DMC88ELB 0 Report post Posted August 24, 2011 (edited) Okay, I created this topic about some changed "Cold DeLorean" effects. I think it is an improvement from the ones in 0.2e, and looks slightly realistic. A video showcasing the effects is below. Please excuse the steam that shoots out of the vents! That is from my customized wormhole texture. Edited August 24, 2011 by DMC88ELB Share this post Link to post Share on other sites
uokka 117 Report post Posted August 24, 2011 Maybe I could tell you what to change and you would have to test yoreself. I've got no VC, sorry. If the effect used by the code, comes from an effects data file (effects.fxp in SA), then i might be able to find the velocity values for the steam cloud texture.. If its purely coded, i could download 0.2e to have a look. Thats my offer, even if I am not a very good coder as well Share this post Link to post Share on other sites
DMC88ELB 0 Report post Posted August 24, 2011 Maybe I could tell you what to change and you would have to test yoreself. I've got no VC, sorry. That would be awesome! If the effect used by the code, comes from an effects data file (effects.fxp in SA), then i might be able to find the velocity values for the steam cloud texture.. If its purely coded, i could download 0.2e to have a look. Yup. It's purely coded into the main.scm in 0.2e R2. Thats my offer, even if I am not a very good coder as well Thanks for your quick response! New video added above! Share this post Link to post Share on other sites
uokka 117 Report post Posted August 24, 2011 OK, downloaded.. Can you tell me some line numbers, of where the code you've swapped is located? Huge file.. Share this post Link to post Share on other sites
DMC88ELB 0 Report post Posted August 24, 2011 (edited) Awesome. For simplicity's sake, just focus on the bottom 3 lines of each :COLD codes. Find: :COLD_465 You should see this: :COLD_465 0208: 1@ = random_float -1.5 1.5 0208: 2@ = random_float -8.5 8.0 0208: 3@ = random_float -0.75 2.75 0407: create_coordinate 4@ 5@ 6@ from_car 0@ offset 1@ 2@ 3@ 0437: scatter_particle 30 0.1 at 4@ 5@ 6@ 0 0 0 return :COLD_559 0208: 1@ = random_float -1.2 1.2 0208: 2@ = random_float -2.5 2.5 0208: 3@ = random_float 0.0 0.65 0407: create_coordinate 4@ 5@ 6@ from_car 0@ offset 1@ 2@ 3@ 0437: scatter_particle 22 0.5 at 4@ 5@ 6@ 0 0 0 return All you do is swap the text underneath :COLD_465 with the text underneath :COLD_559, so it looks like this: :COLD_465 0208: 1@ = random_float -1.2 1.2 0208: 2@ = random_float -2.5 2.5 0208: 3@ = random_float 0.0 0.65 0407: create_coordinate 4@ 5@ 6@ from_car 0@ offset 1@ 2@ 3@ 0437: scatter_particle 22 0.5 at 4@ 5@ 6@ 0 0 0 return :COLD_559 0208: 1@ = random_float -1.5 1.5 0208: 2@ = random_float -8.5 8.0 0208: 3@ = random_float -0.75 2.75 0407: create_coordinate 4@ 5@ 6@ from_car 0@ offset 1@ 2@ 3@ 0437: scatter_particle 30 0.1 at 4@ 5@ 6@ 0 0 0 return[/codebox] I certainly hope this makes good sense! Edited August 24, 2011 by DMC88ELB Share this post Link to post Share on other sites
uokka 117 Report post Posted August 24, 2011 Well, I dont know this opcode... 0437: scatter_particle 22 0.5 at 4@ 5@ 6@ 0 0 0 But it looks like: - First parameter particle ID - second might be the size? - at coords 4@, 5@, 6@. - last three params could contain interesting values.. Did you try to play with this? If the first param is an particle ID, then i would like to know where the particle is (like in .fxp). I will try to find out something in the scm. But since i have no VC, i cant test.. Share this post Link to post Share on other sites
DMC88ELB 0 Report post Posted August 24, 2011 As I've said above, all I did was swap around the lines of code- I didn't adapt anything whatsoever. Do you mean where the actual particle image is? It is found in the particle.txd- you obviously need TXD Workshop to open that. I think it's called either smoke2.png or smoke3. Share this post Link to post Share on other sites
uokka 117 Report post Posted August 24, 2011 The first parameter, wich is 22, might be an ID. Dont know if 22 would point to a Texture or to an Effect, wich again points to textures.. I suggest you change all parameters in 0437: one by one (exept of the coords) and check the changes ingame. Sound like a lot of effort, but thats how i did it with SA.. Share this post Link to post Share on other sites
Mr.Kocher 1 Report post Posted August 25, 2011 looks good. Share this post Link to post Share on other sites
uokka 117 Report post Posted August 25, 2011 (edited) 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? Edited August 27, 2011 by uokka Share this post Link to post Share on other sites