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[BETA] San An Studios 4 Testers needed!
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ceedj  |
Posted: Thursday, Dec 27 2007, 16:35
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PEDS Creator

Group: Members
Joined: May 21, 2005



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New version up; go to the first post, which is now updated at the top with the latest release date. NEW STUFF: (all files except animkeys.txt and timeline.txt should be replaced with the new files in the archive.) - File system works completely (I think). There is a new folder in SanAnStudios4 called saves; this will hold your save files, up to ten. Each file is completely independent of each other, so you can build up scenes with actors and vehicles. There are 3 sample save files included, edit with Notepad AT YOUR OWN RISK. Most of the params are pretty straightforward, but you assume all responsibility if you break it. HAH! - You can save peds in different interiors and mix them inside or out, but they will only render if you are in the interior you created them in. Example: You create 2 peds, one outside, one inside. They will both reload, but only be visible if you are inside or outside. If you go in or out, you'll just have to reload that save. The save files will be written automatically if there are none in the folder. Also, the save files will be of varying lengths, depending on what you save. The DummyPed entry (created or not) and Player interior/coords are created if nothing else is; these lines must ALWAYS be in the save file. - There are 3 zeros (0, 0, 0) in the Player section of the save file; these MUST be there and MUST be set to zero; the hook does this automatically. - Cars can now be created and saved/restored in interiors (experimental). - One sort of major flaw, you can save peds inside of cars, but they will restore standing on top of them (only when restoring from a file. Restoring from memory keeps the actors in the cars properly). This can be problematic if you have actors in planes chasing you around. To correct this will take quite a bit of time and code, because I have to check actors, cars, number of seats, which seat the actor is in, etc. I'm working on a solution, but don't count on it very soon.; I may need some outside help with this. For now, just create your cars, then your peds near the door they will climb into, then save it to a file. This way, you only have to command them to enter the vehicle and then follow you. It's a pain, I know, but I'm working on it.  - Targeting stuff is GONE. Has a bonus side effect of removing all the yellow triangles around doors, so you can now film the player entering/leaving an interior without the stupid yellow arrow. The downside is that this is done at the game start, so there's no way to tell which houses you can enter. Working on a fix so we can turn it back on. - Lots of internal code cleaned up; should be a hair faster. - Added a WeaponID column to the sas4.cfg file for Peds1-9 and the 12 Group. The whole "preload actors" part is done; see the cfg file for instructions. - When you create the 12 Peds group, you will be given the option of adding weapons after each actor is created. Scroll and select them as normal. - The Ped/Weapon entries in sas4.cfg will override normal ped creation and weapon assignment if the first param is set to 1. You can mix these if you like, so you can have 4, 5, 6 of the 12 group a constant set while the rest can be chosen. If the preloaded ped in the 12 Group has a WeaponID other than zero (0), you will not get the weapon choose option; the WeaponID in the file will be loaded instead. - Included WeaponID.txt and SpecialActors.txt for reference in editing the ped/weapon params in sas4.cfg. It doesn't seem like much, but it's all internal. Up next: custom model loading (kind of working) and RC controls! This post has been edited by ceedj on Thursday, Dec 27 2007, 16:40
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gk787  |
Posted: Saturday, Dec 29 2007, 05:19
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Guitar Master 2008

Group: Members
Joined: Jun 2, 2007


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This is really cool, i like the new version (because of the added cars mostley) but i have a question Is it normal for no effects to show up ( target, gunshots, explosions,smoke,lights!) when i start up GTASA normally they show up, just with Sanan Studios they don't. Also the "hook" doesn't hook anymore :\, it would be cool if it was like last time where in the main menu you could press CRTL+ALT+(whatever key) to "hook" it, (sometimes i only need it later on, not exactly at the time.) but other than that its great! also doesnt work with modded scms like last time, last time it worked great with modded SCMs but eh, its doable -thanks for this awesome program, keep up the good work I like your shows btw.
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ceedj  |
Posted: Saturday, Dec 29 2007, 06:15
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PEDS Creator

Group: Members
Joined: May 21, 2005



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Yes, ATM, it is normal for effects not to show up on start; this will be fixed in the next release so it's toggleable. Using with modded SCM's is handy, but the stability of the new hook far outweighs any benefits of using modded SCM's. Sorry. EDIT: Oooooooooooooo, didn't know it affected the lighting too. Anyway, it's now invoked with END + H (removing all HUD stuff too.) Bring it back with INSERT + H. Redownload the file; hey, THIS is why it's a BETA! (Use DELETE + H for now to remove hud elements without killing the text and widescreen bars.) MISSED NOTES: Moved enter car driver for cars 3 and 4 from INSERT/DELETE to  '. Duh. Sorry. It's updated in GAMEKEYS.TXT as well. NEW STUFF! Couldn't give you bad news without some good news. Cars 1 - 4 can now be preset in sas4.cfg; use vehicles.ide (in your game folder, typically "GTA San Andreas\DATA") for the model numbers and carcols.dat (in the same folder) for the colors. You can open both of these files with Notepad, but I am working on a big list that will have just the car model ID's, text and color combos. RC MODE: This is kind of cool; create a car (1-4). If any of the models are RC models, you can have the player enter RC Mode with CAPS + (enter car code). For Car 1, this is CAPS + N. The camera will bounce, then you'll have control of the vehicle. The detonation key has been disabled, but they have low health anyway, and can be exploded by MODIFIER + X as well. To leave RC mode, blow up the vehicle, or press your game key for ENTER/EXIT car. This deletes the car created, so you'll have to recreate it again (the game destroys the RC vehicle automatically). HEADLIGHTS/PARKING LIGHTS/ENGINE: All fixed and are now independent of each other. INVISIBLE CARS: Press CAR MODIFIER + V to make a car vanish. The shadow remains though. All car occupants will be hidden as well. Press CAR MODIFIER + V again to make them reappear. EDIT 2: Ok, new version up.FIXED: Actor Driver Bug; actors now enter the car as a driver properly. Targeting now suppressed again, and everything else renders fine. Also made the entrance markers invisible. Here's how it works: INSERT + H = Turns everything on, as if you were playing the game. DELETE + H = Kills HUD, Radar, Entrance markers and Green Targets END + H = Kills ALL GUI stuff (as above) plus other weapon target sights and prevents the "black bars" from showing in Widescreen (INSERT + W to toggle). USAGE: If you're like me, you do all your cropping in post-production, so the black bars in the Hook's Widescreen mode (INSERT + W) don't matter. I'd recommend using END + H. If you WANT the black bars to show, use DELETE + H, but the other target stuff will remain. If for some reason you WANT the target stuff and entrance markers (hey, you might), leave everything ON (INSERT + H) and turn off the HUD and Radar from your game menu (Graphic Options I think). When I say "kills entrances markers" I really mean it stops them from rendering. They are still there, and you can still enter/exit them, but the yellow arrow will not be there, so filming this stuff should be much more fun.  Oh yeah, text is no longer suppressed when using END + H; sorry if this bothers some, but I find I need some that text to show when filming, and again, I just crop it out in post. This post has been edited by ceedj on Saturday, Dec 29 2007, 21:33
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ceedj  |
Posted: Saturday, Jan 5 2008, 14:01
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PEDS Creator

