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uokka

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Everything posted by uokka

  1. Have you crateted this models from scratch? The characters/actors are looking so real! Its fantastic, dude.
  2. As you request it, I feel warrantable and honored to post this code snippet of my BttF_TimeTravel.s.. Its not perfect, but i made at least the front coil glow looking realy great on Tirido's DeLorean, in my opinion. SPOILER: // -------------------------------- Coil ---------------------------------- :Coil 02E3: 15@ = car 0@ speed 0AB4: 30@ = var 1 if or 33@ < 1500 33@ >= 14000 then if and 30@ == 1 // 15@ > 33.528 15@ > 39.33952 // - 88 Miles per Hour! then gosub @CoilGlow else end end return :CoilGlow //Front Coils 0AB1: call_scm_func @CoilParticle 4 0@ 1.01 2.14 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 1.00 2.22 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.98 2.3 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.93 2.354 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.85 2.377 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.75 2.382 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.65 2.386 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.55 2.390 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.45 2.394 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.35 2.398 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.25 2.4 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.15 2.4 -0.15 0AB1: call_scm_func @CoilParticle 4 0@ 0.05 2.4 -0.15 //Top Coil 0AB1: call_scm_func @CoilParticle 4 0@ 0.35 -0.8150 0.608 0AB1: call_scm_func @CoilParticle 4 0@ 0.43 -0.8175 0.613 0AB1: call_scm_func @CoilParticle 4 0@ 0.51 -0.8200 0.609 0AB1: call_scm_func @CoilParticle 4 0@ 0.59 -0.8250 0.594 //Coil Door 0AB1: call_scm_func @CoilParticle 4 0@ 0.662 -0.825 0.567 0AB1: call_scm_func @CoilParticle 4 0@ 0.7195 -0.83 0.5231 0AB1: call_scm_func @CoilParticle 4 0@ 0.7745 -0.835 0.472 0AB1: call_scm_func @CoilParticle 4 0@ 0.8242 -0.84 0.425 0AB1: call_scm_func @CoilParticle 4 0@ 0.872 -0.845 0.375 0AB1: call_scm_func @CoilParticle 4 0@ 0.91 -0.855 0.325 0AB1: call_scm_func @CoilParticle 4 0@ 0.95 -0.865 0.275 0AB1: call_scm_func @CoilParticle 4 0@ 0.98 -0.90 0.23 0AB1: call_scm_func @CoilParticle 4 0@ 1.002 -0.955 0.21 //Side Coil 0AB1: call_scm_func @CoilParticle 4 0@ 1.012 -1.03 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 1.002 -1.12 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 0.993 -1.21 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 0.983 -1.30 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 0.974 -1.39 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 0.964 -1.48 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 0.955 -1.57 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 0.948 -1.66 0.21 0AB1: call_scm_func @CoilParticle 4 0@ 0.948 -1.73 0.21 //rear coils 0AB1: call_scm_func @CoilParticle 4 0@ 0.930 -1.80 0.19 0AB1: call_scm_func @CoilParticle 4 0@ 0.940 -1.85 0.14 0AB1: call_scm_func @CoilParticle 4 0@ 0.95 -1.9 0.09 0AB1: call_scm_func @CoilParticle 4 0@ 0.97 -1.93 0.04 0AB1: call_scm_func @CoilParticle 4 0@ 0.99 -1.97 -0.02 0AB1: call_scm_func @CoilParticle 4 0@ 1.01 -1.99 -0.08 0AB1: call_scm_func @CoilParticle 4 0@ 1.00 -2.02 -0.16 0AB1: call_scm_func @CoilParticle 4 0@ 0.99 -2.04 -0.22 0AB1: call_scm_func @CoilParticle 4 0@ 0.98 -2.07 -0.28 0AB1: call_scm_func @CoilParticle 4 0@ 0.96 -2.10 -0.32 0AB1: call_scm_func @CoilParticle 4 0@ 0.94 -2.13 -0.36 0AB1: call_scm_func @CoilParticle 4 0@ 0.91 -2.175 -0.39 0AB1: call_scm_func @CoilParticle 4 0@ 0.86 -2.180 -0.39 0AB1: call_scm_func @CoilParticle 4 0@ 0.82 -2.180 -0.38 return :CoilParticle 066B: 4@ = attach_particle "BLUECOIL" to_car 0@ with_offset 1@ 2@ 3@ flag 1 064C: make_particle 4@ visible 064F: remove_references_to_particle 4@ if not 1@ == 0.0 then 1@ *= -1.0 066B: 4@ = attach_particle "BLUECOIL" to_car 0@ with_offset 1@ 2@ 3@ flag 1 064C: make_particle 4@ visible 064F: remove_references_to_particle 4@ end 0AB2: ret 0 You might also remove the coil glow model from the BttF_TimeTravel.s script (GTASA\data\maps\animation\animation.IDE -> #18636), as it doestn fit to Tirido's DeLorean as well.. By the way, I made the Time Traveling stuff starting at 88 MPH. As I remeber from the movies, nothing happens before 88 MPH.. is that correct? Im so focking happy that you are interested in my edits.
