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Pages: (4) 1 [2] 3 4   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [GTASA] In-game timecyc editor

 Edit weather appearance directly in game
 
Convetors  
Posted: Thursday, Dec 29 2011, 19:04
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QUOTE (fastman92 @ Thursday, Dec 29 2011, 19:00)
QUOTE (Convetors @ Thursday, Dec 29 2011, 20:57)
QUOTE (fastman92 @ Thursday, Dec 29 2011, 18:53)
See the spinners of cycle or hour & minutes spinners above the clock.

tounge.gif yEAH I SAW THAT but that is stop timing or just give me the time that i want the it keep running

It will be done in 1.1 version. Tell me what`s missing and it may be implemented in 1.1. Currently i`m focused on GTA4 C# scripting. Otherwise you can do it yourself and will get it faster. I included original source of script and functions.

Thing that need to done tounge.gif :
-Stop timing when editing
-write number using keyboard (this is not necessary)
Thats All
and thnks man You Rock !!! i give you cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif
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fastman92  
Posted: Thursday, Dec 29 2011, 19:08
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QUOTE (Convetors @ Thursday, Dec 29 2011, 21:04)
QUOTE (fastman92 @ Thursday, Dec 29 2011, 19:00)
QUOTE (Convetors @ Thursday, Dec 29 2011, 20:57)
QUOTE (fastman92 @ Thursday, Dec 29 2011, 18:53)
See the spinners of cycle or hour & minutes spinners above the clock.

tounge.gif yEAH I SAW THAT but that is stop timing or just give me the time that i want the it keep running

It will be done in 1.1 version. Tell me what`s missing and it may be implemented in 1.1. Currently i`m focused on GTA4 C# scripting. Otherwise you can do it yourself and will get it faster. I included original source of script and functions.

Thing that need to done tounge.gif :
-Stop timing when editing
-write number using keyboard (this is not necessary)
Thats All
and thnks man You Rock !!! i give you cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif

Possible, 1.1 version will be released after the new year already.
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Jacko427  
Posted: Thursday, Dec 29 2011, 19:11
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QUOTE (fastman92 @ Thursday, Dec 29 2011, 19:08)
QUOTE (Convetors @ Thursday, Dec 29 2011, 21:04)
QUOTE (fastman92 @ Thursday, Dec 29 2011, 19:00)
QUOTE (Convetors @ Thursday, Dec 29 2011, 20:57)
QUOTE (fastman92 @ Thursday, Dec 29 2011, 18:53)
See the spinners of cycle or hour & minutes spinners above the clock.

tounge.gif yEAH I SAW THAT but that is stop timing or just give me the time that i want the it keep running

It will be done in 1.1 version. Tell me what`s missing and it may be implemented in 1.1. Currently i`m focused on GTA4 C# scripting. Otherwise you can do it yourself and will get it faster. I included original source of script and functions.

Thing that need to done tounge.gif :
-Stop timing when editing
-write number using keyboard (this is not necessary)
Thats All
and thnks man You Rock !!! i give you cookie.gif cookie.gif cookie.gif cookie.gif cookie.gif

Possible, 1.1 version will be released after the new year already.

Good thinking.
That writing numbers with keyboard would be very usefull and it will make work faster then using the spinners.
And the stop time is also very usefull.
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fastman92  
Posted: Friday, Dec 30 2011, 12:37
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Function opcodes started to work with these parameters:
CODE
05F5=-1,call_scm_func %1p%
05F6=-1,ret

GTAG database is messed up.

I`m working on in-game timecyc editor for GTA VC. First of all i need to create many functions that will let me to open and write to files.
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Marty McFly  
Posted: Friday, Dec 30 2011, 14:29
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Got it working, guess how:

I have a vehicles.img separated from the gta3.img cause my gta3.img is too big, so rebuilding takes too long, so I extracted all vars into a vehicles.img and told the gta.dat to read a vehicles.img.

it crashed with your editor

I put all cars back to the gta3.img, and deleted the vehicles.img, rmoved the line in gta.da and it worked. maybe CLEO FileSystemOperation crashes when some files like gta.dat are edited...
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fastman92  
Posted: Friday, Dec 30 2011, 15:18
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Video that explains how to install In-game timecyc editor to GTA San Andreas.


