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Masked Marauder

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Everything posted by Masked Marauder

  1. "Haven't you heard? Everybody's innocent in here."
  2. I can't really think of anything else either. Possibly just because I usually work more with meshes instead of textures and skins.
  3. MS Paint to more or less slap together a quick half-assed example texture, loaded and posed in Blender, and captured with IrfanView.
  4. SA csho > VC BFYPR I am not positive, but I believe that this number also had the distinction of being one of Jizzy's "bitches". In the 1970s I think that the default model would have been referred to as a "brick-house". So I did some downsizing and made her more like a "stick-house". The end result is a wee bit thinner than I would have liked, but for the sake of a little diversity I am content to leave it as is. For those who may not know, it is a more involved process than just scaling down vertexes on one or two axis. I would say, in my own opinion, that she is now one of the hottest black female characters from San Andreas.
  5. You are asking to pick from the default clothing skins and make suggestions or improvements? Ooooo! I got one. How about 80s style rock/metal T shirts? Not the power wuss ballad ones, the ones like Iron Maiden with Eddie, or Led Zepplin, or AC/DC, or Metallica, or Ozzy Osbourne? Images of band logos and album covers should not be too tough to find. Then you could work them into the texture and recolor the rest to a typical black or whatever. Sumpin' like dis:
  6. Pick the best of which/what/where?
  7. Why does this game insist on pissing me off??