  3. Yeah, I hope implosion effects are not low priority.. I put it on my personal list.
  4. Im not absolutely sure, but i think v0.1.3.2 was released before CLEO 4 came out. And Cleo 4 has been updated to v4.1.1.30f
  5. I think griff came up with a a pretty cool idea if the future is messed up until you completed the missions (if there are any) and kinda saved the future.. Its just like BttF part II.
  6. GTA crashing on activating hover mode, might aswell be reelated to audio stuff. Check set_audiostream opcodes.. change .MP3 or comment them out.. Key bindings might interfere with default BttF key bindings. Change key press checks in scripts, if necessary. If you know how to check the date in cleo, you'll know how to check if its '2015 or later'.. I believe this will be easy enough to code for you soon, too. You'll do it! Good work until now, keep it up! EDIT: I forgot to mention, you should update to CLEO 4. Might help with unknown (especially audio) opcodes.
  7. Good news for anybody with some GTA modding and CLEO coding knowledge! Some of my scripts only relations to the original mod, are cleo global variables (and some changed effects). So I'll give you those (decompiled) scripts.. (source is full of messy, out-commented stuff) They have not been tested yet on a clean GTA SA BttF. Thats why you have to have some coding skills.. And you have to check out what they do by yourself. SPOILER: Code moved to first post.. BttF_DMC_Liftoff.cs and BttF_DMC_Boost.cs are using edited effects based on ventglow. Only color and size has been edited but im not sure if I can give them to you, sorry.. You have to make youre own copys of ventglow inside of effects.fxp and name them wheelboost, wheelglow, and wheelglow2. Or edit the scripts to only use ventglow instead of wheelboost, wheelglow, and wheelglow2. Any recommendations are welcome. Good luck!
  8. {$CLEO .s} //-------------MAIN--------------- 03A4: name_thread 'COLD' 0001: wait 0 ms 32@ = 0 0AB4: 24@ = var 908 if not car.Defined(0@) then wait 100 0AB4: 0@ = var 8 if not car.Defined(0@) then 0AAD: set_audiostream 24@ perform_action 0 0A93: end_custom_thread end end This code is only for reference. Dont use this, it should be there already. If not, something similar.. Paste the code, which ices the DeLorean, right after that. The variable 0@ got it's value already declared in timetravel.s, which has been shipped over to cold.s by execution parameter. Thats why the script is able to check if not car.Defined(0@). Even if you cannot see, in that script, where the value of 0@ comes from. It contains the players car, and should not be #SUPERGT or CarID. It must be a variable.
  9. The game doesnt care at all, how many paintjobs you add to a car. If theres only one extra paintjob .TXD in the archive, the game will show you only this one in the transfender garage menu. It is not possible to use more than 4 paintjobs per car. The script expects 4 paintjobs and might crash or might not crash, if you have only one paintjob in the gta3.img. try it out, i dont know.. EDIT: It wont crash.
