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Everything posted by Masked Marauder
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Sign up. Go to "Downloads" Follow the instructions.
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Here is what it says in the mod description/installation instructions: "The models each use multiple texture files so in order to use either of them as a player model the file names would have to be changed to those of a player clothing pickup." Here is an appropriate time to turn the caps lock on so that people who do not read directions may hopefully pay a bit more attention. YOU CAN NOT SET THE MOD FILES TO USE THE DEFAULT PLAYER MODEL! WHICH MEANS THAT YOU CAN NOT USE PLAYER.DFF OR PLAYER.TXD. WHY? BECAUSE THE DEFAULT PLAYER MODEL USES A SINGLE SKIN AND IS SET UP TO USE ONLY 1 FROM THE SKIN SELECTION OPTION. Because the Lara Croft models use multiple textures... YOU HAVE TO CHOOSE 1 OF THE CLOTHING PICKUPS. Like play10.dff and play10.txd. Okay? Understand now? Is it clear enough for you or should I use even bigger letters? If you still can't figure it out then you probably shouldn't be trying to install mods in the first place.
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What O.S are you currently using now?
Masked Marauder replied to amazingdude's topic in Computer + Tech
I do not see the need for you to refer to me as "cheap" or a "bastard" just because I can not afford right now what you apparently can. -
What O.S are you currently using now?
Masked Marauder replied to amazingdude's topic in Computer + Tech
XP SP3. Cause Vista blows and I forgot about my free 7 Upgrade. -
If the Feltzer only exists as a convertible, you would have to edit the model/mesh with a 3D editor and add a top yourself. A possible shortcut may be to chop the top off of one vehicle that is similar to a Feltzer and add it to the model with a little shuckin' and jivin', but that's kind of a long shot.
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Problem #1: Add a top to the Feltzer model? Problem #2: Traction/braking values? Problem #3: Center of gravity values? (X,Y,Z axis)
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The green kind.
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He said: " ".
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Have you tried setting your game video settings back to the defaults? For example: usually something like turning the frame limiter off can cause problems, no matter how close to top-of-the-line your system is.
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I'm thinking that it is a hardware (graphics card) or software (video driver/operating system) problem. Posting your system specs may get you more help from those with more insight about a problem such as this. EDIT: I have no experience with downloaded copies of games, i.e. Steam, but from what I have observed during my time at TGTAP they are susceptible to problems such as this as opposed to purchasing the game on disk. Good luck.
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The fact that you said that you downloaded your copy of San Andreas has red flags all over it. I would start by purchasing the CD, it can't cost very much these days.
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Thanks to Mr. Know-It-All for spouting off about MS Paint, again (*yawn*). Believe it or not, just like I said the last time, MS Paint works just fine for editing the 128x256 32 bit images for III, Vice City, and San Andreas; if you know how to use it. Your hang up about "white borders around everything" is proof enough that you do not know how to use it based on the fact that I have never had that problem nor have I ever even heard of it. Plus it doesn't take forever to initialize and is also free. Here's something else that you may not believe: Not too many people give a damn what you think.
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You would probably have to do some texture mapping because 2 dimensional text rarely renders correctly on a 3 dimensional object, if ever. Plus the fact that the UV co-ordinates for most models have one side stacked on top of the other side so that the image size and dimensions for the texture can be cut in half. Meaning that unless your text reads the same forwards and backwards you may have to map it to a separate partial image. Blender is a very powerful model editor and texture UV mapper, but it is not the most user friendly for beginners.
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You can add text to the vehicle skin with MS Paint. Then you can place your edited skin in the vehicle TXD file with TXD Workshop. Chances are though that you will have to do some texture mapping with a model editor to make it turn out right, so I recommend Blender 2.49b. Blender requires Python programing script to use import/export scripts and MS Visual C++ for rendering in a 3D environment. You will also need the Blender DFF import/export script written by Stephen Orning a.k.a. "Hollower" (only for GTA III and Vice City). For GTA III, Vice City, and San Andreas you could use 3ds Max and Kam's DFF import/export scripts. There are probably others that I don't know about so search around. Choose carefully for your operating system and system specs.
