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Welcome to the GTA: Liberty City forum. This forum is led by SteaVor, Craig Kostelecky, Y_Less, and ModelingMan.
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Pages: (10) « First ... 6 7 [8] 9 10   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 GRAPHICS

 menus, HUD, radar, etc
 
Y_Less  
Posted: Wednesday, Mar 30 2005, 18:25
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The HUD graphics have already been converted but thanks anyway.

Also, please don't double post. If you have something extra to say, edit your last post.

*First post edited and last deleted*
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ModelingMan  
Posted: Friday, Feb 3 2006, 21:22
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Got a bit of progress with hacking the menu. I managed to load the different backgrounds for each menu. Works surprisingly well. What I have to do is load my own TXD (models\menu.txd) and from there load the appropriate texture for the current menu page.

Here is a movie demonstrating my results:
http://modelingman.no-ip.com/Movies/GTA/gtalc_menu1.avi
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Y_Less  
Posted: Saturday, Feb 4 2006, 21:41
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Which codec does that use, my windows media player won't show it.
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ModelingMan  
Posted: Sunday, Feb 5 2006, 00:18
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QUOTE (Y_Less @ Feb 4 2006, 21:41)
Which codec does that use, my windows media player won't show it.

DivX 5.2.0
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Craig Kostelecky  
Posted: Sunday, Feb 5 2006, 03:00
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I can view it fine. icon14.gif

EDIT by Ben - Nothing of any great importance to note here.

Everything basically stands still until MM returns.

Unless Y_Less has any updates with his pager conversion ph34r.gif.


This post has been edited by benisablink182fan on Friday, Apr 28 2006, 05:58
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ModelingMan  
Posted: Saturday, Jun 24 2006, 17:12
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Righto, currently I'm working on a pager. As you know VC does not use a pager of any sort, therefore a pager needs to be created from scratch, but what you may not know is that R* have left in a few of the CPager class functions and even a declaration of a CPager class. Why? I have no clue, the pager process function is referenced in the main game loop but there is no way possible for the pager to be drawn (those were the functions that were taken out). Porting these functions from GTAIII should be no problem.

Also the menu still needs some work; font scaling, positioning and such, this should be done pretty soon.

I still have a plan (non-graphics related) that, if successful, will save a lot of time for a certain aspect for this mod. I don't want to say just yet, I want to see if I can actually get it working first. I'll keep you posted.
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Craig Kostelecky  
Posted: Saturday, Jun 24 2006, 17:18
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Excellent. Good to see developments still happen. And since some of the code is still there, we might be able to get the pager working exactly as it should. Maybe we can throw the sound back into the SFX archive as well so we don't have to use one of the play_wav slots (as only two can be loaded at once if I remember right).
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ModelingMan  
Posted: Monday, Jun 26 2006, 00:57
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I have some visual progress. So far I have the text scrolling as it should, technically I didn't implement the scrolling this was one of the functions left in by R*. Here's a small movie clip of the scrolling text. Now I just have to get the pager sprite to scroll in from the side of the screen, shouldn't be too hard, could probably directly port the code over from GTAIII. And also get the proper pager font added in as well.

ETA for pager, possibly tomorrow.
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Craig Kostelecky  
Posted: Monday, Jun 26 2006, 02:09
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Looking good so far. I look forward to seeing more. cookie.gif
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Ben  
Posted: Monday, Jun 26 2006, 07:49
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Excellent work James icon14.gif.

If I'm reading this right, does that mean that we might be able to have the scrolling text displayed on the billboards around the place? I'm not sure of exact locations, although I do know there's one on the sign at Easy Credit Autos in GTA3. What do you think smile.gif?

@Craig - Add the pager to the list of the other 3 (if you combine the train SFX) general sounds to convert, as well as your background noises which have to be finalised - I forgot to on the list I sent you blush.gif. Cheers smile.gif.

EDIT - By the way James, you spelt "actually" wrong tounge.gif!


This post has been edited by Ben on Monday, Jun 26 2006, 07:52
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ModelingMan  
Posted: Monday, Jun 26 2006, 13:45
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QUOTE (Ben @ Jun 26 2006, 08:49)
EDIT - By the way James, you spelt "actually" wrong tounge.gif!

Yeah, I thought something like that would happen. It's not exactly noticeable when I declared the text like this (at 2am): tounge2.gif
CODE
u16 text[35] = {'T', 'h', 'i', 's', ' ', 's', 'c', 'r', 'o', 'l', 'l', 'i', 'n', 'g', ' ', 't', 'e', 'x', 't', ' ', 'a', 'c', 't', 'u', 'l', 'l', 'y', ' ', 'w', 'o', 'r', 'k', 's', '.', 0};


QUOTE (Ben @ Jun 26 2006, 08:49)
If I'm reading this right, does that mean that we might be able to have the scrolling text displayed on the billboards around the place? I'm not sure of exact locations, although I do know there's one on the sign at Easy Credit Autos in GTA3. What do you think smile.gif?

Well the pager text is only 2D, but things like that are drawn on a 3D vector, I'll have a look into it.
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Craig Kostelecky  
Posted: Monday, Jun 26 2006, 19:37
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The scrolling text seen in game should be convertable from VC. After all, they used that procedure in the Stadium in Vice. We would just have to update the text and the location for it to work. And we might have to duplicate a few things. But it should be doable.
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ModelingMan  
Posted: Monday, Jun 26 2006, 23:32
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More progress. Clicky!

I was actually surprised when the pager sprite was drawn, I was expecting the game to crash. Now all that's left is to get the pager font in and test out the text_pager scm command to see if that works (currently I'm using a keypress to test it).

I was thinking of replacing VC's CHud::Draw function with one that draws all the HUD text, sprites, etc. just like they are in GTAIII. Isn't that hard, in fact I started doing it back in February when I was working on the menu.
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Ben  
Posted: Tuesday, Jun 27 2006, 06:32
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@Craig - cheers, sounds promising icon14.gif.

@James - looking super good icon14.gif. Just the minor issue of the text starting outside the pager to fix in that clip. Have you got the pager sprite and the font in the hud.txd and fonts.txd respectively? Or are you calling them from another location?

Anyways, I'm looking forward to the final version of this smile.gif.
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ModelingMan  
Posted: Tuesday, Jun 27 2006, 12:04
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QUOTE (Ben @ Jun 27 2006, 07:32)
@James - looking super good icon14.gif.  Just the minor issue of the text starting outside the pager to fix in that clip.  Have you got the pager sprite and the font in the hud.txd and fonts.txd respectively?  Or are you calling them from another location?

The font overlaps the pager sprite because the proper font isn't being used. I used the same algorithm GTAIII uses to set the X and Y scale and positions of the text, therefore once I get the font ported it should look fine.

As for adding the pager sprite and font textures to the proper TXDs, well this causes none of the textures in those TXDs to load (same happened when I put the menu background textures in either of the frontend TXDs). I have no idea why it does this. For now I'm just using my own TXDs in a folder called Custom (I can change this to whatever you please).

Craig:
Will you be so kind and compile a SCM that uses text_pager command? Just a basic script that creates a player at any position, and have the text_pager command happen when the player goes into a marker or something simple like that.
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Ben  
Posted: Tuesday, Jun 27 2006, 21:56
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Ah rightio. I guess that'd be up to Craig (the folder/file names), but I don't suppose it really matters too much smile.gif. Keep up the good work icon14.gif.
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Craig Kostelecky  
Posted: Tuesday, Jun 27 2006, 22:28
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Looking good so far. Have you got the code to look into the gxt yet, or is it just reading the arrays you hard code? And have you done anything with the sound yet? The pager sound is here if you need it. You can either have it in the audioLC folder and call it with the play_wav procedure (it's scm name is pagring) or you can stick it in the SFX archive somewhere. If you take the SFX approach, let me know first as I'd need to talk to you about possible conflicts with other sounds.

I'll get you the code when I get home. I'm at work right now (but am just waiting for the phone to ring.)
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ModelingMan  
Posted: Wednesday, Jun 28 2006, 21:21
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QUOTE (Craig Kostelecky @ Jun 27 2006, 23:28)
Have you got the code to look into the gxt yet, or is it just reading the arrays you hard code?

The pager is now fully compatible with the SCM, the code reads the GXT entries fine using VC's internal functions. Now all I need is to get the pager font implemented.

As for audio, I still haven't looked into it, but after I get the pager font in that will be my next task.
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Ben  
Posted: Sunday, Jul 2 2006, 05:26
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Just out of curiosity - is anyone interested in updating the outro screen? The work should be simple for anyone who's ever done texture work of any kind - it's going to be more fiddly than difficult (collecting everyone's avatars, etc.). The team list is up-to-date, and doesn't change too often (I'm the only one who updates it because I need to update the HTML Readme with any changes). So if you're interested, just let us know and then start work icon14.gif. It doesn't have to all fit on one screen either - preferably it would fit on two screens, but if that isn't possible at ALL, then I spose it'll have to be three. The EXE hack to get more than one outro screen is difficult for those with the know-how either - don't let that deter you from doing the work wink.gif.

@James - about the stats stuff I sent you earlier. Are you going to fix all that up once you're done with the pager and menu? If you could, that'd be great icon14.gif.

Cheers smile.gif.
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Ben  
Posted: Thursday, Jul 6 2006, 00:29
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Rightio - seeing as no-one's interested in the outro screen, I'll do it myself tounge.gif. I've made a start - I've got a new background sorted, so now it's just a case of grabbing everyone's avatars. Depending on how I go for time, I should have it done by early next week icon14.gif.
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