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JAB HacksouL

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Everything posted by JAB HacksouL

  1. Blender is a 3D program and not as much a skinning tool. You will want to read this thread for skinning your models. CJ skins are all located in the player.img file.
  2. Technically, I made the beta mission for Tenpenny Stories and you are backed up by two cops Hernandez and Pulanski. The trick is making them grove so I could recruit them. I am still working on the mod but now I am doing some research into this guy's blowjob script. Which I believe could be key if used to target any model on the street (cops too) and use them as backup support. Not that targeting people for BJ's isn't funny as Hell but we have our priorities. This is code from my mod: 0395: clear_area 1 at 1535.743 -1678.094 13.09914 radius 50.0 023C: load_special_actor 'PULASKI' as 2 023C: load_special_actor 'HERN' as 3 Model.Load(#COPBIKE) Model.Load(#COPCARLA) Model.Load(#DESERT_EAGLE) Model.Load(#COLT45) 038B: load_requested_models //Check for Models Loading :MISSN_01_110 if or not Model.Available(#COPBIKE) not Model.Available(#COPCARLA) not Model.Available(#DESERT_EAGLE) not Model.Available(#COLT45) 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded else_jump @MISSN_01_120 wait 0 jump @MISSN_01_110 //Setup Bike Car and Peds :MISSN_01_120 0674: set_car_model #COPCARLA numberplate "_CRASH_" 13@ = Car.Create(#COPCARLA, 1535.743, -1678.094, 13.09914) 14@ = Car.Create(#COPBIKE, 1535.743, -1665.094, 13.09914) Car.SetImmunities(13@, 0, 1, 0, 0, 0) Car.Angle(13@) = 0 //Headed North Car.DoorStatus(13@, 0) //No locked doors 053F: set_car 13@ tires_vulnerability 0 //No popped tries //Define and place Pendelbury 6 is COP if you do this he will be a cop after the mission is done. //If you have stars on you he will kill you. 15@ = Actor.Create(6, #LAPD1, 1541.156, -1674.0, 13.552) Actor.Health(15@) = 200 Actor.Angle(15@) = 180.0 //This creates a red marker over his head and a radar blip. 0187: 90@ = create_marker_above_actor 15@ 07E0: set_marker 90@ type_to 0 0165: set_marker 90@ color_to 0 05BF: AS_actor 15@ look_at_actor $PLAYER_ACTOR 15000 ms //Define and place Pukaski 8 is GROVE after the mission is over you can recruit him by using fist and doing the G+target 16@ = Actor.Create(8, #SPECIAL02, 1541.9, -1674.352, 13.552) Actor.Health(16@) = 1500 Actor.Angle(16@) = 130.0 039E: set_actor 16@ locked 1 while_in_car 0526: set_actor 16@ stay_in_car 1 05BF: AS_actor 16@ look_at_actor 15@ 2500 ms //Define and place Hernandez 8 is GROVE same here after the mission the actor is grove street gang. 17@ = Actor.Create(8, #SPECIAL03, 1542.0, -1675.2, 13.552) Actor.Health(17@) = 1500 Actor.Angle(17@) = 45.0 039E: set_actor 17@ locked 1 while_in_car 0526: set_actor 17@ stay_in_car 1 0746: set_acquaintance 0 of_actors_pedtype 8 to_actors_pedtype 24 // see ped.dat 0746: set_acquaintance 0 of_actors_pedtype 24 to_actors_pedtype 8 // see ped.dat //Tenpenny believes he is like Dirty Harry or Shaft and he carries a Desert Eagle with 170 ammo. 01B2: give_actor $PLAYER_ACTOR weapon 24 ammo 170 01B2: give_actor 16@ weapon 22 ammo 170 01B2: give_actor 17@ weapon 22 ammo 170 The new script I am working with, right now it grab the ped closest to CJ and the camera does the cinematic zooms and pans and the ped runs right over and services CJ. I am studying it and going to remove the camera panning and zooming and instead of running animation it will alter the ped so it becomes fire support. If you grab a street hood or a woman they are given a gun (colt) and they act as your defender (deputy). Once I get it working I will be sure to post that here. JAB
  3. This is from the main scm file. 09E2: $2764 = parked_car_generator_w_numberplate #PICADOR 84 84 0 alarm 0 door_lock 0 0 10000 plate "_SHERM__" at $142 $143 $144 angle $145 0A17: set_parked_car_generator $2764 flag 1 014C: set_parked_car_generator $2764 cars_to_generate_to 101 As you can see the personalized plate is generated with the model on one line. I haven't worked on Cleo but it should be just about the same thing. JAB
  4. From what I am reading you are wanting to change the paint job on the Infernus? You are going to need a modified Infernus to accomplish this not just the texture file "infernus.txd" but the dff too. To the best of my knowledge the cars with fullbody texture are: Blade, Broadway, Camper, Elegy, Flash, Jester, Legend, Remington, Savanna, Slam Van, Stratum, Sultan, Tornado, and Uranus. This site is in German has many cars to download there are 42 pages of them just look for the links called (seite 1 seite 2 seite 3 etc). You are bound to find something you like. JAB
