Microman 85 Report post Posted April 13, 2010 If you want to make the "disabling pods" , it's not a problem I think ... And keep in mind that we are NOT on Garry's Mod ... It's GTASA ... The sounds will maybe be available for the V2 we will see , I already have the sounds ... But not for all the ships ... Otherwise , the game will crash very often like every ten Minutes ^^ And Yeah ... You'll have to ascend to go in space ... And the Hyperspace will allow you to go with the Prometheus from Earth to San Andreas for example ... And of course , yes (I think that's obvious ... ) ,the enemies will not see you when you will be invisible ... Share this post Link to post Share on other sites
88milesperhour! 0 Report post Posted April 13, 2010 If you want to make the "disabling pods" , it's not a problem I think ... And keep in mind that we are NOT on Garry's Mod ... It's GTASA ... The sounds will maybe be available for the V2 we will see , I already have the sounds ... But not for all the ships ... Otherwise , the game will crash very often like every ten Minutes ^^ And Yeah ... You'll have to ascend to go in space ... And the Hyperspace will allow you to go with the Prometheus from Earth to San Andreas for example ... And of course , yes (I think that's obvious ... ) ,the enemies will not see you when you will be invisible ... very good!! ^^ but I noted something in the videos I saw XD what happens if you fly into a planet? do you enter into the atmosphere realistically, or no? XD I hope that the ships haves peds inside (solidiers, wraith, jaffas,....you know what I mean) ^^ so it's not like it's abandoned and desserted XD I was wondering... how can you make a kawoosh effect close to the garry's mod that the game's engine can handle? *stupid engine limitations golly* Just imagine how good it would be if somehow you may find a way to make effects on SA like in Garry's mod XD Pray for that to happen someday also... I was thinking... it is possible to add the Stargate Atlantis minimod into this mod? so we have Atlantis ingame I always wanted a Stargate mod for SA that had the elements of Atlantis and SGC also, take a close look of what I found please do you think that that may be possible to do with SA's crappy engine? at least something close to that If you don't mind... can you tell me a list of the features for V2? thanks -Shizuma- PS: I apogize if I'm being annoying by making too many questions Share this post Link to post Share on other sites
zero 0 Report post Posted April 13, 2010 very good!! ^^ thumbup.gif but I noted something in the videos I saw XD what happens if you fly into a planet? do you enter into the atmosphere realistically, or no? XD I hope that the ships haves peds inside (solidiers, wraith, jaffas,....you know what I mean) ^^ so it's not like it's abandoned and desserted XD I was wondering... how can you make a kawoosh effect close to the garry's mod that the game's engine can handle? *stupid engine limitations golly* dry.gif Just imagine how good it would be if somehow you may find a way to make effects on SA like in Garry's mod XD Pray for that to happen someday tongue.gif also... I was thinking... it is possible to add the Stargate Atlantis minimod into this mod? so we have Atlantis ingame wink.gif I always wanted a Stargate mod for SA that had the elements of Atlantis and SGC also, take a close look of what I found please do you think that that may be possible to do with SA's crappy engine? tongue.gif at least something close to that If you don't mind... can you tell me a list of the features for V2? smile.gif thanks -Shizuma- PS: I apogize if I'm being annoying by making too many questions difficult to answer to all tyhat question XD first if you go into the planet you will put go to the map (for exemple if you go to earth, the ship will be put to the earth map ) for the moment the inside on the ship are empty for a good reason , path of the ped i don't think we can make a kawoosh like garry's mod because SA engine is very limited the minimod and the mod will be not in the same mod , due to the story of the both mod , the first mod take place before anubis destroy abydos (middle of season 6 of SG1) and the minimod have no link with the main mod , because they take place on the attack of the wraith (end of season 1 begining of season 2) and for flying atlantis i think we can do it i think but for the shield it will be very difficult due to the size of the city. and for the list of the V2 we have pretty much : Event Horizon animation Puddle Jumper (open and close) StarGate Command (SGC) Prometheus Hat'ak Goa'Uld StaffWeapons F302 Râ's ship Prometheus' weapon system "Free" DHD (You can type the adress you want on the keyboard ,the gate can now fail ) Space and HyperSpace ( including the Earth and San Andreas , as planets ) InGate animation Requiem Of San Andreas V2 Abydos V2 Hat'ak's interior Prometheus warehouse F302 Airport Puddle Jumper Drones SG1-team and General Hammond Non-Canon Hero and his two brothers The emperor ( father of the hero ) Râ player model Jaffas Primas Share this post Link to post Share on other sites
Evil Morning Operator 0 Report post Posted April 13, 2010 Euhm zero, quick question. Could you make the hyperspace a bit like you did with the stargate? For Example: Share this post Link to post Share on other sites
♠Grim♂ Reaper 1666◙ 17 Report post Posted April 13, 2010 for that all you would need is a object with an animated texture where you hip is teleported into it and when you turn off hyperspace you are teleported to your destination. Share this post Link to post Share on other sites
Microman 85 Report post Posted April 13, 2010 We planned to make this animation , just be patient Share this post Link to post Share on other sites
Evil Morning Operator 0 Report post Posted April 13, 2010 Cool! Share this post Link to post Share on other sites
ali 0 Report post Posted April 13, 2010 show as the F302 Airport in gta san andreas Share this post Link to post Share on other sites
♠Grim♂ Reaper 1666◙ 17 Report post Posted April 13, 2010 alibe patient Share this post Link to post Share on other sites
88milesperhour! 0 Report post Posted April 13, 2010 (edited) difficult to answer to all tyhat question XD first if you go into the planet you will put go to the map (for exemple if you go to earth, the ship will be put to the earth map ) for the moment the inside on the ship are empty for a good reason , path of the ped i don't think we can make a kawoosh like garry's mod because SA engine is very limited the minimod and the mod will be not in the same mod , due to the story of the both mod , the first mod take place before anubis destroy abydos (middle of season 6 of SG1) and the minimod have no link with the main mod , because they take place on the attack of the wraith (end of season 1 begining of season 2) and for flying atlantis i think we can do it i think but for the shield it will be very difficult due to the size of the city. and for the list of the V2 we have pretty much : Event Horizon animation Puddle Jumper (open and close) StarGate Command (SGC) Prometheus Hat'ak Goa'Uld StaffWeapons F302 Râ's ship Prometheus' weapon system "Free" DHD (You can type the adress you want on the keyboard ,the gate can now fail ) Space and HyperSpace ( including the Earth and San Andreas , as planets ) InGate animation Requiem Of San Andreas V2 Abydos V2 Hat'ak's interior Prometheus warehouse F302 Airport Puddle Jumper Drones SG1-team and General Hammond Non-Canon Hero and his two brothers The emperor ( father of the hero ) Râ player model Jaffas Primas Nice! ^^ thanks for taking the time to answer my questions I see, so, you cannot make a good kawoosh effect because of engine limitations...; then now that I think about it...what do you think you can make in SA with it's engine limitations? It is necessary to use coronas instead of cloud and smoke particles? any chances of making paths for the peds soon? maybe you can make the Stargate Atlantis mod an addon well, it's up to you one more thing ^^ you can use this information to work on the puddle jumper easier in it's features for the mod http://stargate.wikia.com/wiki/Gateship -Shizuma- Edited April 15, 2010 by 88milesperhour! Share this post Link to post Share on other sites
ali 0 Report post Posted April 17, 2010 Nice! ^^ thanks for taking the time to answer my questions I see, so, you cannot make a good kawoosh effect because of engine limitations...; then now that I think about it...what do you think you can make in SA with it's engine limitations? It is necessary to use coronas instead of cloud and smoke particles? any chances of making paths for the peds soon? maybe you can make the Stargate Atlantis mod an addon well, it's up to you one more thing ^^ you can use this information to work on the puddle jumper easier in it's features for the mod http://stargate.wikia.com/wiki/Gateship any news image -Shizuma- Share this post Link to post Share on other sites
Evil Morning Operator 0 Report post Posted April 17, 2010 Why the hack are you quoting something want stand above of it and then don't type anything beneath it? You're only being annoying with that! Share this post Link to post Share on other sites
RG 1 Report post Posted April 17, 2010 And you're the right guy to talk about annoying... Share this post Link to post Share on other sites
zero 0 Report post Posted April 17, 2010 ali just go away and make a time machine , go to the future and play with the mod if you are very hurry ( i think is hurry) to play with the mod. Nice! ^^ thanks for taking the time to answer my questions wink.gif I see, so, you cannot make a good kawoosh effect because of engine limitations...; then now that I think about it...what do you think you can make in SA with it's engine limitations? It is necessary to use coronas instead of cloud and smoke particles? any chances of making paths for the peds soon? maybe you can make the Stargate Atlantis mod an addon well, it's up to you tongue.gif one more thing ^^ you can use this information to work on the puddle jumper easier in it's features for the mod wink.gif http://stargate.wikia.com/wiki/Gateship -Shizuma- we already use a kind of hybrid of smoke particule and corona , for the path i i can't do it and micro too so i don't think that will be available . for atlantis it will not be an addon because is a minimod , a separate things for a separate galaxy ^^. Share this post Link to post Share on other sites
♠Grim♂ Reaper 1666◙ 17 Report post Posted April 17, 2010 ali breaking quoting rules and we hate ali rules Share this post Link to post Share on other sites
Evil Morning Operator 0 Report post Posted April 17, 2010 And you're the right guy to talk about annoying... Lol, perhaps not But I was right That's the point Share this post Link to post Share on other sites
Dragon King 15 Report post Posted April 17, 2010 EMO, can you NOT use an emoticon after EVERY sentence? Share this post Link to post Share on other sites
bluespace88 9 Report post Posted April 17, 2010 We will try but as I said , we can't put a lot of particles ... We have 7 particles , and sometimes 8 particles for the chevrons , the kawoosh has 3-4 particles . But if you put for example ... I don't know ...26 particles on the kawoosh , it wont be good for the bad PCs ... The BTTF2 Delorean is using 98 particles for the coils, and then factor in the coils and its in the couple hundreds in use all at once. Whats even harder is that the Delorean itself is moving as well, so it has to constantly be loading models, but at any single point during time travel, there are over 100 particles on the screen. And if you're restricting your work because you want to keep it workable for those with low spec machines, thats bad because you're not realizing the full potential of SA. Share this post Link to post Share on other sites
88milesperhour! 0 Report post Posted April 18, 2010 that's true Blue's right Share this post Link to post Share on other sites
Evil Morning Operator 0 Report post Posted April 18, 2010 EMO, can you NOT use an emoticon after EVERY sentence? Oh sorry my bad. Share this post Link to post Share on other sites
zero 0 Report post Posted April 18, 2010 (edited) The BTTF2 Delorean is using 98 particles for the coils, and then factor in the coils and its in the couple hundreds in use all at once. Whats even harder is that the Delorean itself is moving as well, so it has to constantly be loading models, but at any single point during time travel, there are over 100 particles on the screen. And if you're restricting your work because you want to keep it workable for those with low spec machines, thats bad because you're not realizing the full potential of SA. the only problem is the particule for the chevron is not building like your's particule,i need to erase it on coding for stopping particule and if i remove the reference the particule stay. Edited April 18, 2010 by zero Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted April 18, 2010 Then give it a shorter livetime, like Blue did . Share this post Link to post Share on other sites
bluespace88 9 Report post Posted April 18, 2010 change the parameters so they get deleted once their lifetime runs out. If its an expanding particle, do the same, then have a second particle that keeps the big size. Share this post Link to post Share on other sites
Mini-Me 24 Report post Posted April 18, 2010 Yeah, you know more . Share this post Link to post Share on other sites
zero 0 Report post Posted April 18, 2010 change the parameters so they get deleted once their lifetime runs out. If its an expanding particle, do the same, then have a second particle that keeps the big size. yes my master thanks for the information Share this post Link to post Share on other sites