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After applying mods, vehicles are mainly white
Masked Marauder replied to momanium's topic in GTA3 Modding
USUALLY something is misspelled and the game can not locate it. Like the bitmap image in the TXD or the name of the TXD itself. If nothing else, open the DFF with your model editor and check what the name is of the image is that it is looking for and if the image name matches up with what is in the TXD. -
@NRGuy: Wow! Thanks! Truth be told I have working at it off and on, but not very consistently. As soon as I have finished up the ones that I have on the worktable I will upload them as SAW II part 1; or something like that. Perhaps about a month. Please be patient. They are a ton, maybe closer to a couple of tons, of work but they are moving along nicely.
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How can I avoid triggering Checkpoint Charlie?
Masked Marauder replied to OSKAR9104's topic in GTAVC Gameplay & Help
Probably not because they are the only ones in the game if I remember right. Maybe one is placed at the mansion after the missions are completed, I'm not positive. Anyway, I edited the main.scm and added a boat at the pier by Casa Swanko. Try that if you know how to. -
Possible reasons why textures do not work in GTA games: - TXD was saved incorrectly for the wrong game. Textures are compressed for Vice City, 24BPP; uncompressed 32bit for San Andreas; uncompressed 8BPP for III. (In MOST cases, not all.) - Textures are the wrong dimensions or proportions. For example: in game characters for VC and SA have to have a width of 128px and a height of 256px or a similar proportion (such as 256 x 512 perhaps). Cut scene characters usually have a dimension of 256px X 256px. Vehicles may have similar requirements. - Textures are named incorrectly in the TXD file. The model (name.DFF) will look for a texture with a specific name. If it is not spelled correctly in the TXD the game can not load it. These are usually good places to start troubleshooting.
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I do not know if it is a typo made by the mod author or by the member who initiated this topic, but in order to prevent the next dilemma the mod files should be "Stripa.dff" and "Stripa.txd".
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First, there is a lot of help in the "GTA SA Modifications" sub-forum including the topic thread "SA Modding Guide". Try looking for your answers there; chances are fairly good that someone else at some point has had the same problem. Second, signing up for TGTAP and yelling "Heeeeeelp the mods don't work!" is not going to get you very far. For other members to be able to help you, you need to be a bit more specific like: - What mod are you trying to install? - What is the mod supposed to do? - What San Andreas files does the mod have to be installed to or which ones are edited? - Is your copy of San Andreas purchased or pirated? (TGTAP does not sanction pirated software). - What installation steps have you tried thus far? Among other things.
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Or purchase a pc joystick controller perhaps. $20-$40.
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My girlfriend whining.
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Convert vehicles from other games into SA
Masked Marauder replied to Cruising's topic in GTASA Modding
I believe that I can help get you started, at least with what you will need or need to look for. If your modeling software is not configured to import the file types that you wish to convert to GTA you will need to search for appropriate import scripts and/or plug ins that allow you to do so. Your software website will most likely be a good place to start looking for what may be available. Also try web searching with Google. You will also need the appropriate export script for your modeling program- one that will export your models into Rederware DFF format to work with GTA. If you can not find the import/export scripts that you need for your model editor there is also the option of trying 3d object converting software. You may even need to convert to several different formats between programs to get your desired result. It's my understanding that the DFF object file type is basically outdated these days, so do not be surprised if it takes a lot of searching. SOME file types just have no import/export scripts... period, no matter how much searching is done. Good luck. -
I can't help but think of Raiders of the Lost Ark when the badass waves his sword around like he is going to chop Indy to mincemeat. Years of training: A lot of dollars. Getting kicked in the junk and other places repeatedly while training: A lot of pain and agony. Getting blown away by a single bullet: Priceless. Hmmmm, tough choice. As the saying goes: there's always a bigger/badder fish.
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SA catalina > VC HFYST A much higher definition Catalina cut scene model for Vice City. Couldn't expose much more skin like I would normally do because there just was not much to work with in the texture. This is the only SA to VC character model that has had the poly count increased for the entire mesh. Typically I never bother with the hands and feet, and only rework the head once in a while, but this time was an exception. Her body is a bit slimmer, not quite as "chunkified" as the default model, and her face has a bit more of a pleasant expression. Lately I seem to be having some trouble adjusting bone positions and assigning vertex groups so that the joints move properly without a lot of unsightly distortion. As always, I will just have to keep re-re-rigging/assigning until the mesh moves decently I suppose. Other than that I think she looks a lot better.