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 Maxo's Vehicle Loader

 Easily load new vehicles into Vice City
 
maxorator  
Posted: Thursday, Apr 5 2012, 12:19
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QUOTE (Victor_Knight @ Thursday, Apr 5 2012, 11:57)
QUOTE (maxorator @ Thursday, Apr 5 2012, 10:49)
QUOTE (Victor_Knight @ Thursday, Apr 5 2012, 09:02)
The new release is good but this mod crashes with Vice Cry 1.7 with "Initialise vehicle paths" error. Can you Fix this problem somehow?

I tried to change it to make it more compatible with mods that relocate model list to add more model slots. Try now with 0.96b.

Wow, after changes it works fine. cookie.gif cookie.gif cookie.gif Thank You. When I finish my Firebird I'll make it compatible with your mod.

And I have another question... Can i make this effect with your mod (put headlights dummy into moving part for popup lights like SA)?

What exactly do you need for that? One way would be to make it so that you can specify the name of the part (whatever name you gave the moving light in modeller) in the XML file and then it attempts to find another dummy called partname_lightson and if it finds it, whenever lights are on, it moves that part to the position of that extra dummy. Also then you could specify how quickly it opens/closes.
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Victor_Knight  
Posted: Thursday, Apr 5 2012, 12:41
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QUOTE (maxorator @ Thursday, Apr 5 2012, 12:19)
QUOTE (Victor_Knight @ Thursday, Apr 5 2012, 11:57)
QUOTE (maxorator @ Thursday, Apr 5 2012, 10:49)
QUOTE (Victor_Knight @ Thursday, Apr 5 2012, 09:02)
The new release is good but this mod crashes with Vice Cry 1.7 with "Initialise vehicle paths" error. Can you Fix this problem somehow?

I tried to change it to make it more compatible with mods that relocate model list to add more model slots. Try now with 0.96b.

Wow, after changes it works fine. cookie.gif cookie.gif cookie.gif Thank You. When I finish my Firebird I'll make it compatible with your mod.

And I have another question... Can i make this effect with your mod (put headlights dummy into moving part for popup lights like SA)?

What exactly do you need for that? One way would be to make it so that you can specify the name of the part (whatever name you gave the moving light in modeller) in the XML file and then it attempts to find another dummy called partname_lightson and if it finds it, whenever lights are on, it moves that part to the position of that extra dummy. Also then you could specify how quickly it opens/closes.

Yes. I mean something like zr 350 headlights called "misc_a". Open lights and turn it on automatically after opening. Is it possible?

And another thing - light control, for example strobo effect on police cars... It would be cool.


This post has been edited by Victor_Knight on Thursday, Apr 5 2012, 12:51
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SomeGuy86  
Posted: Thursday, Apr 5 2012, 19:59
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QUOTE (Victor_Knight @ Thursday, Apr 5 2012, 12:41)
QUOTE (maxorator @ Thursday, Apr 5 2012, 12:19)
QUOTE (Victor_Knight @ Thursday, Apr 5 2012, 11:57)
QUOTE (maxorator @ Thursday, Apr 5 2012, 10:49)
QUOTE (Victor_Knight @ Thursday, Apr 5 2012, 09:02)
The new release is good but this mod crashes with Vice Cry 1.7 with "Initialise vehicle paths" error. Can you Fix this problem somehow?

I tried to change it to make it more compatible with mods that relocate model list to add more model slots. Try now with 0.96b.

Wow, after changes it works fine. cookie.gif cookie.gif cookie.gif Thank You. When I finish my Firebird I'll make it compatible with your mod.

And I have another question... Can i make this effect with your mod (put headlights dummy into moving part for popup lights like SA)?

What exactly do you need for that? One way would be to make it so that you can specify the name of the part (whatever name you gave the moving light in modeller) in the XML file and then it attempts to find another dummy called partname_lightson and if it finds it, whenever lights are on, it moves that part to the position of that extra dummy. Also then you could specify how quickly it opens/closes.

Yes. I mean something like zr 350 headlights called "misc_a". Open lights and turn it on automatically after opening. Is it possible?

And another thing - light control, for example strobo effect on police cars... It would be cool.

