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Everything posted by JAB HacksouL
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I will chill out when I am dead. I am not trying to be mean to Mr. HornyVampire (whose 1st and only post was this) but I have never heard of an African PS2 version of GTA SA (and I dare anyone to find one) that sells with all the females removed. Unless it is as I said pirated. He may have purchased a pirated copy. He still won't be helped because most the modders on this forum are still trying hard to figure out the PC version. I have the Xbox and PC version both are legal. But I am not on here asking people to help me mod my Xbox version which requires a hack into Xbox. He also admits he is running the PS2 through an emulator on a MAC. Which is at best a very dark shade of gray. I suspect that Mr. HornyVampire left his message in the hopes someone would answer with some warez links but this is not that sort of forum. Then you basically gave him the same advice I gave him... buy it elsewhere. @laggynoob FYI IMHO U use 2 much! JAB
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I am afraid that has nothing to do with the game, and everything to do with XP user permissions. Have you changed your accounts lately or messed with the user accounts? If not it could be a denial of service virus, trojan, or worm. (scan the drive) Depending on how much damage is done to your account. You could be looking at having to rebuild or remake your user account. You might end up going as far as having to restoring or rebuilding your registry. Here is a link you might want to try: http://brajeshwar.com/2005/file-access-den...take-ownership/
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You don't need 3DS or MAX to edit a texture of a road sign. Process is simple, get a picture of the "real" road sign you want to use. Then download TXD Workshop from the download area. Img Tool is nice to have but unless you know what you are looking for you will be lost. So use TXD Workshop and dig through the images in your GTA3.IMG Find the road sign you want replaced and import your image. Save and exit. My tutorial is here. JAB
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I am afraid you won't and can't be helped. First you said you bought your "copy" in North Africa. And you have modified PS2 version that is being run through PC emulation. The reasons you won't find what you are looking for here: Not many PS2, Win to MAC emulators are running around this is first I heard of one. If it wasn't a PS2 you could edit the PC version. You won't get advice on pirated games. If you can get it shipped to your country buy it online. JAB
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You can't just teleport in the game you need to either code it or use a trainer. Trainers cannot teleport you inside a building. The way the game functions; it teleports you to another dimension inside the game every time you enter a building. Take note of the x y z coordinates of the casino, the z altitude is 998.9694 meters above ground. This is why we referred to interiors as heavens. They are located in the sky. But teleport there using a standard trainer from outside and you will just fall to your doom. Just as the real heaven is another dimension the GTA heavens are too. You must use a Cleo script or edit the main.scm to get there. The only "correct way" to teleport there using a trainer would be to be inside the building or another building that exists inside the same heaven. To my knowledge there are 15 heavens. I believe you can use the Canton Gym to teleport to the Casino because they are both interior 1. JAB