Group: Members
Joined: May 21, 2005



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Ok, new version up, first post, yadda yadda. This was a BEAST. But it's done. - Peds 1-9 can be saved inside cars, bikes, some planes and some choppers. This is still a work in progress, but seems to work pretty good. See Save1.sav for an example of this. IF YOU WANT TO USE AN OLDER SAVE FILE, YOU MUST UPDATE THE FOLLOWING!!! 1 - Add 0 0 0 to the end of all peds (1-9) and the dummy as well. Use Save1.sav as a reference. 2 - Add 0 0 0 IMMEDIATELY after the PLAYER object number (19) 3 - Add the following: #Group 12 On/Off - MUST BE 1 or 0!!! 0 # #Objects On/Off - MUST BE 1 or 0, even if as little as one object created!!! 0 # Load the old save and it should be good. SAVE IT IMMEDIATELY!!! Now the old save is new again. Sweet no? - Objects can now be loaded, up to 36 at once. Press HOME + F5 to create one (press 1-0, Q-P, A-L, or Z-M). Press END + F5 to delete, using the same key set, or press DELETE to delete them all. All objects created are liftable; press ENTER/EXIT VEHICLE (game control) to lift an object, like in the burglary sub-missions. Move your object, then drop it. One minor problem; Carl never drops the objects completely on the ground, so they "hover" about a foot (relative) off the ground. To correct this, press R + F5, then the same keys for create/delete to reset the Z coord value, so the object will "snap" to the ground. All objects are solid upon creation, so it's possible to "stack" some props (like a TV or vase on a table), but make sure you only "snap" the objects that need it, or else it will wind up on the floor. But how do you select those objects? Open objects.cfg. There are 36 rows, each with four parameters. The first is the Model ID number. More on that in a sec. The second is the Target on off (1/0); put it on to target it with your weapon. Third is a Moveable flag; if on (1), the object will stay in place. MOSTLY. Some objects have their own properties, and are set by the game. Trial and error here. The final param is an Indestructible flag. If on, can not be destroyed by explosions or vehicles. MOSTLY. Again, some objects have their own properties. The first param can be found in the IDE files of your game. These numbers must NOT be weapons, vehicles, peds (actors) or wheel/extra car objects. Most everything else seems to load fine, including entire interior sets. Have a look it the DATA\MAPS folder and open the ide file with notepad. Use ONLY numbers in the objs section, like so: (from int_SF.ide) | CODE | objs 14530, driveschl_main, estate2, 30, 0 14531, int_zerosrc01, int_zerosrcA, 30, 0 14532, tv_stand_driv, drivingbit, 20, 0 14533, pleasure-TOP, pleas_dome, 100, 0 14534, ab_woozies01, ab_woozieA, 100, 0 14535, ab_woozies03, ab_woozieC, 100, 0 |
The first number is the one you want, the rest is just descriptors. You can also use a map viewer/editor (either MeD (Map Editor) or Steve-m's Map Viewer are good). Select the object you want on the screen in the editor; the ide number should be in the info, depending on your tool. This is all REAL experimental, and may or may not work as advertised. Save4.sav has two objects created to show how it works. So you can now save up to 9 normal peds, 12 group peds, both with weapons, four cars and four trailers (if cars are truck cabs), 36 objects, player coords and the friggin' time. IS THAT ENOUGH ALREADY???? Erm, sorry. Enjoy!!! FIXED: "K" won't crash outside of "leaping" from one car to another anymore. The leap code still works, just a bit safer. Still need to figure out why my action sequences won't work (GRRR), and maybe a few minor tweaks here and there. But I think it's mostly finished now. Help file and proper documentation coming soon. EDIT: If you find a file in the SanAnStudios folder called PedsNCars.sav, delete it; this was from an old test build that I forgot to delete. EDIT 2: Fixes and stuff. Only the exe file this time... - Phones now independent for actors 1-6 and the player; will now turn on and off for each actor properly. Same with turret mode for the "Leap" code; it wasn't a problem since it's only one actor on one of two cars, but that may change in the future, so it's fixed now. - G + J now works for the 12 group, which will do a variety of "riot" animations. Press G + SPACEBAR to clear. May include the ability (way WAY down the road. I need a break!) to make "custom" animation packs like this one uses. - Player now saves car info to the save file if the player is in a car. Don't know why I didn't have it in the first place, but it's there now. Only works if saving to a file, since (in my experience) the player is used as a camera more than anything else. Just save it to a file already, it's not like you don't have ten of them.  - Fixed hash marks (#) not generating properly in the save files; was purely aesthetic, and your data in the file is not affected by this at all. EDIT 3: Also forgot to mention, all MISSION SCRIPT objects can be loaded as well; you MUST put a minus sign in from of the number. If you have a SA mission decompiler (MB 0.33 or SB), just use the list from the beginning of the original main.scm file. If you don't have it, or don't code, see the link below for the full list (389 objects); I will include this list as a text file in the next release. MISSION SCRIPT OBJECT LIST This post has been edited by ceedj on Thursday, Jan 10 2008, 05:01
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gk787  |
Posted: Saturday, Jan 12 2008, 06:10
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Guitar Master 2008

