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BTTF Forever

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Everything posted by BTTF Forever

  1. ive attempted this once, its a big job, and its gonna be a b**ch to render, its gonna take so long, but good luck to you!
  2. actually it's a pre owned original 1981 model, mike had to get new tires for it cause he didn't feel comfortable driving around on 30 year old tires
  3. search for "BAND_06" (which is the TC ON sound) in Sanny Builder, and you should find the code above, the underlined text is what you need to change. First find the length of your new TC ON .wav file, and times it by 1000, so for example, if the new sound goes for 2.4 seconds, change the wait time from "wait 1000" to "wait 2400" then search for BAND_06 again and again and do the same thing for all the BAND_06's you find, which i tried looking for, and there are only 2, this one, and one in "The Ride" section pretty simple really
  4. i have had the same problem, there is a bit of code in the SCM that says unload the .wav file after a certain amount of time, just change the "wait" time to be a little longer and it should work, in theory anyway.
  5. yeah, for the loading screen, i downloaded this ASI i got on the internet which alows you to see where the game freezes when loading something, so you know whats freezing when you load a new game, it really helps a lot when debugging NEW versions of stuff.
  6. ok, here is version 2, once again, NO EDITING WAS DONE ON THIS VID, WHAT YOU SEE IS WHAT YOU GET...
  7. its ok now Jen, I DID IT! ill upload a video asap to show the new opening version, there were a lot of things i had to do to get it to work, like DELETE THE ENTIRE TUTORIAL, and place some starting stuff, but it does work, ill also post the code to show you guys.
  8. Ok, now im having some different fading problems, ive got it to fade to the splash screen from the gameplay, but now it wont fade back to the gameplay, it just stays on the splash screen, plz hlp
  9. glad to hear (or......see) your voice again Ziero, and hopefully we will be coding again someday, im gonna start trying out a few more ideas on how to get black screens, i will probably upload a vid with progress, see ya soon PS: something i wanted to know, ive looked in the original VC scm to try and find the camera movements to the Intro, you know where there talking about tommy vercetti, because the camera movements in that are really elaborate, like zooming in and stuff like that, i wanna find out whether those movements are in the scm, or in the IFP file, cause ive searched the scm with no luck, and when i open the IFP file, there is no option to apply camera animation, and ive searched google with no luck either, so if anyone has any links to some info pages explaining more in detail about how GTA VC Cutscene Cameras and Animations work, it would be much appreciated. thanks again EDIT: I think i figured it out, the Model Animation Information is stored in the IFP file (int_a.ifp) and the Camera Movement Animation Information is stored in the DAT file (int_a.dat) at least i think so... EDIT2: turns out i was right about the data file that was from GTAModding.com
  10. Hi all, iv'e been doing a bit of coding lately, the codes have turned out great but im having a few problems with fading and dissolving and of sorts, also i have run out of ideas, i want to add onto what i have here. EVERYTHING in this video is main.scm coded, there was no editing of the sound or picture.
  11. Hey Skypokemon, you just quoted an entire post of mine. i know its mine because may 3rd 1994 is my birthday, LOL read what the topic i posted said, i think people disagreed because its not possible i think to have texts over the screen like that. but i have made a little opening myself, i replaced a splash screen with a date, so when you start a new game, it comes up with a date, i cant remember what the date was, but then it faded out to the delorean, then the delorean started driving around a corner, and stoping just before the camera, then the camera resets to marty, ill try and get a short vid. the only problem im having is that i cant fade INTO the date from black, i can only dissolve to game play, but i think i have a fix for that... wait and see PS: sorry for taking over the topic Carlos. Now.....It's back to you....
  12. errr, wrong how do you think i did all those videos hmmm??? try cam hack 2.9, dont use the latest version it doesnt work, 2.9 and below works
  13. I've suggested that before unfortunately overlays of steering wheels and stuff are also not possible thanks to the game engine, unless your talking about the white box behind the speedo, as someone has told me before, it clogs up screen room
  14. i'm just saying it would be a good idea thats all, even if it wasnt official, but i guess your right, it can stay the way it is.
  15. ZIERO! man its been a while, i thought someone would respond but id never thoght you would! how are you, been working on any cool mods lately? And to Grim Reaper....i mean this with the greatest respect....HAHAHA!!! I WAS RIGHT!!!! AND YOU WERE WRONG!!!!... NA LOL Jokes, its all good.
