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Messages - Sebastian

#1
Cool! this is something I need.
Thank you!
#2
Videos & Screenshots / Re: TOMORROWLAND
Jan 16, 2024, 06:34 PM
 :o  :o

Damn, I really need to fix that Remmington vehicle handling haha.  ;D

PS: Sorry for being late. I don't get how I didn't see this.
#3
Here is a short tutorial about how to create/export collision file using Blender 2.x.x

To be able to import the .dff files, I'm using @maxorator 's plugin:
https://gtaforums.com/topic/522492-rel-blender-dff-io-for-iiivcsa/

There is another plugin based on maxorator's, made by @PerikiyoXD :

https://github.com/PerikiyoXD/io_scene_dff

Also, COL Editor:
https://www.gtagarage.com/mods/show.php?id=1154


As a bonus, I'm explaining in there how to decrease the number of polygons an object has, through 'Decimate' modifier.

What I'm presenting here is just a quick way to create a collision, by using a .dff.
The problem is .dff files represent the visual part, which must be pleasant for our eyes, so the objects will always be detailed and good looking.
Collisions, on the other side, must be very light-weight but to cover the whole surface of an object.
It's invisible after all, so the less polygons the better.

https://www.youtube.com/watch?v=fsVMe8uZt5I

Just to remember, a good collision file means something like this:
- low number of polygons
- cover only the exterior which the player can interact with


Take the beach ball as an example. It has a very round form in game, but the collision itself is not that round.
Why? Because we don't need 100 polygons for Tommy Vercetti to interact with.
Every 10 polygons could be simply replaced by 1 polygon, as Tommy Vercetti will anyway not reach a small polygon between 3 big polygons. So that will be useless polygon.

Same happens for the polygons which are inside a collision object. If they cannot be reached, they lose the point of being called a 'collision', so don't need to be part of a .col file. Just remove them. Keep the ones on surface only.

PS: This tutorial was made by request.
#4
From what I know,  you cannot change colors there. At least not from the squirrel plugin.
#5
VC:MP supports only the default Vice City weapons, and their default behavior.
Wep animations or tuning parts are not
#6
Just implemented this in #TomorrowLand today. Seems to work just fine so far.  :)
Thank you!
#7
Snippet Showroom / Re: Player Vertical Angle
May 31, 2023, 04:55 AM
Looks promising. Good job!
Would be awesome to have one for cars too
#8
Seems like there is a hardware failure. :/ It will be back at some point.
Same happens to the littlewhitey's server.
#9
Quote from: Yuriitwo on Mar 16, 2023, 01:47 AMI am researching a nice place in GTA SA to be added in VCMP, and I plan to make something more elaborate like Angel Pine.

Looking forward for this.
Now you just left us all think about what place we would like to see :D
#10
Wow, long time no see a speedometer being released for public.
Can you show us a photo/video?
#11
Community Plugins / Re: Anti-Cheat Plugin
Mar 09, 2023, 07:37 PM
I have no words: how many anti-cheats were ever released for VC:MP, haha? I guess none.
Guess the anticheat by devs was good enough, but nothing can be perfect and everything can be improved, right?
As we can see just through your work right here.
Good job, Kelvin! And besides this release, let me tell you that you are a great guy!
#12
I've left my opinion about this masterpiece on Discord, when teasers were done.
Angel Pine always looked like a peaceful and enjoyable village to drive around, so cannot be anything but happy for seeing it around :D

PS:
@Yuriitwo really cool signature man!

PS2:
SMF back in town, hehe. Feels good
#13
Quote from: habi on Jan 14, 2023, 12:44 PMThanks Chicken. However, there is no way to save player slots.

Npcs can be hidden from the VCMP Browser. see here

This is truly cool! Now server owners cannot be accused for faking players count anymore :o
#14
Yes, finally is back, thanks to VRocker and AdTec
#15
Hahaa, this is quite cool to see in vcmp!
Good job, Yuriitwo!