  5. I have never done this with MED or Sketchup but speaking from the experiences I have had with other software it sounds to me like MED cannot find the textures to apply to the model. It could be the texture is not in the format it wants such as if it wants bmp and you have them as tga. But I would explore the textures and look for clues there. For example, I notice in your Zmodeler it also cannot find the textures as the warning messages tell at the bottom.
  6. That's funny I got a request on another forum to alter this: Titanic Mod for SA. Normally I wouldn't mess with it but the guy just wants an SCM/CLEO script to make you buy a ticket and sink at the correct time. Looks like what you were asking about. JAB
  7. TXD Workshop 4.0b for image export and import with the mess. I use Gimp to edit images, excellent free tool but high learning curve. Serif PhotoPlus 6.0 - another free image editor once the images are exported.
  8. I hope you're right, I was just out surfing new GTA IV stuff and came across his Blog which I looked for Lisa Philip and couldn't find her or the original transcript. So you could be right on that fact.
  9. I just read this Blog: http://blog.filefront.com/XKahn/ Ben Feder in an interview expresses his dislike for me.
  10. Try posting this code into your MAIN_LOOP part of the MAIN.SCM: 020C: create_explosion_with_radius 6 at 1038.2 -1339.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1048.2 -1339.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1058.2 -1339.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1028.2 -1339.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1038.2 -1349.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1048.2 -1349.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1058.2 -1349.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1028.2 -1349.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1038.2 -1329.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1048.2 -1329.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1058.2 -1329.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1028.2 -1329.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1038.2 -1359.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1048.2 -1359.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1058.2 -1359.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1028.2 -1359.6 13.7266 wait 50 020C: create_explosion_with_radius 6 at 1038.2 -1339.6 28.7266 wait 50 020C: create_explosion_with_radius 6 at 1048.2 -1339.6 28.7266 wait 50 020C: create_explosion_with_radius 6 at 1058.2 -1339.6 28.7266 wait 50 020C: create_explosion_with_radius 6 at 1028.2 -1339.6 28.7266 wait 50 020C: create_explosion_with_radius 6 at 1038.2 -1349.6 28.7266 wait 50 020C: create_explosion_with_radius 6 at 1048.2 -1349.6 28.7266 wait 50 020C: create_explosion_with_radius 6 at 1058.2 -1349.6 28.7266 wait 50 020C: create_explosion_with_radius 6 at 1028.2 -1349.6 28.7266 wait 50 020C: create_explosion_with_radius 6 at 1038.2 -1329.6 28.7266 wait 50 020C: create_explosion_with_radius 6 at 1048.2 -1329.6 28.7266 wait 50 020C: create_explosion_with_radius 6 at 1058.2 -1329.6 28.7266 wait 50 020C: create_explosion_with_radius 6 at 1028.2 -1329.6 28.7266 wait 50 020C: create_explosion_with_radius 6 at 1038.2 -1359.6 28.7266 wait 50 020C: create_explosion_with_radius 6 at 1048.2 -1359.6 28.7266 wait 50 020C: create_explosion_with_radius 6 at 1058.2 -1359.6 28.7266 wait 50 020C: create_explosion_with_radius 6 at 1028.2 -1359.6 28.7266 wait 500 Then drive to Jim's Donut Shop don't get to close. What you are seeing is 32 explosions rated 6 All happening within 1.6 seconds a half second delay and repeats. Trees are uprooted, cars and pedestrians are flying across the street, major chaos with multiple explosions. The first 16 are ground level the next 16 are 15 units higher. My PC is running 256 MB RAM and has no trouble processing the event. I cannot take all the credit my Dad helped by telling me that A) Explosions should happen with 50 ms between them and B ) explosions travel skyward so if you increase it by adding another 16 the layer should be 15 higher than the last. Hope that helps, JAB
  11. Since I am unaware of what you added exactly... it could be a simple "if then" statement crashing the game. I have this working method I use to debug my scripts: 1. Change one section at a time and make a backup before you make changes. 2. If your changes cause the game to crash or has unexpected results, comment out one line at a time until the program works again. 3. Don't use the whole MAIN.SCM use a stripped down version as it will be easier to add your code to the main once debugged. 4. Never assume your problem is the area that you changed last. It is a slow process but it must be done or you will drive yourself crazy with buggy code. JAB Feeling much better now.