Yes, but be careful though... Misc_a and Misc_b are also used for other special abilities, such as trailer hooks, "Bandito" suspensions & "BF Injection" engine moving parts. So, you need to specify which type of the vehicle is misc_a meant to be used for, otherwise it will either crash the game, or cause some other, weird problems.
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Victor_Knight  
Posted: Friday, Apr 6 2012, 07:50
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QUOTE (SomeGuy86 @ Thursday, Apr 5 2012, 19:59)
QUOTE (Victor_Knight @ Thursday, Apr 5 2012, 12:41)
QUOTE (maxorator @ Thursday, Apr 5 2012, 12:19)
QUOTE (Victor_Knight @ Thursday, Apr 5 2012, 11:57)
QUOTE (maxorator @ Thursday, Apr 5 2012, 10:49)
QUOTE (Victor_Knight @ Thursday, Apr 5 2012, 09:02)
The new release is good but this mod crashes with Vice Cry 1.7 with "Initialise vehicle paths" error. Can you Fix this problem somehow?

I tried to change it to make it more compatible with mods that relocate model list to add more model slots. Try now with 0.96b.

Wow, after changes it works fine. cookie.gif cookie.gif cookie.gif Thank You. When I finish my Firebird I'll make it compatible with your mod.

And I have another question... Can i make this effect with your mod (put headlights dummy into moving part for popup lights like SA)?

What exactly do you need for that? One way would be to make it so that you can specify the name of the part (whatever name you gave the moving light in modeller) in the XML file and then it attempts to find another dummy called partname_lightson and if it finds it, whenever lights are on, it moves that part to the position of that extra dummy. Also then you could specify how quickly it opens/closes.

Yes. I mean something like zr 350 headlights called "misc_a". Open lights and turn it on automatically after opening. Is it possible?

And another thing - light control, for example strobo effect on police cars... It would be cool.

Yes, but be careful though... Misc_a and Misc_b are also used for other special abilities, such as trailer hooks, "Bandito" suspensions & "BF Injection" engine moving parts. So, you need to specify which type of the vehicle is misc_a meant to be used for, otherwise it will either crash the game, or cause some other, weird problems.

I know. Simply I suggest realize such possibility in this mod. The name of a detail can to be any as said maxorator. It would be great to make SA's special abilities in VC.
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ALMOST610  
Posted: Friday, Apr 6 2012, 07:58
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This would also add the possibility of actually making Vehicles Towable in VC or even getting the Dozer or Dumper working properly, I would love to see the ability of towing Vehicles or Semi Trailers in VC.
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maxorator  
Posted: Saturday, Apr 7 2012, 11:25
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QUOTE (ALMOST610 @ Friday, Apr 6 2012, 07:58)
This would also add the possibility of actually making Vehicles Towable in VC or even getting the Dozer or Dumper working properly, I would love to see the ability of towing Vehicles or Semi Trailers in VC.

Not really, no. Making dumper work properly does not just require moving the visible parts of the vehicle, but changing the collision model. When you see some parts move on a vehicle, mostly it does not affect collisions at all. That's why just making the parts move won't make the dumper work correctly. Also towing requires a lot of extra handling/physics code, so that's not so easy to add either.
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Ashwin the new boy  
Posted: Saturday, Apr 7 2012, 11:39
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obviously !
thats Why the Doors of Vehicle don't have any Collisions,
i hate this when Payer Move into it,
---------------
Hi Max,
instead of changing the size of light dummy to tall or something,
can you make the game to read another Dummy as Light
for example : Headlights2
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maxorator  
Posted: Saturday, Apr 7 2012, 15:01
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QUOTE (Ashwin the new boy @ Saturday, Apr 7 2012, 11:39)
obviously !
thats Why the Doors of Vehicle don't have any Collisions,
i hate this when Payer Move into it,
---------------
Hi Max,
instead of changing the size of light dummy to tall or something,
can you make the game to read another Dummy as Light
for example : Headlights2

That might be a bit tricky to do since there's a rather large portion of code in VC that handles rendering vehicle lights.
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deathproofdodgefan  
Posted: Saturday, Apr 7 2012, 15:14
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Well you're back Maxorator!
You have not yet decided to do it for GTA3? Although the addition of a car and finding them in traffic, with no additional features, such as weapons or models of the SA...
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maxorator  
Posted: Saturday, Apr 7 2012, 16:16
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QUOTE (deathproofdodgefan @ Saturday, Apr 7 2012, 15:14)
Well you're back Maxorator!
You have not yet decided to do it for GTA3? Although the addition of a car and finding them in traffic, with no additional features, such as weapons or models of the SA...