That is a script to properly export & remove all vehicles & models from gta3.img to models\parts and models\vehicles
http://pastebin.com/f6DKfXDb

Place SparkCS.exe to models directory.
Run it from batch mode
CODE
Sparkcs.exe -script "script.txt"

You can import these files into vehicles.img.

I have external vehicles.img too, but anyway it isn`t reason why the game crashes. If so, did you try to remove in-game timecyc editor?
Remove TimecycEditor.cs || TestCheat_CPad__DoCheats_mark_hasKeyBeenPressed.cs || opcode_003D.cs so the game started suddenly working?

This post has been edited by fastman92 on Friday, Mar 23 2012, 15:56
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Marty McFly  
Posted: Sunday, Jan 1 2012, 13:27
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Uhm yes I followed your advice, deleted the three files and it worked. now I have reinstalled my SA, installed all mods I have usually like SRT, project oblivion etc and I have the same problem again -.- with all files--->crash, those three files deleted--->no crash

btw: is there any possibility to let SA load the vehicle files from a folder and not from an img file?

This post has been edited by Marty McFly on Sunday, Jan 1 2012, 13:31
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fastman92  
Posted: Sunday, Jan 1 2012, 17:32
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QUOTE (Marty McFly @ Sunday, Jan 1 2012, 14:27)
Uhm yes I followed your advice, deleted the three files and it worked. now I have reinstalled my SA, installed all mods I have usually like SRT, project oblivion etc and I have the same problem again -.- with all files--->crash, those three files deleted--->no crash

btw: is there any possibility to let SA load the vehicle files from a folder and not from an img file?

CODE
btw: is there any possibility to let SA load the vehicle files from a folder and not from an img file?

Not yet. GTA SA is not Painkiller where it tries to read files from directory, otherwise from .pak file.


***** Changes
** 1.1 version:
- added possibility to stop the time, button is placed near the clock
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SilentPL  
Posted: Sunday, Jan 1 2012, 17:38
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QUOTE (Marty McFly @ Sunday, Jan 1 2012, 14:27)
btw: is there any possibility to let SA load the vehicle files from a folder and not from an img file?

There is a tool called Virtual IMG (by Ryosuke), his site is partially down though, and I doubt it's possible to download it.
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Aimaster  
Posted: Sunday, Jan 1 2012, 22:31
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QUOTE (SilentPL @ Sunday, Jan 1 2012, 17:38)
QUOTE (Marty McFly @ Sunday, Jan 1 2012, 14:27)
btw: is there any possibility to let SA load the vehicle files from a folder and not from an img file?

There is a tool called Virtual IMG (by Ryosuke), his site is partially down though, and I doubt it's possible to download it.

Maybe you have it on your disk? Could you upload this tool and post a link here or via PM? Would be nice of you smile.gif
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SilentPL  
Posted: Monday, Jan 2 2012, 15:41
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Yeah, I actually have it.

http://www.sendspace.com/file/2f9vok
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boxmonster  
Posted: Tuesday, Jan 3 2012, 17:07
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Good work, man. Though, the biggest problem I have with this is that I can only edit a time 30 in-game minutes later. So it has to be 6:30 for me to edit 6:00 weather.
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fastman92  
Posted: Tuesday, Jan 3 2012, 17:47
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QUOTE (boxmonster @ Tuesday, Jan 3 2012, 18:07)
Good work, man. Though, the biggest problem I have with this is that I can only edit a time 30 in-game minutes later. So it has to be 6:30 for me to edit 6:00 weather.

It`s correct. Really 6AM isn`t meant to started at 6:00 in game.
Proof:
CODE

.data:008CDECC     _timeCycleStartHours db 0                  ; 0
.data:008CDECC                                            ; DATA XREF: sub_5603D0:loc_56056Fr
.data:008CDECC                                            ; sub_5603D0:loc_56051Br
.data:008CDECC                                            ; sub_5603D0+1A6r
.data:008CDECC                                            ; sub_5603D0:loc_560540r
.data:008CDECC                     db 5                  ; 1
.data:008CDECC                     db 6                  ; 2
.data:008CDECC                     db 7                  ; 3
.data:008CDECC                     db 12                  ; 4
.data:008CDECC                     db 19                  ; 5
.data:008CDECC                     db 20                  ; 6
.data:008CDECC                     db 22                  ; 7
.data:008CDECC                     db 24                  ; 8
.data:008CDED5                     db    0
.data:008CDED6                     db    0
.data:008CDED7                     db    0
.data:008CDED8    ; byte timeCycleStartMinutes[8]
.data:008CDED8     _timeCycleStartMinutes db 30                  ; 0
.data:008CDED8                                            ; DATA XREF: sub_5603D0+FDAr
.data:008CDED8                                            ; sub_5603D0+FE5r
.data:008CDED8                     db 30                  ; 1
.data:008CDED8                     db 30                  ; 2
.data:008CDED8                     db 50                  ; 3
.data:008CDED8                     db 60                  ; 4
.data:008CDED8                     db 60                  ; 5
.data:008CDED8                     db 50                  ; 6
.data:008CDED8                     db 35                  ; 7

