RazorX
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Posts posted by RazorX
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try just adding 1 at a time so u know were its going wrong and then let me know
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cant you do it? its pretty simple
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hey guys i just made these:
they look pretty good if i say so myself the only problem is i cant seem to find the picture of einstein they used can anyone help me
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ok guys got another update for you, this is an update to my fence map and this one is pretty cool.
what ive done is add new posters over the top of the old ones so now without hunting through the files to mod tiny pictures you can use this map and change them to full hd pictures, included in the download are back to the future pictures and most of them are 1920x1080 uncompressed you can see the pictures that are included in the download by watching the video and if you want to replace the pictures simply load up txd workshop and select one of the txd files and import your picture and your done so no more messing around and still ending up with not very good quality images heres the download:
BTTF Sunshine Autos Fence & HD Posters.rar - Removed (Update On Page 4)
heres a short video for you to see what i mean and as i said with this mod you can now easily change the posters and have them as high quality as you like
and trust me when i said the video doesnt do it justice when i have time i might also add ones to the large billboard at sunshine autos too i will have to see if i have the time.
i am not held responsible if people use this to put dirty hd pictures all over there sunshine autos lol
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lol i was just testing spawning something and trying to get it to clean up the area of ppl after but never got it right
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heres something fun for you, this is what happens when you get code wrong
tho's guys be crazy
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thx, lol
i thought i would test it at high speed and my car was totaled and the glass didnt even have a scratch lol
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if anyones interested i was trying to make something else when i made what looks like a sheet of glass so i thought what the hell so if anyone whats it here it is:
its basically a indestructable piece of glass.
on another note does anyone know how to do relective stuff i was trying to make a mirror.
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hey mate nice work, why dont you check out my thread here ive released some stuff for hill valley you might be interested in like a fence for the front of sunshine autos and ive modified the normal sunshine autos fence so its visible on both sides and stuff like that
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ok heres my latest fence i did for everyone this is just a map to add a fence to the front of sunshine autos (no gate) i created it from scratch it comes as 2 fences 1 large and 1 small the large fence goes across the whole of the left side and the small goes in the smaller gap to the right they both fit perfectly because i custom made them to fit.
here is the map:
Vice City Sunshine Autos Fence.rar
(this will not modify your little haven (littleha) map at all its a seperate map and can be used for any vice city)
and heres my latest video showing you the update for my character switcher script and my updated delorean special script which is getting close to being completed.
please let me know if you decide to try out my fence, thanks
enjoy..
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its already like that but if i remember right there are two but if you check out my first page on where it tells you how to spawn them on the roof you will be able to get the code from there
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heres another video for you guys to check out this ones very short its showing you my new little script i wrote today which will let you change your character from marty to the doc and back this will work using the standard hill valley marty and the doc too.
http://www.youtube.com/watch?v=kF61_SECtao
heres the script:
create_thread @CHAR_SKIN
:CHAR_SKIN
wait 10
if and
00F5: player $PLAYER_CHAR 1 -1033.9248 -858.5885 13.0852 radius 1.0 1.0 1.0 // Pink Marker
else_jump @CHAR_SKIN
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER8'
038B: load_requested_models
0353: refresh_actor $PLAYER_ACTOR
Player.CanMove($PLAYER_CHAR) = False