  12. ETA Late November to mid December. Here are some more screen shots with comments... I now have the saved game feature working inside the police station. I have worked out many car chase missions dealing with multiple support units in high speed chases. With explosive results. Here you can see CJ getting into the cab at the airport. I found out it is hard to get someone else to play CJ. But at the end of the day and job is done... it will be Miller time go pop open a cold one. Like I said, around Late November to mid December mark your calendars! Tenpenny Stories will be a reality! JAB
  13. Not to be ignorant Deji but BUMP BUMP BUMP BUMP... Do you ever think about posting your own code on here? It would help us help you to share your code. Here are the types of explosions I am aware of: //Blow up a car 020B: explode_car $My_Car //Explode at varibles $X $Y $Z 020C: create_explosion_with_radius 0 at $X $Y $Z //Or blow up in front of Jim's Donut shop 020C: create_explosion_with_radius 0 at 1038.1611 -1339.6378 13.7266 I am not picking on you, I have seen so many people ask and sometimes all you need to do is decompile the MAIN.SCM and poke around and search a bit. Then if you are still stumped or your code is not working post your code so it can be fixed. Nobody is going to "steal" your broken code and only a lamer would bother to claim your code as their own work. Since everything that will be written for this game has been, all we do shuffle stuff around. -- rant done As to the size of an explosion it mainly hinges on the game engine itself. I can't say that the explosions are that impressive in the game but the largest is on the mission "Yay Ka-Boom-Boom" where CJ blows up the crack factory. This is the game code as follows: wait 100 020C: create_explosion_with_radius 0 at -2187.505 -263.5027 36.5551 wait 500 020C: create_explosion_with_radius 0 at -2187.18 -263.8283 39.8421 wait 500 020C: create_explosion_with_radius 0 at -2187.18 -263.8283 42.8421 wait 500 020C: create_explosion_with_radius 0 at -2187.432 -259.6525 42.0391 020C: create_explosion_with_radius 0 at -2188.399 -266.6203 42.6058 wait 500 020C: create_explosion_with_radius 0 at -2185.595 -265.3064 47.5696 wait 500 020C: create_explosion_with_radius 0 at -2184.774 -262.4794 37.4383 020C: create_explosion_with_radius 0 at -2187.574 -262.5659 39.7252 wait 500 A total of 8 explosions timed out by half a second. I really don't know why the radius is set to zero or if radius is a correct terminology for this line. I am going to go beat up my brother now... it has just been one of those days. JAB
  14. I think it was the nicotine patch that goes on your arm.
  15. There is a lot of sites with good mods including TheGTAPlace.com but if it is not on here, for massive downloads here is where I search: http://www.gta3mods.de/ - This site is in Deutch (German) I use the Google translator. HUGE Download area!! http://www.gtatools.com/ http://www.gtagarage.com/mods/index.php http://grandtheftauto.filefront.com/ JAB
  16. Odd I have been using it for a year now without a problem. There is an ocx file that gets mistaken as a virus but it is not. In fact I used it to make a cheat where you get 3,000 points on the "Life's a Beach" dancing mission. I don't care for dancing.