  16. you dont get it do you.... the cars speed DOES NOT change, it is simply an ILLUSION of the SPEEDOMETER. E.G. when you are actually going 80 mph, your speedometer is reading 88, and as your cars speed heads from 80 to 88, the speedo does not go up, if the cars speed drops below 80 (it will blow up...LOL Jokes) the speedo starts droping below 88, but the speedo will never go over 88...get it?...got it?....GOOD. Well i guess your gonna have to be even more skilled when timing the temporal displacement jump before you hit something! , as i said before, making these speedo changes does not change the cars performance in any way, it just gives the illusion through the speedo that the effects start at a higher speed thats all, at full acceleration, the Time Machine takes approx. 3 and a bit seconds to time travel if you start timing when the effects start, so when the effects start, start from 0 and count to 3, and by then you've time traveled. You cant be serious???.... it cant take up that much coding space, its probably just a tiny code like: IF SPEEDMULTI >= 88 THEN SHOW SPEEDO = 88 (which is saying if the speed of the cars MULTIPLYER, NOT the car speed itself, is bigger or equal to 88, then show 88 on the speedo, BTW this is definatly not an actual code you use in SCM, i am trying to prove a point of how little coding space it uses, i'm sure you would agree right?)
  17. I have the solution, a simple ILLUSION! how about you DON'T change the SPEED, you change the SPEED MULTIPLIER for the Deloreans SPEEDO, so really when it says 88, you've actually just hit 80 and the effects start. "but then you'll see the speedo go 88, 89, 90,.......96 then it time travels, right?" WRONG! just add in a bit of code that says to stop the speedo going any higher than 88 (for the delorean's only of course), cause thats what happens in the movies anyway right??? the deloreans speedo NEVER goes over 88. SO you should add it cause it IS CANNON SPEEDO 0>>>>>>>>>>>>>>>>>>>>>>>88EEEEEEEEEEEE88 REAL SPEED 0>>>>>>>>>>>>>>>>>>>>>>>80EEEEEEEEEEEE88 ---------------------------Cars Speed------------------------- (> = Acceleration) (E = TT Effects) see, the cars speed still stays the same in both cases, just the speedo says differently Plus, you should be able to customise this for each time machine version, im sure it would not take up too much coding space, heck id make this as an addon for 0.2e myself, but i dont know how the speedos codes work. AND obviously adding the illusion of hitting 88 when youve actually hit 80 will make it seem a bit quicker, so just slow down the actual car speed a tad till it seems suitable, theres your solution...
  18. awesome man, for some reason whenever i do the dates, there a lot smaller than the movie, i never get them right! BTW did you have bold on, i found it looks more like the 1st movie if you don't use bold, and the 2nd and 3rd if you use bold, idk.
  19. oh, yeah, i just checked, it is free , i think i was thinking about another font when i did that sentence.
  20. @Dragon King: aww man, i would love to do a reenactment with 0.2f, too bad i don't have it...the new clocktower models to use for reenactments would have been awesome, damn those flurecents on the shops would have looked nice too! Yeah, with the clocktower, i thought it would be a bit out of place, i would have to place explosions and stuff in the video editor and chroma key it in....yada...yada....yada, it would have looked wierd seeing all this frantic pans and cuts and then you get to the big clocktower finale!................and you see the model with a piece of a road sticking out of it with crappy after shot explosions out the top with no frame movement, trust me, it would have killed it , so i thought, with shots like this, better stick with the original... @RG: yeah a couple of people suggested that id do that, but i didnt know how to keep doc there while marty runs up. And besides, it would look kind of silly doc just dieing (fainting) like that the way the game does it, i wont show that sort of stuff until i see actual character animation happen (like cutscenes, you know what i mean, the lips move and everything.) which i know will eventually happen. @Carlos: i used the actual font from start of BTTF1 ("Steven Spielberg Presents" "A Robert Zemeckis Film") its "AvantGarde LT Book" it costs money, but i can send it to you if you want? (it really does cost money, like $80 US, but who said i paid for it? ) @The Coolest: yeah, i recon the BTTF1 version is too long for a game that has no animations, half the time it would be cutting between doc standing there, and the wire just staying there like a still image, the only thing that makes it not a still image would be the lightning and the rain, so yeah @Everyone: aren't i a nice person for spending 12:00 to 1:00 in the morning answering your almost one line questions! but really, thanks for the comments
  21. Now this is similar to the video i made with simpsons road rage with apu, its from the opening of BTTF3, you'll notice something different about the video though, there is always a pan in each shot, like the shot where your looking over the wire at the oncoming TM, in the movie the camera doesn't zoom, but in this the camera zooms in a little, tell me what you think about this. also im sorry for the video and audio being a little out of sync. Ok, here it is
  22. oh that's easy Grim, it's Amy's Time! (you probably didn't get that but what the heck!)
  23. hmm, sounds plausable, so your basicly telling the game to load a COL when on a scooter or bike vehicle, but say if you get off the board while on water, suddenly the COL is unloaded and you fall into the water, BUT, what if your being chased by the police! then they will drive on water too, unless you get off the board. UNLESS, there was some way to create a tiny BOX COL just under the board that follows you wherever you are on water, so technically you'll always be driving on something... or is that not possible due to the physics of the game? anyway, i just wanted to say it was a great idea