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Messages - Sebastian

#1
Quote from: Wookiee on Jun 23, 2024, 04:42 PMI cant seem to download this. is the file not available anymore?

I'm still able to download it... the only issue it is considered dangerous because http and not https.
#2
What's drifting without some cool effects? here, grab some!
https://forum.vc-mp.org/index.php?topic=9431.new#new
#3

I've decided to release my custom drifting particles, as maybe somebody will find them good looking :)

To install them, you have to go to gtavc/data/particles.cfg and use these lines instead of original:

EXHAUST_FUMES    192    192    192    50    0    0    0    0    0.0    0.005    180    0    0    80    20    0    0    0    0    0.0    0    0.0    0    0    0    0    -0.002    0    600    0.0    0.0    0.0    0    0    1.0    2.0    2.0     0.25    25.0    260


RUBBER_SMOKE        85 90    242    0        0    0    0    0        0.5    -0.05    255    0    0        128    -5    0        0    0    0        0    -0.3    0.0        0    0    0        0    -0.002    96        2000    0.02    0.02    0.0        0    0    1.0    0.0        0.0     0.0        50.0    4


BURNINGRUBBER_SMOKE    108 85    242    0        0    0    0    0        2.0    -0.05    255    0    0        128    -5    0        0    0    0        0    -0.3    0.0        0    0    0        0    -0.002    96        2000    0.3    0.02    0.0        0    0    1.0    0.0        0.0     0.0        50.0    4


FIREBALL 111 0 255 128 0 0 0 0 0.1 0.005 96 1 -10 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 -0.003 96 2000 0.1 0.03 0.014 2.5 0 1.0 0.0 0.0 0.0 200.0 0
#4
Client Scripting / Re: RGB Color Gradient
May 24, 2024, 10:54 PM
That's a cool idea. Any screenshots? Thanks.
#5
Maybe they are related to the "Z coords of screen".
Like, when you have 3 sprites one over the other, and call the SendToTop it will be displayed as the first one on screen, in front of the others.
Maybe same thing goes for MoveForward: moves it in front of the next one.

It's just a guess though, but if u test and find it out, would be cool to know.
#6
Cool! this is something I need.
Thank you!
#7
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.
#8
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.
#9
From what I know,  you cannot change colors there. At least not from the squirrel plugin.
#10
VC:MP supports only the default Vice City weapons, and their default behavior.
Wep animations or tuning parts are not
#11
Just implemented this in #TomorrowLand today. Seems to work just fine so far.  :)
Thank you!
#12
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
#13
Seems like there is a hardware failure. :/ It will be back at some point.
Same happens to the littlewhitey's server.
#14
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
#15
Wow, long time no see a speedometer being released for public.
Can you show us a photo/video?