Group: Members
Joined: Jun 2, 2007


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I have a small request if its possible, but Can you make, in the next version, a hieght and speed de-limiter for aircraft? just a small request. if you cant its cool, but thanks  Also small glitch found Your Car creater spawns all cars/trucks etc from the vehicle.ide file. its cool but it also spawns 594,Rc cam. which in turn crashes the game if you scroll to it through the list of cars. It also spawns trains and trams which is kinda useless, but anywho, if its possible, can you make the hook bypass these vehicle.ide cars? 449 537 538 569 570 590 594 Those are trains and cargoboxes etc, plus the rccam. This post has been edited by gk787 on Saturday, Jan 12 2008, 20:48
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ceedj  |
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PEDS Creator

Group: Members
Joined: May 21, 2005



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That's funny, the RC Cam (which looks like a plant potter) loads for me just fine. In fact, you can use it with the player if you want in RC mode, which is funny as hell to me, driving around a little potter with headlights.  Anyway, using V1 or V2 of the game? Check your gta3.img and make sure the rccam dff and txd are there. If not, and you have V2, I may consider removing it then. Not getting rid of the trains because I will eventually (key word there) add that functionality - creating trains on tracks and such. This post has been edited by ceedj on Sunday, Jan 13 2008, 12:44
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ceedj  |
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PEDS Creator

Group: Members
Joined: May 21, 2005



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| QUOTE (gk787 @ Jan 13 2008, 12:56) | Wow seriously? It never spawned for me cuz i used Spaceeinsteins all in one mod which skips those cars, but weird yeah both files are there, its V1.0, vehicles.ide seem fine( the main problem for all my crashes). I don't know ill look to see if anything else causes it. Oh and that train idea is cool, only wouldn't? it would be a hassle to get it to spawn directly over the train tracks suppose anythings possible with 1's and 0's |
Yeah, if you're using Space's mod which overrides parts of this mod, you might have issues. Can you try it with an unmodded SCM adn see if it works? I may be able to track down and correct it on my end; I know a lot of people use his mod. As for the trains - considering the weeks I spent on the File I/O, that'll be a cakewalk.  EDIT: Found a big oops with END + H; fixed, please re-download. ONLY the exe needs to be replaced, nothing else is affected. Also included the Mission Script Objects List text file. This post has been edited by ceedj on Sunday, Jan 13 2008, 22:48
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gk787  |
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Guitar Master 2008

Group: Members
Joined: Jun 2, 2007


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Oh sorry i didnt mention it, Yeah i used an unmodded SCM and Script What i mean is, Im used to seeing those vehicles skipped because i use his mod, But when using San an studios, I use a regular script, modded ones crash. well on my part.. ah cool, can't wait to actually use trains  Edit: Sorry for all this posting, my comp may be screwed up But when i press W to go forward, Cj teleports to a random place its near a farm, i think close to the sprunk factory (may be wrong, didn't pay much attention) Is this normal? I only press W nothing else, no CTRL, no ALT no Insert. This post has been edited by gk787 on Monday, Jan 14 2008, 01:48
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KennyKilla  |
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Player Hater