0055: put_player $PLAYER_CHAR at -1031.740234375 -860.756103515625 13.0
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 300
0055: put_player $PLAYER_CHAR at -1032.77038574219 -860.733276367188 13.001
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 600
Camera.SetPosition(-1030.08, -858.09, 14.00, 0.0, 0.0, 0.0)
Camera.PointAt(-1033.30, -861.25, 13.08, 2)
Player.InfiniteRun($PLAYER_CHAR) = True // Infinite Run
055D: make_player $PLAYER_CHAR fireproof 1 // Character Fireproof
035E: set_player $PLAYER_CHAR armour_to 200 // Armor 200
0222: set_player $PLAYER_CHAR health_to 200 // Health 200
wait 5000
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
jump @CHAR_SKIN2
:CHAR_SKIN2
wait 10
if and
00F5: player $PLAYER_CHAR 1 -1033.9248 -858.5885 13.0852 radius 1.0 1.0 1.0 // Pink Marker
else_jump @CHAR_SKIN2
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER7'
038B: load_requested_models
0353: refresh_actor $PLAYER_ACTOR
Player.CanMove($PLAYER_CHAR) = False
0055: put_player $PLAYER_CHAR at -1031.740234375 -860.756103515625 13.0
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 300
0055: put_player $PLAYER_CHAR at -1032.77038574219 -860.733276367188 13.001
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 600
Camera.SetPosition(-1030.08, -858.09, 14.00, 0.0, 0.0, 0.0)
Camera.PointAt(-1033.30, -861.25, 13.08, 2)
Player.InfiniteRun($PLAYER_CHAR) = True // Infinite Run
055D: make_player $PLAYER_CHAR fireproof 1 // Character Fireproof
035E: set_player $PLAYER_CHAR armour_to 200 // Armor 200
0222: set_player $PLAYER_CHAR health_to 200 // Health 200
wait 5000
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
jump @CHAR_SKIN3
:CHAR_SKIN3
wait 10
if and
00F5: player $PLAYER_CHAR 1 -1033.9248 -858.5885 13.0852 radius 1.0 1.0 1.0 // Pink Marker
else_jump @CHAR_SKIN3
0352: set_actor $PLAYER_ACTOR skin_to 'IGSonny'
038B: load_requested_models
0353: refresh_actor $PLAYER_ACTOR
Player.CanMove($PLAYER_CHAR) = False
0055: put_player $PLAYER_CHAR at -1031.740234375 -860.756103515625 13.0
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 300
0055: put_player $PLAYER_CHAR at -1032.77038574219 -860.733276367188 13.001
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 600
Camera.SetPosition(-1030.08, -858.09, 14.00, 0.0, 0.0, 0.0)
Camera.PointAt(-1033.30, -861.25, 13.08, 2)
Player.InfiniteRun($PLAYER_CHAR) = True // Infinite Run
055D: make_player $PLAYER_CHAR fireproof 1 // Character Fireproof
035E: set_player $PLAYER_CHAR armour_to 200 // Armor 200
0222: set_player $PLAYER_CHAR health_to 200 // Health 200
wait 5000
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
jump @CHAR_SKIN4
:CHAR_SKIN4
wait 10
if and
00F5: player $PLAYER_CHAR 1 -1033.9248 -858.5885 13.0852 radius 1.0 1.0 1.0 // Pink Marker
else_jump @CHAR_SKIN4
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER'
038B: load_requested_models
0353: refresh_actor $PLAYER_ACTOR
Player.CanMove($PLAYER_CHAR) = False
0055: put_player $PLAYER_CHAR at -1031.740234375 -860.756103515625 13.0
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 300
0055: put_player $PLAYER_CHAR at -1032.77038574219 -860.733276367188 13.001
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 600
Camera.SetPosition(-1030.08, -858.09, 14.00, 0.0, 0.0, 0.0)
Camera.PointAt(-1033.30, -861.25, 13.08, 2)
Player.InfiniteRun($PLAYER_CHAR) = True // Infinite Run
055D: make_player $PLAYER_CHAR fireproof 1 // Character Fireproof
035E: set_player $PLAYER_CHAR armour_to 200 // Armor 200
0222: set_player $PLAYER_CHAR health_to 200 // Health 200
wait 5000
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
jump @CHAR_SKIN5
:CHAR_SKIN5
wait 10
if and
00F5: player $PLAYER_CHAR 1 -1033.9248 -858.5885 13.0852 radius 1.0 1.0 1.0 // Pink Marker
else_jump @CHAR_SKIN5
0352: set_actor $PLAYER_ACTOR skin_to 'IGbuddy'
038B: load_requested_models
0353: refresh_actor $PLAYER_ACTOR
Player.CanMove($PLAYER_CHAR) = False
0055: put_player $PLAYER_CHAR at -1031.740234375 -860.756103515625 13.0
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 300
0055: put_player $PLAYER_CHAR at -1032.77038574219 -860.733276367188 13.001
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 600
Camera.SetPosition(-1030.08, -858.09, 14.00, 0.0, 0.0, 0.0)
Camera.PointAt(-1033.30, -861.25, 13.08, 2)
Player.InfiniteRun($PLAYER_CHAR) = True // Infinite Run
055D: make_player $PLAYER_CHAR fireproof 1 // Character Fireproof
035E: set_player $PLAYER_CHAR armour_to 200 // Armor 200
0222: set_player $PLAYER_CHAR health_to 200 // Health 200
wait 5000
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
jump @CHAR_SKINput:
create_thread @CHAR_SKIN
under:
create_thread @CHAR_RESET
and likewise with the main code.
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which mod and yes
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this video is showing you some of my mods so far the gate script is still a working progress i could have kept it simple but i thought what the hell, at the minute i have it set so if you drive upto it
it will take control over your car and open the gate then drive you in or out and close the gate behind you but its still something im working on in the video you will also see a fun little game i made if you can call it that its not really in keeping with bttf but its just my way of testing various stuff
heres the little scipt if anyone wants it to lock the game on a specific radio station:
create_thread @BTTF_RADIO
:BTTF_RADIO
wait 10
if
00E0: player $PLAYER_CHAR driving
else_jump @BTTF_RADIO
041E: set_radio_station 5 -1
jump @BTTF_RADIO5 = VCPR
if you want another station use this as a guide List of radio stations if you want to set it to automatically put you on that station but still let you choose another just remove the "jump @BTTF_RADIO" off the end
and heres a flip script i did for anyone who wants it to flip the car if it goes over:
create_thread @FLIP
:FLIP
wait 10
if and
Player.Defined($PLAYER_CHAR)
00E0: player $PLAYER_CHAR driving
else_jump @FLIP
03C1: 0@ = player $PLAYER_CHAR car
0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0
if
01F4: car 0@ flipped
else_jump @FLIP
wait 2000
03C1: $FLIP = player $PLAYER_CHAR car
Camera.PointAt(1@, 2@, 3@, 4@)
4@ = Car.Angle($FLIP)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Car.PutAt($FLIP, 1@, 2@, 3@)
Car.Angle($FLIP) = 4@
jump @FLIP- 1
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heres a video of my lock/unlock car doors script you also get to see my real moon i did myself you will also see that when i get busted i get sent back to sunshine autos and im still marty before when i first changed my character when i dyed or got busted i became tommy which isnt what you want on a funny note you will notice for some reason on gta hill valley the police are super agressive to the point where there happy shooting and running each other over
another thing you may notice on this video is that i have wrote a simple little script which puts every car on VCPR radio station which is my bttf radio station ive also set it up so you cant change the station from that and if you very observant you will see theres not a cloud in the sky which is another simple little mod i did because well who likes a cloudy day lol
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yeah im not sure why
all i want is a delorean a little higher and the wheels out like when it flys for me to use on the water
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do you know how to help me with this, im trying to use the hill valley bttf2 delorean for the mod you just seen but to do that i have to turn the wheels and highten the car abit but when i opened the dff file and matched up the tga files it looked funny so without any modifications to it i loaded up the game and it looks like this
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hehe you like the video i was beginning to think no one checked out my work
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ive found some of my old script for a delorean that can go from land into water and from water into land so i have resurrected it and made a short video for you guys its just a test but in time it could be great.
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UPDATE:
updated fence now it looks like the rest of the sunshine autos fence, it's also now the same thickness
ive altered the dff to use the same skin for the sunshine autos fence so whatever you set that as this fence should look the same heres the dff file:
you will also need to use my custom map but all ive done is alter it very slightly to support the fence nothing else you wont notice anything
remember to update your fence code off the first page before doing this and tell me how damn good it looks lol
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updated gate code to be more responsive and removed visible markers
updated starting location so your not as close to the front gate
updated :CHAR_RESET to match new start location
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updated fence code on first page
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go forth and experiment
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ok guys got another update for you this one is a fence replacement for sunshine autos now the fence is visible from both sides, ive created 2 versions one is like the original and the other is a new design which i prefer because the original wasnt quite see through when it come to looking at vehicles and stuff through the fence, i created both from scratch here are the pictures.
although the fence isnt perfect its 100% better than invisible lol
Fence 1:
Fence 2 (My Favourite):
hope you like them here are the files, because im not sure if im allowed to post txd files i will add the dff file for the fence to be visible on both sides and i will add the images for you to use txd workshop and alter the fence image in air_carshow.txd
New Fence (Created By RazorX).rar
both fences are in the rar file.
enjoy..
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My Hill Valley Mods
in GTA: Hill Valley
Posted · Edited by RazorX · Report reply
ok ive found the picture but i have a slight issue the picture i have is the full version and the one in the movie is slightly cropped to the right and if i crop mine to match it kinda makes him look fat so i will work on it but i think mine may have to be the full version so it wont exactly match the movie but it is the exact same photo if that makes sence, i will upload pictures in a bit.
UPDATE:
i found where the issue was i was leaving his legs in but the one in the movie is terrible if you look close it looks like they folded a larger picture up to fit in so in a way mine is the more accurate lol.
heres a quick preview of it on my pc (this pic that is not it in game, havnt done that yet)
im sure you will agree its as good as your gonna get
UPDATE 2:
what do you think of this modified one? is it better you think