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Everything posted by BTTFModMachine

  1. I sent you a reply in your youtube inbox.
  2. Cool model, @Fredrik93! Click the button for special BB code (top row, third from the left). Then, select "Media" out of the dropdown menu. Paste your youtube link (not the youtube.com/watch/ link, the youtu.be/ link from the "share" tab on your youtube video) into the Media URL box. Don't bother to enter dimensions, it is not necessary. Then select "OK" and you're done! The How To: Post Media topic hasn't been updated since the last major forum version update. The procedure to post video on that topic is outdated.
  3. I never noticed that before! Very nice deduction!
  4. BTTFModMachine

    My models

    Nice job! Aren't those the 0.2f textures for the HV sign?
  5. I think this topic should be merged with Dark Messiah's "Total Conversion BTTFSA Mod" Topic. Anyone agree?
  6. Thanks! I got the code working yesterday, but today it crashes the same way as before. There are a few issues with your code: Your code creates a car, but does not delete the original, causing an additional car to appear on the screen. The camera is locked on the original car, and cannot be moved unless a Camera opcode is used. The player gets frozen and does not move with the car when the issue above was fixed. The player sits in mid air while the car moves around elsewhere. xD I think these are the lines of code that are crashing my game: 0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 0.0 0.0 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1@ 2@ 3@ I do not know why. Can anyone help me out with this? Do you have any suggestions, peter?
  7. I think your script changes animation objects to look like parts moving on the KATT. I really don't see two car model id's in this script. Is this the SPM script from the Knight Rider Old School mod? I have it, and it's SMP script looks similar to your script. 2@ = 18663 3@ = 18664 4@ = 18665 Model.Load(2@) Model.Load(3@) Model.Load(4@) 038B: load_requested_models This block of code loads animation models from animations.ide. I don't think this script is what I need. Thanks anyway, peter.
  8. Hey, can someone help me out with this coding issue? I'm trying to make a model switch from KITT to SPM KITT using a keypress. This is a script taken from the Knight Rider mod made by modders from this site, I believe. When I hit the key combination in KITT, the KITT conversion sound starts to play, and then the game crashes immediately after. Can anyone tell me how to fix this? I am using CLEO 4.1. Thanks.
  9. Right from the FAQ Page: I think the last person to join the mod team was Trancelikestate. Look at what he's accomplished with both VC and SA. I'd like to see your accomplishments on your mod team.
  10. Very nice! Can't wait to see the San Andreas screenshots and the updated gta3.img!
  11. So far, CLEO VC does not work with 0.2e, and will probably not work with 0.2f. Can some mod team members back up my statement?
  12. BTTFModMachine

    Hello!

    Click on your toolbox and then select "Purchase Subscription." It will tell you payment plans and the benefits you can get by becoming an IFT investor.
  13. This question would be better asked in the shoutbox. Anyway, is it CLEO or SCM code?
  14. BTTFModMachine

    Hello!

    Yeah, that double topic-ing and posting bug comes unexpectedly (but it only happened to me once). When you reach 500 posts on this forum, you can change your Member Title. Other than that, I don't know. The member rankings info page is out of date. I remember you. Do you have any interesting mods to showcase?
  15. Sounds like you have a model problem. The hover code is not pointing toward the right model file. Check the code to see which model the helicopter code is pointing toward, and then look at that model in GGMM: http://www.gtagarage.com/mods/show.php?id=434 The model should be in a 3 digit number form. You can find the models in vehicles.ide, also. I'm not using my Teleport code right now. I'm trying to find a better alternative.
  16. Yes. It would be funny to see 0.2f released on Oct 21 2015. Get your Wilson Hover Conversion system here!! However, on a serious note, taking into account the number of mod team members, I don't think we can predict the release date.
  17. Added a video of movie-accurate-ish particle reentry explosions and 3D-ish BTTF3RR firetrail. See first post! http://www.bttfhillvalley.co.uk/forum/index.php?showtopic=4062 Also, could the mod team please comment on my work with the particle explosions? I'd like to have something like this in the next release of the SA mod (right after the release of 0.2f. I read this somewhere on the forum).
  18. How did you make an animated red scanner on KITT? I'd like to do the same for my deloreans.
  19. Nice job! Can you help me to get KITT and KARR animated scanner on my deloreans?
  20. I missed the punchline on that one. --------------------------------------------------------------------------------------------------------------------- Agreed. However, I check back almost every day to see how the other members' mods are going. Sometimes action pops up out of nowhere.