Forum: GTA IV Mod Releases / W.I.P.s


The above video goes away if you are a member and logged in, so log in now!




 
Would you like to get all the new info from
PSX-Scene in your email each day?




Want to learn more about the team keeping you up to date with the latest scene news?

Read about them now!

Check out our Developer bios, too!

 


User Tag List

Like Tree221Likes

Thread: [MAP MODS] - Mega Release Thread C/SCO
  

Page 17 of 24 FirstFirst ... 7 15 16 17 18 19 ... LastLast
Results 161 to 170 of 239
  1. #161  
    jumper's Avatar
    jumper is offline Developer
    Join Date
    Jul 2005
    Posts
    296
    Downloads
    3
    Uploads
    0
    Mentioned
    6 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    76
    Likes Received
    210
    I don't know if there is anything you could change to make it different, there are no "no offset" natives for set object coordinates or get object coordinates. I'm assuming you're using get object coordinates for the left side info, I was expecting those coordinates to be exactly the same as what goes in an objects.ini but I guess they aren't. Everything is perfect except the height, it's not a static difference either, the big barges were about 15 too high, and those tanks I edited in were about 9 too high.

    You might be able to come up with a formula using the model dimensions but I think that's making things harder than they need to be. It's simple enough to change the one native in the map mod loader.
    Reply With Quote  

  2. #162  
    InTheSevens's Avatar
    InTheSevens is online now Member
    Join Date
    Oct 2012
    Posts
    136
    Downloads
    2
    Uploads
    0
    Mentioned
    7 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    56
    Likes Received
    67
    Quote Originally Posted by jumper View Post
    I don't know if there is anything you could change to make it different, there are no "no offset" natives for set object coordinates or get object coordinates. I'm assuming you're using get object coordinates for the left side info, I was expecting those coordinates to be exactly the same as what goes in an objects.ini but I guess they aren't. Everything is perfect except the height, it's not a static difference either, the big barges were about 15 too high, and those tanks I edited in were about 9 too high.

    You might be able to come up with a formula using the model dimensions but I think that's making things harder than they need to be. It's simple enough to change the one native in the map mod loader.
    I had the same issue with the big oil tanks. EvilB's object spawner takes the coords from the center of the tank, but the game places the coord at the base of the tank. I came up with an exact number of 9.5192 that needs to be subtracted from the Z value of the tanks.
    Reply With Quote  

  3. #163  
    InTheSevens's Avatar
    InTheSevens is online now Member
    Join Date
    Oct 2012
    Posts
    136
    Downloads
    2
    Uploads
    0
    Mentioned
    7 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    56
    Likes Received
    67
    Ocean Overpass
    by InTheSevens


    Features:
    - 65 objects
    - Displays location on radar
    - Works on all versions of GTA IV


    Thanks:
    EvilBlunt for his updated object spawner
    OhManMyBad for his map mod loader
    Three-Socks for his object.ini to SCO converter


    Video:



    Code:

    Spoiler




    Download:
    ocean_overpass.sco
    nativesith, keredor, Colt and 3 others like this.
    Reply With Quote  

  4. #164  
    EvilB's Avatar
    EvilB is offline Bringin' that funky flava
    Join Date
    Jan 2011
    Posts
    420
    Downloads
    17
    Uploads
    0
    Mentioned
    14 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    70
    Likes Received
    472
    Quote Originally Posted by InTheSevens View Post
    I had the same issue with the big oil tanks. EvilB's object spawner takes the coords from the center of the tank, but the game places the coord at the base of the tank. I came up with an exact number of 9.5192 that needs to be subtracted from the Z value of the tanks.
    Ill look into it the offset natives are abit confusing its the same when teleporting,

    if you use SET_CHAR_COORDINATES(GetPlayerPed(), telepX, telepY, telepZ); it teleports you above ground at about the height of the chars waist but if you use SET_CHAR_COORDINATES_NO_OFFSET(GetPlayerPed(), telepX, telepY, telepZ); it telports you firmly on the ground so ill change it to NO_OFFSET for objects and someone can test it out before i change the first post link.
    Reply With Quote  

