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Skyliner

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Posts posted by Skyliner

  1. I have a similiar mod like yours, but almost everything is changed in my Vice. There are scripts, mods, graphics, cars, animations, weapons, audio, all new radio stations! City is changed too and retextured a bit. It's a mixture of NFS and FNF with GTA Gameplay. I can help you with your mod if you give me few things from yours like timecyc and particle.txd, plant mods and an airplane. In return, I'll give you 3 of my radio stations, you can choose which one you like ^_^ And help you with modding your GTA,ofc B)

    enb2010_3_16_5_51_24.jpg

    enb2010_2_17_14_4_10.jpg

    th_enb2010_2_25_20_0_46.jpgth_enb2010_4_20_6_35_4.jpgth_enb2010_4_20_6_36_30.jpgth_enb2010_4_20_6_45_2.jpgth_enb2010_4_5_11_37_31.jpgth_enb2010_3_16_6_27_27.jpgth_enb2010_3_16_6_16_9.jpgth_enb2010_2_25_19_51_34.jpgth_enb2010_2_25_20_3_52.jpg

    More detailed at: :rolleyes:

    http://www.thegtaplace.com/forums/topic/25130-gta-vice-city-2007-tc/

    http://www.gtaforums.com/index.php?showtopic=448840

    • Like 1
  2. How it all began...

    It all started at year 2007.

    I was just surfing through Vice data folder and found all this strange files... Run into carcols.dat and tried to open it via Notepad. And boy, was I happy! :D It made all sense, there were lines for an every car in the game, and next besides to them were bunch of numbers which I later have figured out that they were representing the colors for each car! I was thrilled :rolleyes:I could make any car any color I'de like! :clapping:

    Then came the enthusiasm which pushed me over the boundaries to try changing EVERYTHING what I want! Handling, wheels, textures, objects, city, audio, text.. There were NO LIMITS! ^_^

    Every day I was a step closer to make my dream game- a game which has a gameplay of a GTA, cars from Fast&Furious movies and NFS games, blasting music and crystal graphics!! :wub:

    enb2009_12_2_5_31_37.jpg

    Years were passing, while I slowly built my expansion. Possibilities were not so endless as I would like them to be, but with that what I got and with knowledge I collected myself, I think I made quite good and fun Total Conversion which I DO WANT to share with as many people I can! Thank you for your attention :)

    enb2009_12_2_5_50_25.jpg

    "What's in it for me?"

    Okay, the presentation part is very complex and would take a while to finish it. Let's start from the obvious, ok? :innocent:

    -ENB Graphics Engine (Boris Vorontsov as the author, settings by me)

    It gives a game a masterpiece 'face-liftup' Thanks again Boris! :wub:

    See few examples of my:

    Bloom

    enb2009_12_17_18_22_47.jpg

    enb2009_12_4_11_59_46.jpg

    Bloor

    enb2009_12_22_3_1_20.jpg

    th_enb2010_3_16_6_27_27.jpg th_enb2009_12_4_12_2_56.jpg th_enb2009_12_2_5_49_50.jpg

    Occlusion

    enb2010_3_16_5_51_24.jpg

    enb2010_2_23_17_22_21.jpg

    enb2010_2_23_17_23_35.jpg

    th_enb2010_2_25_19_49_19.jpg th_enb2010_2_25_19_51_55.jpg th_enb2010_2_25_19_57_59.jpg th_enb2010_2_25_20_3_29.jpg th_enb2010_2_23_17_44_50.jpg

    Real Time Reflections

    enb2010_1_23_22_17_7.jpg

    th_enb2010_1_23_22_18_13.jpg th_enb2009_12_12_15_52_38.jpg th_enb2009_12_10_19_23_54.jpg th_enb2009_12_8_18_48_49.jpg

    Some more screenshots:

    th_enb2010_2_27_13_53_6.jpg th_enb2010_3_16_6_11_28.jpg th_enb2010_3_16_6_15_45.jpg th_enb2010_3_16_6_16_9.jpg th_enb2010_2_25_20_0_46.jpg th_enb2010_2_25_20_3_39.jpg th_enb2010_2_25_20_6_4.jpg th_enb2010_2_23_17_30_54.jpg th_enb2010_2_23_17_32_59.jpg th_enb2010_2_17_14_2_55.jpg th_enb2010_2_17_14_4_10.jpg th_enb2010_2_17_14_6_42.jpg th_enb2010_1_23_22_36_6.jpg th_4.jpg th_enb2010_1_17_11_11_35.jpg th_enb2010_1_17_20_6_25.jpg th_enb2010_1_9_17_16_15.jpg th_enb2009_12_10_19_16_9.jpg th_enb2009_12_10_19_29_41.jpg th_enb2009_12_10_12_50_34.jpg th_enb2009_12_10_12_51_23.jpg th_enb2009_11_24_3_17_53.png th_enb2009_11_24_3_20_28.jpg th_enb2009_11_24_2_38_1.jpg th_enb2010_3_16_6_13_9.jpg

    *I will continue with the presentation soon, starting with graphics changes and describing vehicles and new codes.

    Until then, :hi:B)

    • Like 1
  3. I present you a Total Conversion, a huge make-over expansion for Grand Theft Auto: Vice City!

    mat5.jpg

    Disclamer: Before I even start, I want to announce that all this is made for FUN PURPOSES (no profit included whatsoever), and that not all the mods you see is created by me. I collected them all together, edited them to my likes (and I DO mean dffs, txds, cols, dats, cfgs, ides, ipls...), so EVERY POSSIBLE BIT OF A GAME WHICH I UNDERSTOOD, I CHANGED AND MADE IT BETTER. I owe a HUGE THANKS for all those people who made originall mods! :worship::hug:

    I DO NOT CLAIM PARTICULAR MODS TO BE MY OWN OWNERSHIP (some of them are), BUT THE WHOLE CONCEPT OF THE TC, ALL THE CODING, MAPPING, BUG FIXING, TEXTURES EDITING, AUDIO FILES, 3D MODELLING OF SOME MODELS (like adding damage model and neons, speakers, spoilers..), NEON STUFF YOU SEE, FEW UNIQUE MODDED CARS, ENB SETTINGS ARE ALL MY IDEA AND WORK!

    AGAIN, this TC is for fun and I felt Vice City needed this type of overhaulin'. I like it this way, and I hope you will too. :wub:

  4. There is a way, actually, through main.scm codding. If you allready have a modelled and textured room, house inside, or any kind of that, you are half-done. Just make it load by the game engine as an object with interrior attributes.

    The second part would be to code a thread which has "coordinate-teleport-trigger". :)

    For example, if you get close enough to the front doors of the house you want to make interior, the code transports you "inside" of the house with fade-in & fade-out effect. The same way you get out of the interrior.

    Hope you understand, cheers :worship:

  5. are you asking or telling man. i told you its ultimate vice city (mostly) with a few other things changed (nos exhaust etc) i think that nos mod is on here too.

    never heard of nfs underground 2 vice city mod...

    It does, but it su*ks. They changed a few cars (like 10-15) with some low-poly tuned ones, but the game still remained the same in graphics, textures etc. Really lame, if you ask me.

  6. Is there a way to code them? YES!!! :thumbsup:

    All i did is made an object that has 2DFX attributes, which are actually multiple light sources that correspond as to where neon glow SHOULD LIGHT! Take a look:

    enb2010_3_16_6_13_9.jpg

    So step-by-step in "shorts" would be:

    -create a dff object with very small polygon numbers. (up to 12)

    -edit it in Zmodeler so that it's material is 100% translucent (invisible)

    -no need for creating .txd file aswell, bcz our object will be transparent and will use no textures, only materials.

    -in object definition put the generic where texture object should be, like this:

    objs

    5630, n2osign, stuff, 1, 300, 0

    5631, skyneon, generic, 1, 60, 0

    5632, supneon, generic, 1, 60, 0

    5633, rx7neon, generic, 1, 60, 0

    5634, neon350, generic, 1, 60, 0

    5635, mfi_bridge, fun_island, 1, 300, 0

    5636, LOD_bridge, fun_island, 1, 3000, 4

    5637, neonh2, generic, 1, 60, 0

    5638, neosuki, generic, 1, 60, 0

    5639, neoscan, generic, 1, 60, 4

    end

    *bolded objects are neon dff's.

    -create 2dfx light sources for your object like this one I made for Nissan Skyline R34:

    5631, 0.81, 0.62, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.81, 0.49, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.81, 0.36, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.81, 0.23, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.81, 0.09, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.81, -0.05, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.81, -0.21, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.81, -0.35, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.81, -0.5, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.81, -0.65, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.81, 0.62, -0.8 , 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.81, 0.49, -0.8 , 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.81, 0.36, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.81, 0.23, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.81, 0.09, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.81, -0.05, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.81, -0.21, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.81, -0.35, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.81, -0.5, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.81, -0.65, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.45, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.3, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.15, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.0, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.15, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.29, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.43, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.34, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.22, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.1, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.02, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.14, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, -0.26, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

    5631, 0.265, -1.07, 0.462, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.16, 0, 0, 1, 1, 0, 0

    5631, 0.265, -1.156, 0.434, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

    5631, 0.265, -1.257, 0.395, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

    5631, 0.265, -1.354, 0.359, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

    5631, 0.265, -1.449, 0.323, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

    5631, 0.265, -1.543, 0.287, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

    5631, 0.265, -1.651, 0.248, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

    5631, -0.265, -1.07, 0.462, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.16, 0, 0, 1, 1, 0, 0

    5631, -0.265, -1.156, 0.434, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

    5631, -0.265, -1.257, 0.395, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

    5631, -0.265, -1.354, 0.359, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

    5631, -0.265, -1.449, 0.323, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

    5631, -0.265, -1.543, 0.287, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

    5631, -0.265, -1.651, 0.248, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

    -create a polygon-less collision inside of coll library which has the same name as your IDE that loads your object(s) (ie, mine IDE is named stuff.IDE, and so is the stuff.COL)

    -make them all load properly inside of gta-vc.dat

    -make a thread inside main.scm that will load&move your neon-object when you are driving a particular car. (needs a loop)

    -I will not paste the code here, as it is big, and it's my own creation from ground 0, also needed me a 2-3 days to make it work as expected. (maybe I will, if you really like my work)

    I think that's all. ;)

    Now, look for these screenshots of all the car neon's I created for the past few weeks:

    th_enb2010_3_16_6_11_28.jpg th_enb2010_3_16_6_15_45.jpg th_enb2010_3_16_6_16_9.jpg th_enb2010_2_17_13_56_21.jpg th_enb2010_2_17_13_57_56.jpg th_enb2010_2_17_13_59_14.jpg th_enb2010_2_17_14_2_55.jpg th_enb2010_2_17_14_4_10.jpg th_enb2010_2_17_14_3_2.jpg th_enb2010_2_17_14_6_42.jpg

  7. Ok, let me explain it.

    Every object inside of a game has it's ID, models that loads, collision and attributes.

    I created a Nitro billboard for example:

    th_enb2010_1_8_16_51_31.jpgth_enb2010_1_19_8_8_50.jpgth_enb2010_1_19_8_10_46.jpg

    and these are the parts it loads:

    -n2osign.dff

    -n2osign.txd

    -collision*

    Now, after added them to gta3.img (txd and dff), you need to make the game load it in proper way.

    Create a custom folder inside data/maps called MODS.

    Copy any kind of .IDE into it and rename that .IDE to mymods.IDE

    Now, open it (Notepad) and delete everything inside of it. Leave this only:

    objs

    end

    tobj

    end

    path

    end

    2dfx

    end

    It's time to define your object here, so put this line after the objs:

    5630, n2osign, n2osign, 1, 300, 0

    It should look like this:

    objs

    5630, n2osign, 1, 300, 0

    end

    tobj

    end

    path

    end

    2dfx

    end

    5630 is an ID, you can use any number higher than 300, but it needs to be unique, or you will have your game crashing.

    n2osign -model

    n2osign -txd

    1 - leave it

    300 - distance as from it appears

    0 - exterior, means it will be shown while you are in a city

    You can add 2dfx light effects like this one of mine here (optional):

    5630, 2.52, 0.26, 2.95, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0

    5630, 1, 0.26, 2.95, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0

    5630, -1, 0.26, 2.95, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0

    5630, -2.52, 0.26, 2.95, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0

    5630, -2.52, 0.26, 1.3, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0

    5630, -2.52, 0.26, -0.35, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0

    5630, -2.52, 0.26, -1.92, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0

    5630, -1, 0.26, -1.92, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0

    5630, 1, 0.26, -1.92, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0

    5630, 2.52, 0.26, -1.92, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0

    5630, 2.52, 0.26, -0.35, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0

    5630, 2.52, 0.26, 1.3, 0, 255, 0, 200, 0, "coronastar", "shad_exp", 100, 15, 1, 8, 3, 5, 1, 0, 0

    Next step is to make the game load our custom IDE we created (mymods.ide)

    -Open gta-vc.dat

    -After the last IDE line

    IDE DATA\MAPS\haitin\haitin.IDE

    Add this:

    IDE DATA\MAPS\MODS\mymods.IDE

    So it looks like this:

    ...

    IDE DATA\MAPS\airport\airport.IDE

    IDE DATA\MAPS\airportN\airportN.IDE

    IDE DATA\MAPS\haiti\haiti.IDE

    IDE DATA\MAPS\haitin\haitin.IDE

    IDE DATA\MAPS\MODS\mymods.IDE

    SPLASH loadsc2

    IDE DATA\MAPS\concerth\concerth.IDE

    IDE DATA\MAPS\mansion\mansion.IDE

    IDE DATA\MAPS\islandsf\islandsf.IDE

    IDE DATA\MAPS\stadint\stadint.IDE

    #collision data

    ...

    Save it and close it.

    *Last step is to create a collision for your object.

    Copy any .col to your MODS folder and name it mymods.COL

    -Delete all collisions inside of it and import your own, it can be a simple sphere only, but it MUST have the same name as object which represents, so we will name it n2osign. After you save your collision, exit CollEditor.

    We need to adjust the game to load our custom coll, so we find this line inside of gta-vc.dat:

    COLFILE 0 MODELS\COLL\GENERIC.COL

    and after it we paste our own:

    COLFILE 0 DATA\MAPS\MODS\mymods.COL

    So it looks like this:

    ...

    #collision data

    COLFILE 0 MODELS\COLL\GENERIC.COL

    COLFILE 0 DATA\MAPS\MODS\mymods.COL

    # have to load map.zon before any of the IPLs

    IPL DATA\MAP.ZON

    IPL DATA\NAVIG.ZON

    IPL DATA\INFO.ZON

    ...

    Save and close.

    Open any Map Editor, Ked or MooMapper, and turn on any IPL you want. Click Add Item and in the ID Number field, type 5630, and in model field type n2osign.

    Your object will show :thumbsup:

    Save the IPL and you are done. :clapping:

    EDIT: Can Moderators Pin this topic or merge it with some Mapping Tutorial? I would be thankful and it would be useful. Thanks. B)

  8. All of those things are hardcoded, rhino's attrbute can be edited on-fly only, using VC Developer Console and hacking RAM. And why would you change Tommy's weight? Ain't it easier to reduce the weight of cars if that was your goal of achieaving?

  9. Hi folks!

    First of all, greetings to you all, this is a very cool forum and I love it. :worship: I'll cut the introducing and get to the point of topic. :rolleyes:

    I was in GTA modding scene for a 4 years or so, and my main goal was to remix the Vice City into a mixture of FNF, NFS and GTA Gameplay. As far for now, I mangaged it in a way (GTA Vice City 2007 is the TC, look it up), but there is still one thing that annoys:

    -Lights on cars can't be edited so easily. :mellow:

    You guys all heard about BTTF mod? Look at this pic here:

    http://media.moddb.com/images/mods/1/9/8553/69683.jpg

    You can see that at the back of Delorean there are multiple light sources coded inside of main.scm. They probbably trigger when the car hits the desired speed.

    Now the point is, WHAT ARE THE OPCODES, because scatter particle at car_ofsset x y z doesn't work, I tried it... :unsure: It keeps crashing.

    So, if there are any coders on this forum, and I do believe there are, look at my sketchup for coding NEON lights on to car:

    :neon

    wait 0 ms

    if

    player PLAYER_CHAR defined

    player near car model (ie) #sabretur range 30.0 30.0 15.0 *1

    jump_if_false $not_near

    (the neon part)

    create_light R G B @ car (sabretur) offset x y z *2

    :not_near

    return

    *1 this opcode does not exist, it's just a sketch to understand what I am trying to produce here :)

    *2 this line above will be multiplied x16, 8 light sources on the left of a car, and 8 on the right, all coded to as where light sources coordinates should be positioned.

    Here is the picture how all that should look like:

    enb2010_1_18_20_49_35-1.jpg

    Now I could use some help with codding, but please, this would be a major breakout, you would be able to make multiple neon colors for every car, or create drawings on them that flash during the nights, it would be very beautiful :blush::clapping:

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