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I sorry to burst your bubble. But I am right now in the process of adding subtext, credits, you know... the little shit. I can play it, save, etc.. There are still somethings I would like to get tweaked prior to release. I was going to release a beta a while back... but my brother and I make pretty quick progress. I am impressed how my brother has edited the audio into a script that makes actual sense. Although due to the removal of some background noise the audio is less than perfect. While I do appreciate the support, everyone has the right to their own opinion. Even if it is an opinion like "fuck you". Thanks, my Dad tells us to always set a project deadline and then notify people if you deadline is not going to be met. Looks like Christmas or before at the current point. So 12/25/2008. At this point I would love to add stuff... actually it is driving my brother crazy. We began with a short simple concept and I kept adding stuff to it. The zombotech mission is actually chemically made super soldiers created using homeless volunteers. I would also like to point out there is unused audio inside the cut scene audio data. Doberman was originally a CRASH mission. R* changed that taking out the cut scene but not the audio. I would love to see someone rebuild the cut scene! Well I just came in actually to make sure I was spelling names properly... I got to get ready for skool (I work on this in my spare time at school) I can access my Dad's network from there. What my teachers don't know can't hurt them. JAB
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Not much skill required. Just there are already a lot of bus stops in the game. You would have to place checkpoints at each one. Then when the player steps into the checkpoint the bus is created (someplace out of sight) and drives to your location. Then the player ability to move is shut down and is told to enter the bus as passenger. The next step is really just telling the bus to drive to each stop in the given order and allow a few seconds at each stop for the player to disembark. The time consuming part is tracking down all the xyz coords to every bus stop in the game. I know there are some by the airports and train stations. Personally making the trolley in SF like this would be much easier, since there is no place to embark or disembark. You just jump on. So it would be a simple matter of making the [Enter] key available for that command when near a trolley. JAB
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Minor differences in the landing gear (reversed) but yes they are almost identical. By change you mean put the texture on it or did you mean to reverse the landing gear? I haven't seen any as such but I will keep my eyes open. JAB
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Link the actor to interior 1 try coordinates 2157.597 1597.863 998.9694 JAB 315@ = Actor.Create(Mission1, #BMYBOUN, 2157.597, 1597.863, 998.9694) 0860: link_actor 315@ to_interior 1 or 03CB: set_rendering_origin_at 2157.597 1597.863 998.9694 04BB: select_interior 1 0860: link_actor $PLAYER_ACTOR to_interior 1 Actor.PutAt($PLAYER_ACTOR, 2157.597, 1597.863, 998.9694) Actor.Angle($PLAYER_ACTOR) = 300.0
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How thrilling that must be. It does make me remember the fact there is no public transportation in VC like there is in GTA III. I really sort of missed the fact you could get on the train and get off in several depots. The funny thing I like doing was getting a bunch of stars and then just riding the train until they all disappeared. I think I'd rather make a mod that has spheres at all the bus stops and you stand in one to be picked up. They charge you $1 to ride the entire loop. The only challenge would be routing the buses and making a crap load of check points. JAB