Group: Members
Joined: Jun 18, 2007

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| QUOTE (ceedj @ Nov 26 2007, 02:39) | UPDATED 01/06/08 - Fixed a few minor bugs, G + J for 12 group now working, player in vehicle now saves to file. UPDATED 01/05/08 - Full I/O on peds in cars, added ability to spawn and move/replace up to 36 objects as found in the games' map files. See THIS POST for details.
D O W N L O A D
NOTE: This does not seem to work with Vista; I have no clue why, since I happily still have XP. If you manage to get it running on Vista, please post what you did. Thanks.
I need testers. If you've used San An Studios, please try this out. No README included, but there is an updated gamekeys. New stuff includes:
Complete engine rewrite; thanks to JGS for his new hook Custom Animation Keys (see below) Animation Timeline (see below) Four cars now available (only 1 and 2 follow so far) Trailers now available and attach to cab (not added to save position routine yet, so be careful if saving an attached trailer) Minutes can now be set during time set/freeze Widescreen mode added; able to access menu Lights/Engine on/off for cars Driveby fixed for peds 1-6; driveby on self ped (ex: LF SHIFT + F7) will attack player. Ped (or player) can be on foot or in vehicle
TO INSTALL Extract your files, and place San An Studios 4.exe and the SanAnStudios folder into the ROOT of your GTA SA installation.
Look combined with kill engine; to look at actor, press DELETE + K (set by default) then MODIFIER + 1-9. To attack actor, press INSERT + K, then MODIFIER + 1-9.
CUSTOM ANIMATION KEYS Keys Q-P (except T) and G-L are the animation keys. To change the assigned animation, ALT-TAB out of the game, open "animations.txt" and replace one of the lines; all the lines go in order. Use SAAnim.txt to see what animations to use. Ignore the numbers for now; but the second (after the 4.0) is the loop flag, and the last number is the time the animation will play in MS. You can loop this by using -1 instead.
Make changes, save the animations.txt file, the go back to the game and press A + R to reload the list. Now your animations have changed. Do not add new animations to this list; there must always and only be a list of 14 animations.
TIMELINE This is a very crude, but very useful function. Press a MODIFIER + T to see the dance routine that is loaded by default. If you tap T, the next animation will play until the end of the file. To change the timeline, open timeline.txt and use SAAnims.txt to decide which animations to use. Save the timeline.txt file and go back to the game. Press R + T to reload the timeline; the timeline will now play the new animations.
PLEASE test this (make sure to check out SAGAMEKEYS.txt to see all the key changes; there are a few) and if you have any issues, please report here. You MUST have GTA San Andreas v1.0 for PC for this to work.
EDIT: Just got some test results in: this will NOT work with a downgraded Australia game, since the downgrader wasn't built for AUS exe's. SO DON'T COMPLAIN ABOUT IT; I ALREADY KNOW!!!
I also need some screenshots for our custom loading screen (thanks to Sacky for that code!), so if you take some good screens and post them here, I'll add the best one's to the archive on final release.
Thanks bunches! 
D O W N L O A D
EDIT: Error in SAGAMEKEYS.txt
INSERT + P = Freeze Clock DELETE + P = Unfreeze Clock DELETE + 9 = Delete Car 3 DELETE + 0 = Delete Car 4 | ok great! i love your work! btw the 3.3v crashes all the time (my SA is 1.0) and i dont have any *.ide and/or *.scm modded all i got modded is peds, cars and player skin. I dont understand why its crashing.. just hope this version doesnt crash much as the other does...
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ceedj  |
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PEDS Creator

Group: Members
Joined: May 21, 2005



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| QUOTE (Paul_Heyman @ Feb 4 2008, 05:03) | | QUOTE (ceedj @ Feb 3 2008, 19:38) | You could probably tell me better than I; what's different from your desktop install and your laptop install? |
Ahhh f*ck you then. PEDS sucks dicks.
f*ckin PG13+ bullsh*t. |
Way to pay attention to which post is which. Thanks. @Rocky (who I was talking to in the first place): You can download Direct X from the Microsoft website, though I don't think the new version of SAS4 requires a newer DX version. Although maybe it does. The joys of BETA! The animations are set up to keys Q-P (except T) and G-L. You can change them using the SAAnims.txt file, which lists most of the animations in the script file (600 or so). Change the entry in animkeys.txt to the ones you want to use, being VERY careful that your entries are similar to the ones already there (Anim Name, Anim Pack, other parameters, etc). This post has been edited by ceedj on Monday, Feb 4 2008, 20:08
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