StormLexer Posted September 30, 2007 Share Posted September 30, 2007 (edited) Storm Lexer Tutorials Where I do more than pwn. Programs needed: MS Paint GTAVC GTASA - Unsure if this tutorial will work for SA but when I looked at it SA looked like it had the same type of timecyc system as VC. If not then it shouldn't be hard to pick up. List of function names: Unknown Functions: Amb_Obj_bl - UNKNOWN Dir - UNKNOWN Untested Functions: FogSt - UNTESTED - Guessing that this is the fog color. Known Functions: Sky top - This is the top part of the sky. As you know you see the sky fading into two colors if you're clock isn't stuck on 12. This is the top color. Sky bot - Sky bottom - This is the bottom color of the sky. The part you'd mostly be seeing. LowCloudsRGB - Changes the small and wide clouds color. TopCloudRGB - Changes the big ass clouds color. WaterRGBA - Gives the water a reflection sortof. It either gives a reflection or changes the color. Not 100% sure what it does but I know it changes water color. SunCore - This is the main part of the sun. SunCorona - This is the parts of the sun that blinds you. The little circle things.. SunSz - Sun size SprSz - Sprite size (I think that's the reflections like car windshields, points of light you see on the water and such) SprBght - Sprite brightness Shdw - Shadow LightShd - Light shadow PoleShd - Pole shadow LightOnGround - Kinda self explanitory here BlurRGB - The blur on the horizen BottomCloudRGB - Bottom of the clouds. Red, Green, Blue (The tops and bottoms of larger clouds can have different colors) FarClp - Draw Distance Ammount. Amb - this is how much light there is on the whole map, setting the values like this "5 5 5" will make it as dark as you would get in real life at night, set the values higher to make it brighter on the map. Amb_Obj - this is how much light is on dynamic objects Amb_bl - this is how much light is on the player model and the pedestrian models Need to know info: First let me tell you that you're only doing one line at a time here ok? So don't go adding a bunch of colors to differen't lines cause it's a waste of time when there's a better way. Also if you're doing a light styled timecyc.dat MAKE SURE you add your new colors to a line in "MIDDAY". If you're doing a dark styled timecyc.dat change colors line in the "MIDNIGHT" area. How to edit your timecyc: Now if your timecyc was anything like mine then it was all screwed up like names and their functions not lining up. Firstly I suggest you fix it then save it then backup your timecyc so you wont have to do it again if you mess up. Or if you'd rather have it the easy way download the package at the bottom of the page and use Fixed timecyc for this tutorial. Now my timecyc.dat for this tutorial is going to be LIGHT themeed. And now that that's said and done find the colors you would like to use to make your sky. For this i'm gonna use 5, 255, 5. (RGB Values) You, of couse can use your own color by turning on good ol' MS paint or photoshop. Now back to timecyc.dat. Now look for Sky top and under you should see three numbers(0, 0, 5). Replace these numbers with your color. Now, again, pick another color. I'm gonna use a darker shade of green. (5, 128, 64) Then look for Sky bot and change the colors from the old one to your new one. And there! You now have a sky! To recolor clouds it's basicly the same prossess with the differen't names. I'm gonna use purple (174,5,174) on my clouds. Now for some water works. Again, same prossess, differen't names. Lets go with some brown.