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Wow, the count down is on... I have 2 missions to finish coding (just adding the subtitles and info boxes on some) and most of it is GXT work is simple enough. Don't blame me if I misspell something (I use a spell checker on here) and I make mistakes. Vincent is working on the Audio we have some great one-liners from Samuel L Jackson's movies Swat, Twisted, Shaft, and others. There are 15 original missions and a few more you might recognize as "refurbished" I have been working on "End of the Line" for the last few days. I decompiled the SCM and cut out the last part FinaleC and it is 7000+ lines long! So I rebuilt it using that as the template but my version only boils down to about 1000 lines of code. The part we are still working out is how to upload/download should work. My brother wants to make 2 versions one with the files all compiled and ready (very big download) and the other with the sounds needed to inject using SAAT. I hope to have this project uploaded within a few weeks. And I want to state again, while this is entertaining value to many people on here. I did this for public education and I want people to use the code to learn to mod. I am not going to whine if some one makes more Tenpenny missions and adds them to mine. I won't be fussing that some lamer stole my mods. You can't steal what I give away freely and the value of a secret is worthless. JAB BTW here is some code you will NOT see in Tenpenny Stories have fun with it! DEFINE MISSIONS 1 DEFINE MISSION 0 AT @DOGFIGHT DEFINE EXTERNAL_SCRIPTS 0 DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 500 {$VERSION 3.1.0027} var $PLAYER_CHAR: Player end // var //Main thread starts here 03A4: name_thread 'MAIN' //Set the screen BLACK immediately 016A: fade 0 time 0 01F0: set_max_wanted_level_to 6 0111: toggle_wasted_busted_check 0 00C0: set_current_time_hours_to 8 minutes_to 0 //Create Player at Runway in Desert 04E4: unknown_refresh_game_renderer_at 323.5454 2540.254 Camera.SetAtPos(323.5454, 2540.254, 15.8085) $PLAYER_CHAR = Player.Create(#NULL, 323.5454, 2535.254, 15.8085) Player.SetClothes($PLAYER_CHAR, "VEST", "VEST", Torso) Player.SetClothes($PLAYER_CHAR, "JEANSDENIM", "JEANS", Legs) Player.SetClothes($PLAYER_CHAR, "SNEAKERBINCBLK", "SNEAKER", Shoes) Player.SetClothes($PLAYER_CHAR, "PLAYER_FACE", "HEAD", Head) Player.Build($PLAYER_CHAR) 01F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 01B6: set_weather 1 0001: wait 0 ms 01B4: toggle_player $PLAYER_CHAR can_move false 04BB: select_interior 0 0629: change_integer_stat 181 to 4 //Unlocks ALL cities and ZONES! 016C: restart_if_wasted_at 323.5454 2535.254 15.8085 angle 90.0 town_number 0 016D: restart_if_busted_at 323.5454 2535.254 15.8085 angle 90.0 town_number 0 // Note: your missions have to use the variable defined here 0180: set_on_mission_flag_to $ONMISSION 0004: $DEFAULT_WAIT_TIME = 250 03E6: remove_text_box // START GAME $ONMISSION = 0 //Free the players movements 016A: fade 1 time 500 0001: wait 1000 ms Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut Camera.SetBehindPlayer :MAIN_LOOP 0001: wait $DEFAULT_WAIT_TIME ms 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes if and $ONMISSION == 0 00E1: player 0 pressed_key 11 jf @MAIN_LOOP start_mission 0 0002: jump @MAIN_LOOP :DOGFIGHT thread 'DOGFIGHT' gosub @DOGFIGHT_100 if wasted_or_busted else_jump @DOGFIGHT_8000 end_thread :DOGFIGHT_100 // Locks your player so you can't move just yet Player.CanMove($PLAYER_CHAR) = False 100@ = 0 $ONMISSION = 1 //Load Models 0395: clear_area 1 at 323.5454 2540.254 15.8085 radius 50.0 Model.Load(#RUSTLER) Model.Load(#WFYCLOT) // Cool Female Pilots!! 038B: load_requested_models //Check for Models Loading :DOGFIGHT_110 wait 0 if or Model.Available(#RUSTLER) Model.Available(#WFYCLOT) jf @DOGFIGHT_110 //Place my plane on the Airstrip 125@ = Car.Create(#RUSTLER, 323.5454, 2540.254, 15.8085 ) Car.Angle(125@) = 180.0 //126@ is an array of 2 integers 48@ is the index 48@ = 0 //Place Plane #0 00A5: 126@(48@,2i) = create_car #RUSTLER at 421.3578 2515.6172 16.7772 Car.Angle(126@(48@,2i)) = 90.0 009A: 123@(48@,2i) = create_actor_pedtype 5 model #WFYCLOT at 424.3162 2509.3926 16.4844 Actor.Angle(123@(48@,2i)) = 90.0 48@ = 1 //Place Plane #1 00A5: 126@(48@,2i) = create_car #RUSTLER at 421.3578 2496.7336 16.7842 Car.Angle(126@(48@,2i)) = 90.0 009A: 123@(48@,2i) = create_actor_pedtype 5 model #WFYCLOT at 424.3162 2488.623 16.4922 Actor.Angle(123@(48@,2i)) = 90.0 //Let's get into the air! Player.CanMove($PLAYER_CHAR) = True :DOGFIGHT_120 wait 0 //Wait loop for CJ to get into the cockpit... heh heh... I said cock.;) if Actor.DrivingPlane($PLAYER_ACTOR) jf @DOGFIGHT_120 //Ladies to your planes! 