  10. OK, right. I wasnt clearly. CAR.DFF, CAR.TXT, CAR1.TXT etc. .. are example names, and yes, you have to rename it to the actual name of the car model you wanna replace. I replaced the SuperGT with the DeLorean, so what I have is: SUPERGT.DFF SUPERGT.TXD SUPERGT1.TXD SUPERGT2.TXD SUPERGT3.TXD SUPERGT4.TXD But in standard case, the scripts are using the car ID of Bullet to spawn the delorean and such.. BULLET.DFF BULLET.TXD BULLET1.TXD BULLET2.TXD BULLET3.TXD BULLET4.TXD Add/replace those to your gta3.img or bttf.img (rebuilding bttf.img is way faster!). Make shure you dont have any file using the same name in both .IMG files The paintjob .TXD's might need to be added to gta3.img. not sure though.. (adding them to bttf.img works as well!) I dont know why you cannot decompile cold.s, but your cleo folder should contain something else as well! The rest of the default BttF mod.. cold.s wont run by itself (its .s, not .cs). Its been executed by another script on timetraveling.. showing some steam comming out of the vent rising up from the cars hull (DMC88ELB, might be interesting to you.. effects.fxp), and closing after some amount of time. It seems your sanny builder installation is missing the SASCM.INI or opcodes.txt file.. maybe thats why sanny dont know those opcodes.. cold.s is a simple script. can you open other cleo scripts. You'll need to edit cold.s. The script snippets above are not a colmpete script.
  11. OK... Im not quite sure, if cold.s. is of v0.1.3.2, but i put it in there. Some explanation: 06ED: set_car 0@ paintjob 0 This would set the first paintjob on the car (0=#1). -1 = No Paintjob 0 = Paintjob # 1 1 = Paintjob # 2 2 = Paintjob # 3 3 = Paintjob # 4 The code swithes textures until the last paintjob is applyed (3=#4). So, after this segment of code ... {$CLEO .s} //-------------MAIN--------------- 03A4: name_thread 'COLD' 0001: wait 0 ms 32@ = 0 0AB4: 24@ = var 908 if not car.Defined(0@) then wait 100 0AB4: 0@ = var 8 if not car.Defined(0@) then 0AAD: set_audiostream 24@ perform_action 0 0A93: end_custom_thread end end // The above code is only for reference. We put this ... // Apply Icy Paintjobs.. wait 100 for 8@ = 0 TO 3 while true wait 10 0988: get_car 0@ paintjob 7@ wait 0 if 001D: 8@ > 7@ then 06ED: set_car 0@ paintjob 8@ break end end wait 100 //wait 50 end Now, before every end_custom_thread, you put this // Remove Icy Paintjobs.. //wait 1500 ms wait 2500 ms for 8@ = 2 DOWNTO -1 while true wait 10 0988: get_car 0@ paintjob 7@ wait 0 if 001D: 7@ > 8@ then 06ED: set_car 0@ paintjob 8@ break end end wait 100 //wait 50 end wait 0 wait 0 0A93: end_custom_thread You might wanna decrease the wait time in the loop a little. A value of "50" looks smoother, but doesnt always work corectly for me, due to laggy loading.. Yep!
  12. As long as you guys know that i put the white paint on the delorean texture, everything is fine. Its based on Tiridos textures. And i want to give you the possibility to use it. I didnt realy tryed to contact blue, yet. I didnt asked she/him to allow me. Thats why i dont give you hot stuff without permission. Would get deletet anyways.. I'll try to seperate my scripts from the original ones, maybe it could be an add-on, maybe. Didnt you asked for tutorials? Paintjobs are very coding friendly.. All paintjob textures in gta3.img are automatically loaded by the game if needed. for 8@ = 0 TO 3 while true wait 10 0988: get_car 0@ paintjob 7@ wait 10 if 001D: 8@ > 7@ then 06ED: set_car 0@ paintjob 8@ break end end wait 100 end //Going through paintjob 1 to 4. making sure no paintjoby will be jumped over. The applied paintjob sometimes shows up a few ms too late. wait 100 ms is a little long, though.
  13. Thats amazing info, dude! Conversations are going very the last few hours. Sory, Im drunk.. good night! edit: quick
  14. Ehm, Im not familiar with the term Kindle. Does it mean i cannot download the hole book, or will it be burned/unreadable after reading? And reading a hole bunch of books is of course a pain in the ass, if you read it from a monitor.. Get well again, by the way! But what i meant is, is it legal? Is the publisher and the authors behind this?