I had someone else who has more experience with GTA3 look into it, we'll see if he has the time to port it.
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Ashwin the new boy  
Posted: Saturday, Apr 7 2012, 16:41
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I am Glad that Max Choose VC for Such a Great Mod!
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Swoorup  
Posted: Saturday, Apr 7 2012, 17:30
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Great Work, Max. Now its compatible with modified exe, flts and other asi too. biggrin.gif
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SomeGuy86  
Posted: Saturday, Apr 7 2012, 20:00
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Can anyone confirm, does it work on GTA Liberty City TC mod?
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Xegethra  
Posted: Saturday, Apr 7 2012, 21:02
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QUOTE (ALMOST610 @ Sunday, Apr 1 2012, 23:59)
Gang cars are controlled VIA SCM so if you want to change that you have to edit Main.SCM which will mean that you will have to start a new game (Old Game Saves dont work with Different SCM's) or perhaps it might be possible to change it with CLEO.


QUOTE (SilentPL @ Sunday, Apr 2 2012, 16:11)
VC supports only one gang car per gang, so yeah, it'd be the work which would require Maxorator's ingeration.


I see, hmm.

QUOTE (maxorator @ Wednesday, Apr 4 2012, 00:43)
I could make it possible to add a rule to vehicle settings specifying that whenever a certain ID is requested by SCM, it would be redirected to this car's ID instead.


Ahh, that would be neat if it ever comes to light. It's kinda odd having non gang Voodoos driving around. >_>

This post has been edited by Xegethra on Saturday, Apr 7 2012, 21:10
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yojo2  
Posted: Saturday, Apr 7 2012, 21:06
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QUOTE (maxorator @ Saturday, Apr 7 2012, 16:01)
That might be a bit tricky to do since there's a rather large portion of code in VC that handles rendering vehicle lights.

Speaking of lights... would it be possible to remove these weird box thingies from headlights?
http://images.wikia.com/gtawiki/images/2/2...tTheCourier.jpg
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maxorator  
Posted: Saturday, Apr 7 2012, 22:14
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QUOTE (yojo2 @ Saturday, Apr 7 2012, 21:06)
QUOTE (maxorator @ Saturday, Apr 7 2012, 16:01)
That might be a bit tricky to do since there's a rather large portion of code in VC that handles rendering vehicle lights.

Speaking of lights... would it be possible to remove these weird box thingies from headlights?
http://images.wikia.com/gtawiki/images/2/2...tTheCourier.jpg

If they are rendered separately from the light itself, then maybe yes. I'll have to look into it though.
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Ashwin the new boy  
Posted: Sunday, Apr 8 2012, 02:30
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@Max
Do you know About the Addressed of Headlight RGB Color ?

it would be great if We define RGB of Lights ourselves in Vehicle.XML

i wish if VC could Read Taillights(red) & Reverse-Light(White) Separately,

is it possible that MVL can Make the Game to Read Model as Collision
please Don't laugh
-------------------------
MVL is Feature of VC Vehicle Modeling...
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Junior123456789  
Posted: Sunday, Apr 8 2012, 03:03
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Abolt DFF as COL: I don't understand sh*t about this but I think it is not possible because of different parameters confused.gif
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maxorator  
Posted: Sunday, Apr 8 2012, 09:51
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QUOTE (Ashwin the new boy @ Sunday, Apr 8 2012, 02:30)
@Max
Do you know About the Addressed of Headlight RGB Color ?

it would be great if We define RGB of Lights ourselves in Vehicle.XML

i wish if VC could Read Taillights(red) & Reverse-Light(White) Separately,

is it possible that MVL can Make the Game to Read Model as Collision
please Don't laugh
-------------------------
MVL is Feature of VC Vehicle Modeling...

I'll see about the colours of the lights.

Using DFF as a collision is not a stupid idea at all, but unfortunately VC engine does not support collision detection between two triangles. All static map objects, such as buildings, have only triangles for collision and all movable objects have only spheres (cars have triangles on roof to make walking on them more realistic though). Since DFF only has triangles, it would make it impossible for a vehicle to collide with a building then. Also, even if VC supported that, it would be difficult to detect which part of the car was hit in a collision then.

For adding buildings and other stuff that's static, I could easily make it generate collision data from DFF on the fly, but that might not be the best idea when used with a low-end computer, since DFF-s usually have much more triangles than a col-model.

By the way, I can remove the boxes, should I add it as an additional line in the lights section in vehicle's XML?

This post has been edited by maxorator on Sunday, Apr 8 2012, 09:54
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yojo2  
Posted: Sunday, Apr 8 2012, 09:55
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Yeah, that'd be great icon14.gif
Also, would it be possible to disable these boxes altogether (even from original cars not added by Vehicle Loader)?
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