48@ = 0 05CB: AS_actor 123@(48@,2i) enter_car 126@(48@,2i) as_driver -1 ms 48@ = 1 05CB: AS_actor 123@(48@,2i) enter_car 126@(48@,2i) as_driver -1 ms //Dramatic cut away shot 067C: put_camera_on_actor 123@(48@,2i) with_offset 12.0 -6.0 6.0 rotation 0.0 0.0 0.0 0.0 2 wait 7000 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 48@ = 0 04D2: set_plane 126@(48@,2i) fly_autopilot_around_point 328.9085 2503.646 200.0 altitude_between 0.0 and 250.0 50@ = Marker.CreateAboveCar(126@(48@,2i)) 07E0: set_marker 50@ type_to 0 0165: set_marker 50@ color_to 0 48@ = 1 04D2: set_plane 126@(48@,2i) fly_autopilot_around_point -228.9085 2503.646 300.0 altitude_between 0.0 and 250.0 51@ = Marker.CreateAboveCar(126@(48@,2i)) 07E0: set_marker 51@ type_to 0 0165: set_marker 51@ color_to 0 :DOGFIGHT_160 wait 0 if 00E1: player 0 pressed_key 10 //Wait until the player presses N To begin the dogfight jf @DOGFIGHT_160 { //This code will have them launching missiles at you from their planes. Just remove the braces. 48@ = 0 070E: hydra 126@(48@,2i) attack_player_car $PLAYER_CHAR radius 10.0 48@ = 1 070E: hydra 126@(48@,2i) attack_player_car $PLAYER_CHAR radius 10.0 } :DOGFIGHT_900 wait 0 48@ = 0 if Car.Wrecked(126@(48@,2i)) jf @DOGFIGHT_900 :DOGFIGHT_910 wait 0 48@ = 1 if Car.Wrecked(126@(48@,2i)) jf @DOGFIGHT_910 return //If you can win this mission you get $2000! :DOGFIGHT_8000 030C: progress_made += 1 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) //01E3: show_text_1number_styled GXT 'M_PASSR' number 7 time 5000 style 1 // MISSION PASSED!~n~~w~RESPECT + //0998: add_respect 1 //When money is given you should use these lines. 01E3: show_text_1number_styled GXT 'M_PASS' number 2000 time 5000 style 1 // MISSION PASSED!~n~~w~$~1~ Player.Money($PLAYER_CHAR) += 2000 $ONMISSION = 0 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Model.Destroy(#RUSTLER) Model.Destroy(#WFYCLOT) mission_cleanup end_thread
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Back into Machinimas again.
JAB HacksouL replied to Harwood Butcher's topic in General GTA Series Chat
My brother (ToonSkull) is into Machinima he uses the Movies, very flexible software, you can pick up a copy for $10 in most bargain bins. It has only one expansion pack that is a must to have. With it you have full camera control. You can then export the GTA models into the Movies and make them do what you like. Here is an example if you're interested: Ten bucks is a lot less than that new PC. Looks like you and I need the same thing for Xmas. JAB -
ha HA very funny... but for those interested my pay pal is, nah just kidding. Yeah it looks like my PC will need to be replaced before I consider buying this one. But all this copy protection is just smoke and mirrors. Anyone who writes code should know that computer programs work on true/false statements. No matter what your security it can and most likely will be cracked. The idea is to promote the FEAR that it is hopeless to defeat their code. For example Deji said, It still boils down to a single true/false question... "Did he enter the correct code?" If true play the game else format his HD. Yeah that will show that punk for mistaking the O for a zero!! Even the internet connection can be false. The hacker could tell it that it is connected when it is not or even have it connect to a website he made up. It all depends on how determined the hacker is to break the code. The driving force to the hacker's motivation is someone saying that it is "impossible" to hack. The rush is then on to be uber hacker. My Dad told Rob Pardo and some other guys, when he was working on Reign of Chaos, that Securom was soaking them for too much money. Disk protection that lasted a month at best. His idea was radical but involved the original key code about 16 digits long. Then spreading rumors of a unique "ghosting system" that would make the hackers go on a wild goose chase. They would be looking for security that didn't exist, making the security last a while longer. But no they had a contract with Securom and any additional security would have to go through Securom blah blah blah... Our Dad no longer works with them. Our Dad believes Securom is the leak to most game hacks. Smoke and mirrors. JAB The readme states:
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Sounds interesting but as I remember the one I have for VC is a DLL and not a script. Which means you would need to know a lot more about making a dll and not just modding the scm with a cleo script. I am not saying it couldn't be done with a CLEO script, however it wouldn't make the cars performance any better. 02E3: 188@ = car 59@ speed This opcode would fetch the car speed and could be used as a speedometer. Then since most cars have 3 to 4 gears and various top speeds you would need a table for each car. If the player's car is in first gear it should not be allowed past a certain speed 0-7 for example then 2nd gear 8-15, 3rd gear 16-30, then 4th gear 31 and up. Need 4 Speed is made to run manual transmission or auto. The idea is you can burn rubber in 1st and hang in lower gears to get better performance. GTA game engine is not built that way the focus is more on fighting shooting and story, so if anything this type of mod wouldn't be for better performance just the illusion you have a stick shift. BTW I did a search and found this on a Russian Forum, so it is not my code: {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 0000: NOP :Noname_2 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 0038: $ONMISSION == 0 004D: jump_if_false @Noname_2 00D6: if and 00DF: actor $PLAYER_ACTOR driving 84A7: not actor $PLAYER_ACTOR driving_boat 84A9: not actor $PLAYER_ACTOR driving_heli 84AB: not actor $PLAYER_ACTOR driving_plane 84C8: not actor $PLAYER_ACTOR driving_flying_vehicle 89AE: not actor $PLAYER_ACTOR driving_train 004D: jump_if_false @Noname_2 00D6: if and 80DD: not actor $PLAYER_ACTOR driving_car_with_model #BMX 80DD: not actor $PLAYER_ACTOR driving_car_with_model #BIKE 80DD: not actor $PLAYER_ACTOR driving_car_with_model #MTBIKE 80DD: not actor $PLAYER_ACTOR driving_car_with_model #COMBINE 80DD: not actor $PLAYER_ACTOR driving_car_with_model #TRACTOR 004D: jump_if_false @Noname_2 0050: gosub @Noname_1093 077E: get_active_interior_to $Active_Interior 00D6: if and 0039: 29@ == 0 0038: $Active_Interior == 0 004D: jump_if_false @Noname_2 03C0: 0@ = actor $PLAYER_ACTOR car 0006: 5@ = 1 0006: 31@ = 0 :Noname_180 0001: wait 0 ms 0050: gosub @Noname_1093 00D6: if and 00DB: actor $PLAYER_ACTOR in_car 0@ 0038: $ONMISSION == 0 8039: not 29@ == 1 004D: jump_if_false @Noname_1070 02E3: 1@ = car 0@ speed 0A97: 6@ = car 0@ struct 0A8E: 23@ = 6@ + 1180 0A8D: 23@ = read_memory 23@ size 4 virtual_protect 0 008E: 23@ = float 23@ to_integer 00D6: if 0039: 23@ == -1 004D: jump_if_false @Noname_296 0006: 5@ = 6 :Noname_296 00D6: if and 0039: 5@ == 6 0039: 23@ == 1 004D: jump_if_false @Noname_328 0006: 5@ = 1 :Noname_328 00D6: if 0039: 23@ == 1 004D: jump_if_false @Noname_353 0006: 31@ = 0 :Noname_353 0050: gosub @Noname_407 03F0: enable_text_draw 1 033F: set_text_draw_letter_size 0.6 1.6 045A: draw_text_1number 208.55 425.333 GXT 'NUMBER' number 5@ 0002: jump @Noname_180 :Noname_407 00D6: if 81F3: not car 0@ in_air 004D: jump_if_false @Noname_1068 00D6: if 81F4: not car 0@ flipped 004D: jump_if_false @Noname_1068 00D6: if 0AB0: key_pressed 107 004D: jump_if_false @Noname_626 00D6: if 0039: 5@ == 0 004D: jump_if_false @Noname_479 000A: 5@ += 1 :Noname_479 00D6: if and 0039: 5@ == 1 0021: 1@ > 10.0 004D: jump_if_false @Noname_514 000A: 5@ += 1 :Noname_514 00D6: if and 0039: 5@ == 2 0021: 1@ > 16.5 004D: jump_if_false @Noname_549 000A: 5@ += 1 :Noname_549 00D6: if and 0039: 5@ == 3 0021: 1@ > 21.9 004D: jump_if_false @Noname_584 000A: 5@ += 1 :Noname_584 00D6: if and 0039: 5@ == 4 0021: 1@ > 41.0 004D: jump_if_false @Noname_626 000A: 5@ += 1 0002: jump @Noname_733 :Noname_626 00D6: if 0AB0: key_pressed 109 004D: jump_if_false @Noname_783 0A97: 6@ = car 0@ struct 0A8E: 23@ = 6@ + 1180 // int 0A8D: 23@ = read_memory 23@ size 4 virtual_protect 0 008E: 23@ = float 23@ to_integer 00D6: if and 0039: 31@ == 0 8039: not 23@ == -1 0039: 23@ == 0 004D: jump_if_false @Noname_726 0006: 31@ = 1 000E: 5@ -= 1 :Noname_726 0002: jump @Noname_758 :Noname_733 00D6: if 0019: 5@ > 5 004D: jump_if_false @Noname_758 0006: 5@ = 5 :Noname_758 00D6: if 002B: 0 >= 5@ 004D: jump_if_false @Noname_783 0006: 5@ = 1 :Noname_783 00D6: if 0039: 5@ == 0 004D: jump_if_false @Noname_811 04BA: set_car 0@ speed_to 0.0 :Noname_811 00D6: if and 0039: 5@ == 1 0031: 1@ >= 11.3 004D: jump_if_false @Noname_849 04BA: set_car 0@ speed_to 11.3 :Noname_849 00D6: if and 0039: 5@ == 2 0031: 1@ >= 17.0 004D: jump_if_false @Noname_887 04BA: set_car 0@ speed_to 17.0 :Noname_887 00D6: if and 0039: 5@ == 3 0031: 1@ >= 22.5 004D: jump_if_false @Noname_925 04BA: set_car 0@ speed_to 22.5 :Noname_925 00D6: if and 0039: 5@ == 4 0031: 1@ >= 41.5 004D: jump_if_false @Noname_963 04BA: set_car 0@ speed_to 41.5 :Noname_963 00D6: if and 0039: 5@ == 3 0023: 3.0 > 1@ 004D: jump_if_false @Noname_998 0006: 5@ = 1 :Noname_998 00D6: if and 0039: 5@ == 4 0023: 3.0 > 1@ 004D: jump_if_false @Noname_1033 0006: 5@ = 1 :Noname_1033 00D6: if and 0039: 5@ == 5 0023: 3.0 > 1@ 004D: jump_if_false @Noname_1068 0006: 5@ = 1 :Noname_1068 0051: return :Noname_1070 01C3: remove_references_to_car 0@ 03F0: enable_text_draw 0 0006: 31@ = 0 0002: jump @Noname_2 :Noname_1093 00D6: if 0AB0: key_pressed 106 004D: jump_if_false @Noname_1175 00D6: if 0039: 29@ == 0 004D: jump_if_false @Noname_1145 0006: 29@ = 1 0001: wait 1000 ms 0002: jump @Noname_1175 :Noname_1145 00D6: if 0039: 29@ == 1 004D: jump_if_false @Noname_1175 0006: 29@ = 0 0001: wait 1000 ms :Noname_1175 0051: return I haven't tried it so don't blame me if it bites. JAB
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That's a pretty shabby clone for only $4. I enjoy certain clones of GTA. For example; I own True Crime (both Streets of LA and NY) New York is much better than LA, Godfather, and Scarface all for the original Xbox. Send me money so I can buy a 360! Many people think that the game Driver was a clone of GTA but it first came out in 1998. I have it for the PC. In the original game there is no visible player just the car. Driver 3 (DRIV3R) came out with the first viewable character but he couldn't do squat outside his car. So I would say yes DRIV3R is a clone but not the Driver 1 & 2. Sometimes cloning the game's play works sometimes it doesn't. It is sometimes hard to say if a game is a clone or not. I mean if you say all 3rd person shooters involved with a crime plot is a clone of GTA then it would be a silly idea. But most clones of GTA are pretty obvious. BTW my phone is not on their list so I wouldn't be able to buy the game anyways. JAB
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And I was just about to go to bed. First you need to supply us some more details: The mod in question is the Nissan Silvia from a website or one you made yourself? Please link the download so we can study it. Always tell us your OS Vista, XP, MAC, or Linux. Is this your first attempt at adding cars to the IMG file? If not do other mod cars work for you? Off the top of my head, we know Vista has some perverted mental issues. It don't like us modding the game files and if you have never modded a file under Vista you may have to ask around, because I run XP. If you are running XP and other mods are working for you then it must be the car. Get the link posted so we can see if there is a step you overlooked in the install or a compatibility issue. Ok I am off to hit the pillow. JAB
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My favorite pokemon is NARUTO! Naruto, I choose you! Naruto use harem jutsu! Just kidding... I really like Blastoise because it was easy to crack open their shells and eat all the yummi filling in the middle. JAB