  17. I love that story. But hey if you are being serious that you bought the game and can't find the disk, why not look for a replacement you do like? JAB
  18. I don't mean to sound ignorant Ben but you need to be a little more detailed in your question before anyone can answer. 1. Your OS? Win XP, Vista, Linux, MAC 2. The name of the mod you are installing? 3. Your version of GTA SA 1.0, 1.1, 2.0, or 3.0? Get back with you on the answer. JAB
  19. Yes, you will see the TDX in the left column highlight the TDX file you need to replace. After directly above is an Action button I would suggest you export the original first then use replace to overwrite the TDX. As I said in the tutorial, the filenames will be a challenge to find because there is no order to them. This program could use a search engine but I doubt one will be added. Enjoy modding! JAB
  20. Read my tutorial here It has more than you need to know about TXD.
  21. ^ Overslept Today < Slacking Off v Plans to take over the world
  22. 1 jU$7 \/\/4|\|73D 70 73LL 4LL j00Z 9U'/$ 4 9r3@ \/\/4'/ 70 /\/\4|<3 /\/\0|\|3'/ \/\/17|-| 4/\/\\/\/4'/. j00Z (4|\| $3LL 7|-|3 4((0U|\|7$ 70 4LL j00r Phr13|\|D$ 4|\|D j00Z d0|\|'7 3\/3|\| |-|4\/3 70 $3LL 7|-|3 $04P 0r 07|-|3r pr0DU(7$.
  23. I was asked for help on how to place new textures on current models. First I open TXD Workshop 4.0B this is available from the downloads section of this site. Using the Open IMG Button A I open GTA3.IMG from the models directory. I then scroll down to a point B near the bottom of the listing. There is no search function in this program so you just have to guess at where they might be. Cars are even further down the list. Next I open Ped Editor 1.0 this program I downloaded from FileFront and it will display the model but only edits the behavior not the mesh or the texture. But I use it to quickly view the model I just edited. Less time loading this than GTA SA. You can see I selected BikerA and his twin is Bikdrug who is a criminal this version is just a Tough Guy. Also you can change what radio station he listens to and how he behaves. Back to the Workshop I find BikerA and Export C the image to a bitmap file. My favorite paint tool of choice is the Gimp but here I opened the bikerA.bmp in Photo Plus because I am on my XP machine and not on my brother's Linux machine. Besides that the edit is going to be very routine. I used the image google to find a Hell's Angles Jacket. Now I just paste and rescale it to fit the bitmap. And then I import D the new image back into the Workshop. Here in this zoomed view you can see the jacket is blue so I made the front blue as well. And all that is left to do is File and Save! Now when I load the BikerA he has joined the Hells Angels. This is by far the easiest way to mod your game mesh, I will return with another mod on how to edit models further. JAB
  24. Well repainting the models is by far the easiest mod of all. About the only way to screw it up is to be a crappy artist. I am currently still working on making missions for my "Tenpenny Stories" mission mod. But in the next day I will get a tutorial for you to edit those bikers the way you want them. As to the audio mod you will need to rip the Vrock from your Vice City and possibly inject the audio over one of the other stations. To force the biker to listen to that station when his bike is jacked you will need a pedestrian editor. Now for the hard part I will also try to include a tutorial on Zmodeler and how to make the transfer without editing the model. If I don't get back to you in a day or two be sure to remind me with a personal message. Link to the first tutorial
  25. Actually, it is possible to die by over hydration. Drinking too much water can cause an electrolytic imbalance and also for the body's sodium levels to drop significantly enough to cause brain swelling leading to death. As to how much water that would take, would depend on your current state of hydration, body weight and overall health. If you want an exact volume of water for this to happen, I can only suggest three ways. ask your doctor. do the research. Experiment. The lady who drank too much water and died from a radio show is quickly is becoming an Urban Legend. I looked for any news on the internet and found hearsay stories from her drinking 3 gallons to the impossible 46 gallons. Everything from the show being Howard Stern to Rush Limbaugh. Here's the real story behind the water death of Jennifer Strange: http://www.nbc11.com/news/10762819/detail.html She drank approximately 2 gallons and was dead in just hours.
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