(114,56,56) And then. DUN DUN DUN DUUUUUUUUUN. Time for the final step, making it 24/7! Save your current progress just in case you mess up on this part. Which has happened to me once... First select the whole line you have created.... Then copy and paste that over the other lines in the midday section like so: Then cut and paste it into everything BUT the EXTRACOLORS section. If you followed my tut exactly (with the colors) you should have this: 125 120 85 100 100 100 70 70 70 70 70 70 255 255 255 5 255 5 5 128 64 255 128 0 255 128 0 2.5 1.0 0.3 150 0 150 2000.0 10.0 1.0 174 5 174 174 5 174 180 255 255 56 36 16 114 56 56 192 // 1PM 125 120 85 100 100 100 70 70 70 70 70 70 255 255 255 5 255 5 5 128 64 255 128 0 255 128 0 2.5 1.0 0.3 150 0 150 2000.0 10.0 1.0 174 5 174 174 5 174 180 255 255 56 36 16 114 56 56 192 // 2PM 125 120 85 100 100 100 70 70 70 70 70 70 255 255 255 5 255 5 5 128 64 255 128 0 255 128 0 2.5 1.0 0.3 150 0 150 2000.0 10.0 1.0 174 5 174 174 5 174 180 255 255 56 36 16 114 56 56 192 // 3PM 125 120 85 100 100 100 70 70 70 70 70 70 255 255 255 5 255 5 5 128 64 255 128 0 255 128 0 2.5 1.0 0.3 150 0 150 2000.0 10.0 1.0 174 5 174 174 5 174 180 255 255 56 36 16 114 56 56 192 // 4PM 125 120 85 100 100 100 70 70 70 70 70 70 255 255 255 5 255 5 5 128 64 255 128 0 255 128 0 2.5 1.0 0.3 150 0 150 2000.0 10.0 1.0 174 5 174 174 5 174 180 255 255 56 36 16 114 56 56 192 // 5PM 125 120 85 100 100 100 70 70 70 70 70 70 255 255 255 5 255 5 5 128 64 255 128 0 255 128 0 2.5 1.0 0.3 150 0 150 2000.0 10.0 1.0 174 5 174 174 5 174 180 255 255 56 36 16 114 56 56 192 // 6PM 125 120 85 100 100 100 70 70 70 70 70 70 255 255 255 5 255 5 5 128 64 255 128 0 255 128 0 2.5 1.0 0.3 150 0 150 2000.0 10.0 1.0 174 5 174 174 5 174 180 255 255 56 36 16 114 56 56 192 // 7PM 125 120 85 100 100 100 70 70 70 70 70 70 255 255 255 5 255 5 5 128 64 255 128 0 255 128 0 2.5 1.0 0.3 150 0 150 2000.0 10.0 1.0 174 5 174 174 5 174 180 255 255 56 36 16 114 56 56 192 // 8PM 125 120 85 100 100 100 70 70 70 70 70 70 255 255 255 5 255 5 5 128 64 255 128 0 255 128 0 2.5 1.0 0.3 150 0 150 2000.0 10.0 1.0 174 5 174 174 5 174 180 255 255 56 36 16 114 56 56 192 // 9PM 125 120 85 100 100 100 70 70 70 70 70 70 255 255 255 5 255 5 5 128 64 255 128 0 255 128 0 2.5 1.0 0.3 150 0 150 2000.0 10.0 1.0 174 5 174 174 5 174 180 255 255 56 36 16 114 56 56 192 // 10PM 125 120 85 100 100 100 70 70 70 70 70 70 255 255 255 5 255 5 5 128 64 255 128 0 255 128 0 2.5 1.0 0.3 150 0 150 2000.0 10.0 1.0 174 5 174 174 5 174 180 255 255 56 36 16 114 56 56 192 // 11PM 125 120 85 100 100 100 70 70 70 70 70 70 255 255 255 5 255 5 5 128 64 255 128 0 255 128 0 2.5 1.0 0.3 150 0 150 2000.0 10.0 1.0 174 5 174 174 5 174 180 255 255 56 36 16 114 56 56 192 // Now paste that under every "//midday" and "//midnight". (download the package at the end of this tut and view my timecyc if you're unsure what I mean) Once you copied and pasted everything unto midday/midnight save your timecyc and start VC/LC/SA. If you notice a screwed up sky then my work here is done. Tutorial Stuff - Tutorial Stuff - Tutorial Stuff - Tutorial Stuff - Tutorial Stuff - Tutorial Stuff Thanks to: deVon, Neo Anderson, Dannye, VenomX, and Marty Jay Williams. Edit: Crap can someone move this to the VC Modding section? Edited October 2, 2007 by StormLexer Link to comment Share on other sites More sharing options...
Marty Jay Posted October 1, 2007 Share Posted October 1, 2007 very nice tut there by the way.... Amb - this is how much light there is on the whole map, setting the values like this "5 5 5" will make it as dark as you would get in real life at night, set the values higher to make it brighter on the map. Amb_Obj - this is how much light is on dynamic objects Amb_bl - this is how much light is on the player model and the pedestrian models Amb_Obj_bl and Dir dont seem to have any obvious effects on anything Link to comment Share on other sites More sharing options...
StormLexer Posted October 2, 2007 Author Share Posted October 2, 2007 very nice tut thereby the way.... Amb - this is how much light there is on the whole map, setting the values like this "5 5 5" will make it as dark as you would get in real life at night, set the values higher to make it brighter on the map. Amb_Obj - this is how much light is on dynamic objects Amb_bl - this is how much light is on the player model and the pedestrian models Amb_Obj_bl and Dir dont seem to have any obvious effects on anything You pwn so much. Thanks alot dude. Link to comment Share on other sites More sharing options...
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