  15. @theCoolest2 This comment might be unnecessary, cause you should already know, but this looks like an email by a highjacker who pretends to be an admin or something and warns you niceley about possible acount stealing. "validate your password at this link" blabla.. If you follow any links in those emails and type in youre pass, they have it I got those mails, warning me about my WoW account would be sold by someone. I dont own WoW.. edit: sorry if im completely off topic. a friend of mine owned WoW until he got one of those mails.. Just dropped by, i dont even know minecraft.
  16. Mhm, looks promising.. I realy like the phantasy and scifi genre. But im even more impressed about that books you linked to. Im just curious, is it an accepted way to read books?
  17. No need to wait anymore! I've uploaded them as uncompressed/unpacked .PNG's. See my tutorial.
  18. If this is a quastion, then the answer is yes. No glitchy respawning. But the applied paintjobs spring up (a few miliseconds) too late sometimes.. edit: I would like to see your time circuits, so i can steal ideas from you..
  19. I've just wrote a tutorial on how to enable paintjobs. Script and textures may be available later, as they cannot contain others work.. edit: Textures uploaded
  20. I had an idea after reading this tutorial by DexX, which explains that the use of paintjobs is controlled by texture naming. DexX' tutorial is about modeling, but i'll show you how to enable paintjobs on probably any car, without the need to recompile the model. You need to know a little about SA modding though.. As we know now, Thanks to DexX' tutorial, the game recognizes keywords in the model files and automaticaly provides the option to use paintjobs in the transfender garage menu. The magic word is remap! We now can edit the model file with a Hex Editor (which is basically a text editor) and forcing it to use that keyword for one of its textures, by only changing some text strings inside the .DFF file.. Take a complete and ready GTA SA car model without paintjob capabilities. It consists of two files. One .DFF file and one .TXD file. I did this with Tirido's DeLorean which replaces the Bullet: Tools used: Notepad++ (a Text Editor with HEX capabilities) GIMP 2.6 (painting) TXD Workshop 4.5 IMG Tool 2.0 - - - - - - - - - - Open Bullet.TXD. Find only one texture, which represents the outside surface texture of the car. DeLorean_Hull.dds is the name of the texture. Rename it to "remapean_Hull.dds"! DO NOT change the texture mames length! Just overwrite the first 5 chars with the letters r, e, m, a and p. Extract the texture for later editing. Save Bullet.TXD and close it. - - - - - - - - - - Create a copy of Bullet.TXD and name it Bullet1.TXD! Open Bullet1.TXD Delete ALL textures inside Bullet1.TXD, exept the one you want to replace. Replace the only texture left in Bullet1.TXD with your edited paintjob texture. Save Bullet1.TXD. - - - - - - - - - - Open Bullet.DFF in a HEX editor! Use your editors search function to find the texture name you've choosen from Bullet.TXD. There might be more than one search result. Rename all found "DeLorean_Hull.dds" strings to "remapean_Hull.dds"! DO NOT change the strings length! Just overwrite the first 5 chars with the letters r, e, m, a and p. Save Bullet.DFF. - - - - - - - - - - DONE! Your model consists out of 3 files now. Bullet.DFF, Bullet.TXD and the optional Bullet1.TXD, which will be used by the game to add a paintjob to the car. You can create more, by naming them Bullet2.TXD, Bullet3.TXD and Bullet4.TXD. 4 is maximum. These are semi transparent 'iced' textures for the conversion of Tirido's Crysis DeLorean. You'll need some image editing program, which is able to handle tranparency (like GIMP) to add this texture overlays on top of the default texture. Icy Paintjobs ! Painjob #1 Painjob #2 Painjob #3 Painjob #4 * UPDATE * I noticed you can't just download the original images from PhotoBucket. They will be 1024x1024 instead of 2048x2048. So get the full quality from this DOWNLOAD. Modified CLEO code from Back to the Future SA Mini Mod for using the Cold/Iced effect: not needed if you have my bttf edits installed (right-klick and hit 'save as'..) compiled (cold.s) source (cold.txt) Happy painting
  21. Hey, a copy of VC just materialized itself in my DVD drive.. The first parameter of 0437: (particle ID?) might point to "SMOKE_SLOWMOTION" (ID 22) and "STEAM2" (ID 30) located in "..\GTA Vice City\data\particle.cfg" If changing parameters of 0437: wont be successful, you may still try to play with "particle.cfg". EDIT: I meant, trying it out is the way I learned some about cleo coding. Or what does your strange look mean?