  8. Sitting in my angry chair...

  9. Now just find and edit the rest of the handling characteristics that you wish to modify for the vehicle that you need according to the limits in the field description data.
  10. If opening with Notepad, be sure to turn off word wrap so that the information is easier to read. Check over the field description data so that you are aware of adjustment limits before editing any values. To change the maximum speed of a forklift for example, scroll down to the forklift entry in the list of vehicles and find the value in column "N". According to the field description data, the maximum speed for a vehicle can be between 5 and 150, although sometimes the default values are set even higher. Edit the value to what you believe to be close to the speed that you want it to be and try it out in the game.
  11. SA bettina > VC ? Okay. I always get a kick out of finding new female models to tinker with and I dug up this gal(?) a couple of days ago from the San Andreas cut scene IMG archive and had no recollection of who she was. Truth be told, I wasn't exactly sure if she is a she, if you know what I mean. The default model is actually kinda scary looking really. Anyway, a quick google search turned up that she is one of Jizzy's bitches from the Pleasure Dome missions. This is another one of those major Masked Marauder Makeovers. Because it is a cut scene model, the mesh was actually very clean and detailed for a change and there was not much texture image editing involved. Probably the biggest challenge was in transforming her from being quite "bottom heavy" and beefy looking to more "top heavy" and trim, if you know what I mean. Had to get those curvy vertexes in the right places, so to speak. She kind of reminds me a lot of one of the Mercedes models from Vice City actually. Too bad that there are only 3 "ladies of the evening" in Vice city because I am going to have a lot to choose from when this mod is finally finished (whenever that is).
  12. I have never heard of or used any handling mods or editors, although I would think that there are plenty of them out there. I can only speak about versions through San Andreas, but for those if you were to edit the handling manually it would be the text file: *:\Program Files\Rockstar Games\- game -\data\handling.cfg. I probably do not need to tell you, but for the benefit of others make a back up copy first. There is probably a lot of information in the modding threads as well. Some examples of what can be edited manually are: acceleration maximum velocity number of gears engine type transmission type suspension center of gravity on X,Y, and Z axis braking weight value damage multiplier And a lot more. There are also hexadecimal flags that can be changed as well. There is much fun to be had with weapons modified for maximum damage and ammunition versus law enforcement vehicles that are modified to burst into flames from just bumping into another vehicle.
  13. I have learned that the people at Rockstar have the impression that... ... helicopters crash up, not down, so that they can shoot me a few more times. ... RPGs blow up cars instantly, but not helicopters. ... helicopters have magic weapons underneath that can shot in all directions, including straight up and straight down. ... parts from an exploding vehicle should magically float through the air until they land right in front of me, or on top of me, just so they can block my next shot- no matter where I am are standing. ... every cop in the entire region of San Andreas should ignore all other gangs and criminals- except me. ... computer controlled vehicles should be faster and handle much better than player controlled ones. ... the ice age carved land masses that go straight up and straight down. ... people that are out to kill me should shoot first, say something, then spawn right behind me. ... knocked down street lights should not land flat because they make convenient obstacles for me but dandy hiding places for cops. ... cop vehicles should keep cruising along until they run me over or at least knock me down, even though the driver is deader than dead. ... that my blood pressure is not nearly as high when I mod GTA games instead of playing them.
  14. SA Shfypro > VC wfyg2 Ah yes, this little tasty treat. Pretty much the same mesh as SA Shfypro; however, I can not bring myself to "cheat" and just retexture the same one again so I redid her from scratch. Edited her skirt/pelvis in a slightly different way than I would normally do with end result turning out okay, despite a bit of clipping. All of the usual enhancements but with no texture editing necessary. I had about 3 or 4 unfinished attempts at her but did not want to make the effort to try and salvage any of them, despite the fact that some of them looked pretty damn good. Oh well. Every restart progresses differently and almost always culminates with better results than previous efforts. Her legs ended up a little thin I think, but I have not decided yet if I should try to thicken them up a little or just leave them as they are because they really are not that bad.
  15. Welcome, cHUKY. Kick back, put your feet up, pop a cold one, smoke em' if you got 'em, poke around a bit, and enjoy yourself.
  16. Lot of Zero hatin' in this thread. I really despised any missions that did not let a player take out the enemy(ies) until a predetermined time. Like that OG Loc one when you have to drive the motorcycle all over Los Santos while Loc feebly attempts to shoot at the target. Better still is the fact that the target can shoot a player full of holes while aiming backwards AND zigzagging through everything and everything without crashing at an insane speed. Just borderline silly really. I am sure that there were more like that, but this one is just ridiculous.
  17. Yeah, it's me again. There seemed to be a slight buzz in recent weeks about awards and member status and such which is definitely a plus. While wandering around TGTAP a few days ago that loose leg under my chair popped off again causing me to fall out of it and hit my head, which resulted in some more thinking (and cursing) out loud. There was mention in a similar topic thread about directing people with GTA problems and questions to those who could be the most helpful, or something like that, which is certainly ideal. Images speak louder than words and I do not particularly enjoy listening to my own head roar, so here are some examples of what I dreamed up: If such things as these could be implemented, perhaps a minimum criteria of sorts regarding who qualifies for which ones could be defined so that there is no reason for pouting or complaining. I realize that you head cheeses (i.e. Chris) are still ironing out some things as it is, but I just thought that I would throw this out there like a hand grenade for the heck of it. If the idea can not be utilized then that is all that it was- an idea.
  18. Well thank you. I am thinking that I should put the finishing touches on what I have nearly completed thus far and get them available because it will take far too long to get all of the characters converted that I would like to for one single mod. Have to see how it plays out I guess. Cheers.
  19. You are welcome- glad to help. Happy gaming.
  20. Unassigned vertexes in the mesh or vertexes assigned to the wrong bones. Bone ID, type, index, or some other property may be incorrect. Bones could also be incorrectly positioned as well. Possible corrupt animation files. Could actually be caused by one or several of many things. If this happened after installing a mod try seeing what happens if you uninstall it. If this is not the case, then your gta3.img archive or animation files got corrupted somehow and needs to be fixed, replaced, or reinstalled.
  21. SA wfyburg > VC burger Quite possibly one of the least cared about females from San Andreas... unless you are starving to death. I felt compelled to replace the food dude in Vice City with her, despite the fact that the audio is all wrong. It's all about the eye appeal anyway, right? The people at Rockstar did a bang up job of making this gal look like she ate more burgers than she sold. I had to thin down the entire body - even her head, hands, and feet. The before and after screen shots are probably the most dramatic makeover pics thus far, even though I have not even increased the poly count yet. Almost all of the bones for this model will have to be repositioned which is always a fun filled task. I am liking the new hair, but I am not sure if it will remain as it is. "Which delicious meal would sir like?" "Ummm, just a minute- I'm not sure. The left one? No, the right one. Geez, I don't know... I'll have both!"
  22. Thanks. I think so too. Forgot her belly button though. Someday, hopefully soon - but no promises, she will be downloadable.
  23. This poor gal was the subject of the thread: "WTF is this is? who the fuck is this ped??" There are actually two of these buried in the IMG archive that are practically identical to each other. About all that I can figure is that she was a beta model, an abandoned character, or a test model; perhaps all of the above. Needless to say, she was nothing short of a mangled mess. I had attempted to redo this model a few times back in my less experienced days of 3D model editing, but I did not have what it took to make her salvageable. I have now successfully resurrected her from obscurity and given her pretty much an extreme makeover. I can not think of anything that I did NOT redo with this character. The most distinct difference between the new model and the default one is that I chose to retexture her clothes and turn that mumu looking thing into a short skirt and top. Unfortunately the new areas of skin look sort of plain and flat, and she does not have a belly button yet, but I still like it better than before. What exactly I will do with her I am not yet sure. VC jzgirla > VC ?
  24. I have used version 4.5 for a long time and it most of the time it works well for me. However, there are times when it can be kind of "buggy". I usually stick with BMP image types because they just seem easier to work with between MS paint and IrfanView. The random colors may be caused by your texture not being sized at a ratio of 128 pixels. Standard textures usually are a ration of 2 to 1: width 128px and height 256px at 24BPP. Some textures, like for player or cut scene models, are a ratio of 1 to 1: 256 x 256. Check if your images have the proper dimensions, if not then resize them. TXD Workshop attempts to resize improper image sizes automatically and that may be causing some of the problem. Also check if they are the typical 24BPP, if not then increase or decrease the color depth with IrvanView or something similar. Another common problem is image compression. GTAIII mostly uses uncompressed textures of 128 x 128 @8BPP OR @24BPP, but not all. Vice City textures are typically all compressed @24BPP. Typical San Andreas textures are uncompressed images @24 BPP. When saving your TXD files after editing with TXD Workshop make sure that the game that you wish to use it for is selected in the drop down list in the bottom right corner so that is saved correctly. If importing images causes problems then try dragging and dropping instead. It might work better for you.
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