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No I scan the messages with zero replies first. Yours had 2 replies (both your own). Now on to the assistance. What car(s) did you add and exactly what have you changed? Cut & paste your changes and I will see what I can find out. Many cars are very difficult to mod in the Transfender. I pop in here at least twice a day. In the meanwhile have you read this tutorial? JAB Well it has been some time since I replied so... Since you didn't reply I won't think you are rude but assume this tutorial helped you.
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He was talking about saving on the HD location not inside the game. JAB
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question about car mods, + caprice cop car question
JAB HacksouL replied to hitmanex's topic in GTASA Modding
O K there hitman I just got in the door from school and if you look in the readme file it tell you that you need a custom lights package from gta.com.ua and inside that rar file is the txd with the textures you need just extract as TGA into the same directory as you working model delete the Extra1 part and export. Link:http://gta.com.ua/files/gct/High%20Quality%20Lights%20Mod.rar JAB -
question about car mods, + caprice cop car question
JAB HacksouL replied to hitmanex's topic in GTASA Modding
ZModeler is ready. Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/vehicleenvmap128.tga" was not found. file:TexturesService.cpp line:457 Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/vehiclelights128.tga" was not found. file:TexturesService.cpp line:457 Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/vehiclelights128.tga" was not found. file:TexturesService.cpp line:457 Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/vehicleenvmap128.tga" was not found. file:TexturesService.cpp line:457 Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/vehicleenvmap128.tga" was not found. file:TexturesService.cpp line:457 Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/carpback.tga" was not found. file:TexturesService.cpp line:457 Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/carplate.tga" was not found. file:TexturesService.cpp line:457 Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/vehicleenvmap128.tga" was not found. file:TexturesService.cpp line:457 Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/vehicleenvmap128.tga" was not found. file:TexturesService.cpp line:457 Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/vehiclelights128.tga" was not found. file:TexturesService.cpp line:457 Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/vehicleenvmap128.tga" was not found. file:TexturesService.cpp line:457 Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/vehicleenvmap128.tga" was not found. file:TexturesService.cpp line:457 Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/vehiclelights128.tga" was not found. file:TexturesService.cpp line:457 Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/vehicleenvmap128.tga" was not found. file:TexturesService.cpp line:457 Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/vehicleenvmap128.tga" was not found. file:TexturesService.cpp line:457 Texture "C:\Documents\Dev\Formats\GTA_SA\Cars\Common/vehicleenvmap128.tga" was not found. file:TexturesService.cpp line:457 If you look at my screen shot you will see we are missing some other textures at the bottom I keep getting these warnings no matter what I try. If you are using Zmodeler 2 then here are the steps I am using to import: 1. extra all the images from the TXD to TGA's in the same directory as the DFF 2. Run Zmodeler and import the DFF 3. Go to the pane on the far left and expand the list until you find Extra1 4. Right click on Extra1 -->edit -->delete Then export back to the DFF. The model looks great in the Zmodeler but like I said there are those warning flags that seem to be the cause. I have to skate I have school. JAB -
Aw, I thought I'd rate higher than this... the test doesn't even ask about the size of your porn collection or content. JAB
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Full Metal Alchemist is da bomb!