See the second (2) cycle, third cycle in game starting from 1.
Start hour = 6
Star minute = 30
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boxmonster  
Posted: Tuesday, Jan 3 2012, 23:14
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That's interesting, I did an experiment setting 6:00 sky color to pure red and 7:00 to pure green, 6:30 came out with a yellow, which would seem to suggest it is in between the two and not a key time.
user posted image
user posted image
user posted image

This post has been edited by boxmonster on Tuesday, Jan 3 2012, 23:20
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fastman92  
Posted: Wednesday, Jan 4 2012, 13:57
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QUOTE (boxmonster @ Wednesday, Jan 4 2012, 00:14)
That's interesting, I did an experiment setting 6:00 sky color to pure red and 7:00 to pure green, 6:30 came out with a yellow, which would seem to suggest it is in between the two and not a key time.
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Thank you for your contribution. Adresses that i posted apparently determine half time (50%) of cycle.
In-game Timecyc Editor 1.2 is going to be released today.

Cycle ID & nameHalf timeHalf time measured in minutesStarting time
0: Midnight0:30300:00
1: 5AM5:303305:00
2: 6AM6:303906:00
3: 7AM7:504707:00
4: Midday12:6078012:00
5: 7PM19:60120019:00
6: 8PM20:50125020:00
7: 10PM22:35135522:00


This post has been edited by fastman92 on Wednesday, Jan 4 2012, 19:22
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Jacko427  
Posted: Wednesday, Jan 4 2012, 20:39
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Fastman92, I found an anoying bug with your in-game timecyc editor.
Once saved with your tool, all Illumination will be gone.
So the game becomes ugly again without Illumination.
And I have to add the Illumination manually at every end of the line confused.gif
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fastman92  
Posted: Wednesday, Jan 4 2012, 22:18
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It's disabled until you enable it in CLEO\TimecycEditor.ini under name WriteIllumination, set it true, 1 or yes.
The reason why it's disabled by default is simple - other Timecyc editors e.g TimecycSA will crash when trying to edit generated file with saved illumination and people will complain on this.
It's not bug. It's a feature.
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Jacko427  
Posted: Wednesday, Jan 4 2012, 22:38
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QUOTE (fastman92 @ Wednesday, Jan 4 2012, 22:18)
It's disabled until you enable it in CLEO\TimecycEditor.ini under name WriteIllumination, set it true, 1 or yes.
The reason why it's disabled by default is simple - other Timecyc editors e.g TimecycSA will crash when trying to edit generated file with saved illumination and people will complain on this.
It's not bug. It's a feature.

Ah, so that's why TimeCycSA is crashing when opening a timecyc with Illumination.
Never knew about that.
Thank you very much for clearing that up.

Tho' I have never complained about this.
In the end after reinstalled Windows, I copied and paste the timecyc with that generated Illumination.
Before I added that, it opened fine.
I had some suspicion since I added it.

This post has been edited by Jacko427 on Wednesday, Jan 4 2012, 22:40
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fastman92  
Posted: Thursday, Jan 5 2012, 18:17
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Version 1.3 released:
- added indicators for intensity of taken values from current and next cycle the way interpolation works.
When it`s start of time - 100% intensity of current cycle values, 0% intensity of next cycle values
- fixed stopping of time - time wasn`t stopped according to icon, but in fact it was, caused by cmp dword ptr [_IsTimeStopped], 0
instead of cmp byte ptr [_IsTimeStopped], 0

This post has been edited by fastman92 on Friday, Jan 6 2012, 13:59
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Midnightz  
Posted: Monday, Jan 16 2012, 19:11
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This is amazing! I hope you will make it compatible with CLEO 3 and compact.EXE in the future as I would like to be able to use it too. biggrin.gif
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