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Sabudum

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Posts posted by Sabudum


  1. Well, maybe it's how i installed my vice city, i've installed it to a folder, and left it unmodded, then i copied it's folder to a new one, with the name BTTF Hill Valley, installed the mod and addons to this copy, and installed CLEO to this folder as well, and the original game folder left untouched, the Windows registry keys are pointing to the untouched folder, so maybe that works for you guys as well.


  2. Sure thing, we could have lots of future cars, and past cars as well, we could even make other eras, like, make each decade, and even add carts to the 1880 era

    Thats really awesome, and what´s best, the custom added cars can be used in scm scripting, so it wouldn´t be too hard to code eras!

    One thing i always wanted tho, and never could look into, is the animation of the wheels when you use the SEAWAYS code, the wheels tunr like Delorean´s for the car to be able to float, if we could make a code or mod that enables this animation, then it would be a lot easier to make cars fly.

    This could be implemented in Maxo´s car loader as a line in those flts to make cars turn the wheels in this way.


  3. The EZ-SLEEP addon is now available for download here:

    DOWNLOAD!

    you will also need CLEO for Vice City, which you can find here:

    CLEO HOME

    Just extract all of the "CLEO" subfolder from the mod's contents into CLEO folder in your vc directory, open gta3.img in your GTAVC/models folder using any img editor, delete camera.dff and camera.txd, and add the ones that came with this package, at last, replace your ped.ifp into the GTAVC/anim folder, with the one that came with this package, ALWAYS MAKE BACKUPS!!!! The pickup you can know where it is by watching the video, enjoy!

    If by any unknown reason the model doesnt appear right, you gotta replace it by the original camera.dff, i hope you made a backup, and then re-replace it by mine, really replace, not delete and add.

    Thank you all for downloading and for the support.


  4. I prefer export blender models in .obj instead of .3ds and it works for me, try that.

    Yeah, it worked for the texture, thanks bro, now it apeears ingame, but, some faces of the model disappear, all of them are triangles, i've checked that, the normals are right, what could it be?

    EDIT: Forget about it, i fixed it, thanks for the help and support you all, without you i wouldn't be able to do this

    have a look at the finished model:

    fe252ae591c1d7d4cc55a4d964e5edec74fe4578cd5db2c02dd2eba1b8963cd26g.jpg


  5. First, i extracted the dff and txd from the archive, using IMG Tool, next, i extracted the camera.bmp from the txd, using TXD Workshop, i fired up Max, imported the dff with the Kam's scripts, and skinned the object, with the camera.bmp, wich i've previously extracted, then, i exported from max in 3ds format, for me to be able to edit it with Blender, i opened up the .3ds file, edited the model, it is still skinned up to this time, after i edited, i exported once more as 3ds, opened it up in Max, and exported as dff, it was still skinned in max, then, i opened up the img archive, deleted the dff, and the txd, added my dff and txd, rebuilt the archive, fired up VC, and the texture is not there.


  6. Indeed it would, but i already removed that 1st person camera view, and added the animation of Marty (or tommy) rasing his arm and shooting it, and the correct name of the prop is E-Z SLEEP.

    EDIT: i made some progress check it out:

    A render of my custom model made in Blender:

    0af01041f254016610433281d863253e1f1b6cb5253775da2a257f12a29c8a816g.jpg

    My model in game without textures (i haven't been able to make it recognize the textures, can someone help with this?):

    4e24843caf6a2f03237c18b70878154efc0dcc86013d4669909b492cc25e31d06g.jpg