  5. #165  
    HuN's Avatar
    HuN
    HuN is offline Moderator
    Join Date
    Feb 2012
    Posts
    473
    Downloads
    2
    Uploads
    0
    Mentioned
    28 Post(s)
    Tagged
    1 Thread(s)
    Likes Given
    473
    Likes Received
    417
    Quote Originally Posted by EvilB View Post
    Ill look into it the offset natives are abit confusing its the same when teleporting,

    if you use SET_CHAR_COORDINATES(GetPlayerPed(), telepX, telepY, telepZ); it teleports you above ground at about the height of the chars waist but if you use SET_CHAR_COORDINATES_NO_OFFSET(GetPlayerPed(), telepX, telepY, telepZ); it telports you firmly on the ground so ill change it to NO_OFFSET for objects and someone can test it out before i change the first post link.
    for char , the " offset " is actualy
    Z + 1.0000

    Reply With Quote  

  6. #166  
    InTheSevens's Avatar
    InTheSevens is online now Member
    Join Date
    Oct 2012
    Posts
    136
    Downloads
    2
    Uploads
    0
    Mentioned
    7 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    56
    Likes Received
    67
    Quote Originally Posted by EvilB View Post
    Ill look into it the offset natives are abit confusing its the same when teleporting,

    if you use SET_CHAR_COORDINATES(GetPlayerPed(), telepX, telepY, telepZ); it teleports you above ground at about the height of the chars waist but if you use SET_CHAR_COORDINATES_NO_OFFSET(GetPlayerPed(), telepX, telepY, telepZ); it telports you firmly on the ground so ill change it to NO_OFFSET for objects and someone can test it out before i change the first post link.
    The big oil tank that I added into your object spawner seems to be the only object that has the issue. Everything else seems to be fine.
    Reply With Quote  

  7. #167  
    EvilB's Avatar
    EvilB is offline Bringin' that funky flava
    Join Date
    Jan 2011
    Posts
    420
    Downloads
    17
    Uploads
    0
    Mentioned
    14 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    70
    Likes Received
    472
    Quote Originally Posted by InTheSevens View Post
    The big oil tank that I added into your object spawner seems to be the only object that has the issue. Everything else seems to be fine.
    its the same with doors copy a door and you see it sets it above the the height of the door i just changed the native to OFFSET and the doors are copying inline with eachother now and not above.

    and the air_bagloads not setting its z down abit anymore in the video i supplied you can se that happen
    Reply With Quote  

  8. #168  
    creighton is online now OhManMyBad
    Join Date
    Aug 2012
    Posts
    238
    Downloads
    2
    Uploads
    0
    Mentioned
    8 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    163
    Likes Received
    193
    Around the Airport Race Track
    by OhManMyBad

    I keep on forgetting to release this. Here's another go at creating a race track at the airport. Same as the drag strip release, this has traffic lights synced with all players in the game. When you see green, you go. Make a full loop around the airport, following the barriers and trees (or watch the video for the route) and hit some jumps while you're at it.

    Features:
    - Working stop lights (the game syncs them with all players)
    - Spotlights & smoke at the finishline
    - Barriers at all corners & side paths of the track
    - Displays starting location on radar
    - 65 objects
    - Works on all versions of GTA

    Video:


    Download:
    ata_race_track.sco

    Source:

    Spoiler



    Thanks & Note:
    InTheSevens (video & testing)
    The content of this post may not be copied elsewhere without my permission first. You may however distribute the sco file as you please as long as the credits stay intact.
    Reply With Quote  

  9. #169  
    crazyloc's Avatar
    crazyloc is offline Member
    Join Date
    Jan 2013
    Location
    INDIANA
    Posts
    17
    Downloads
    2
    Uploads
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Likes Given
    17
    Likes Received
    4
    Cool track
    creighton likes this.
    Reply With Quote  

  10. #170  
    nativesith's Avatar
    nativesith is offline Moderator
    Join Date
    Jun 2011
    Location
    Los Santos
    Posts
    1,388
    Downloads
    12
    Uploads
    7
    Mentioned
    39 Post(s)
    Tagged
    2 Thread(s)
    Likes Given
    1002
    Likes Received
    672
    Thunder Kiss '65 man that takes IandI back. I love White Zombie, Rob Zombie na soo much.
    Great f'n track(X2) son!

    I never try anything...I just do it. Wanna try me?
    cp619, creighton and InTheSevens like this.
    Reply With Quote  

Page 17 of 24 FirstFirst ... 7 15 16 17 18 19 ... LastLast
Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •