Ugly - the intensity of the shadows everywhere is the same. And the angle of the shadow does not depend on the sun / moon / other source of illumination. This mechanism of shadows from the collision is sharpened only for vehicles and small dynamic objects of the map, for large objects it is completely inappropriate.
It's a pity that the archive with Transparent Menu does not contain all the files necessary for the plug-in to work (for GTA3, VS and CA, zero emotions - we see the old menu background, no messages about incorrect plug-in operation). A note from Shaggy never helped.
Didn't write system requirements for the program - personally I don't know how to run it on Windows 2003 (writes that IMG Factory is not actually a Win32 application).
"The file you have selected (RTA.exe) is not available via any mirrors. Please check back shortly as our servers update every 5 minutes. To access more download mirrors we encourage you to join the community, otherwise please be patient and keep trying . "
Are there any working links to the mod? Downloading something from moddb.com shitty mirrors has never worked and will not work in the future (servers are bourgeois, fill them with domestic ones, for whom it is not difficult).
This mod is not compatible with compact EXE - the game does not start at all. It works with a regular executable, maybe it seems to me, but visually the picture deteriorates, as if the game is running in low resolution.
but for whom in the description of the instruction?
Unfortunately, your site is overloaded with ads. Directly in the middle of the instruction a large white window emerged, without waiting for its loading (there is hardly anything good there), I closed the window with the site. You could just add the instruction to the archive with the program.
In general, your opinion is unfortunately not interesting to me.
Just you do not want to correct your mistakes, do not like it - I will not remind you about them anymore. It's good that in the next release you made a simple prilight - at least some progress.
1. Collision is not optimized - 6901 faces are too many for a simple building. 2. Instead of prilight, light sources are used through 2dfx, which is not very effective and not at all Rockstar style. 3. A copy of the main model is crammed into the LOD, which is also not in favor of the performance of the game after installing the mod. 4. On large textures, mip-map levels are not made, which has a bad effect on visualization.
Well, the mod is not bad, only not optimized - they just shoved it in and on ...
how to correctly assign materials to individual parts of a car.
Just like any model, there is no difference, since the Kama script for each model creates its own multi-material, and you work with it. For example, for glass combined with the body, you set a new material id, add this id to the multi-material, then set its type as gta-material, set the settings, set the texture.
1. Broken windshield has no texture assigned in material. 2. On broken doors, the material of the metal and glass of the door is the same - vehicle_generic_alloy_silver_spe. 3. On the left, dummies are inserted into the wheels, as expected, and on the right - some snot models.
PS: I recommend using 3D Max for conversion.
Post edited by xepomaht007 on 04/19/2015 at 04:16:28 PM
As long as the gods of GTA modding - Lister, Good, Chipsman are in business, then GTA5 modding will develop. The archives have already been opened, which means that editing them is not far off. Let rockstars *** with their own modding protection.
CUT animation files are freely edited (and written from scratch) in notepad. For IFP, the functionality of the program from Ruoski839 for 2009 (including the animation itself) has great functionality. The idea is to lay out such programs that have long been outdated.
Well, if you like to dig with the installation, after which the game will crash, then please ..
What is there to dig? Add files to the game archive and patch the EXE, if necessary. But the file size will be acceptable for download and storage. Judging by the screenshots there is a new content compared to the original mega by 50, and 1220 is flooded. Say no to infringement of the rights of users with slow Internet.
Post has been editedxepomaht007 01/05/2015 at 22:55:05
GTA VC also has a cut-out multiplayer, only instead of individual maps, the Weiss map itself was used (from this, only DAT files remained, in which it is clear that an early and incomplete version of the BC was used).
I also remember that one guy with a gta-rdc lancer also locked it perfectly, there were no sections in the analyzer at all, at least dff.
Actually, RW formats in their virgin form do not support any "locks". It has long been noticed that if DFF or TXD has broken sections (RW Analyze highlights them in red or even crashes with an error when trying to open a file), then memory leaks first appear in the game, and then the memory overflows (the authors of such "mods" traditionally they blame the adjusters' limit, and not that the files are simply corrupted) and the vindovoz kills the game process (accordingly, the users of the mod suffer, and not those who will try it).
Similarly, if you insert the left sections (as in this lesson), then this is purely protection from noobs, because For an experienced person who has read articles on RW formats in gtamodding.ru, it will not be difficult to guess what is wrong there.
The screenshots are beautiful. But the mod itself is below average - I personally did not like it - here it is more like a parody of NFS-U (especially since I know the author and how he makes mods - to put it mildly at the level of our Russian shkolota). I downloaded it and deleted it. The original NFS Undegraund is 1000 times more interesting, I do not advise fans of this game to download - do not spoil the impression.
Not bad, only Hill Valley does not have a prilight (it would be much better with it, since the models are not bad enough). And the size of the mod is sooo big (they could have thrown out the entire aircraft, leaving only the locations from the film, then it would have been possible to fit into 50-100 megs, just like without installing the original GTA VC).
Dk, you already tried to rename the dummies, set up the materials, if necessary, of course, and check the game?
In a max script, this is very simply done. The same is true for the hierarchy under the specific version of the GTA. Who needs it, he will write. Although it is easier to just build the converter in OFIO, getting ready for export to DFF model directly in 3D Max.
They are more likely to release City Stories for buckets than an add-on for an outdated PC game. Well, they may still re-release SA on PS4, but that is also very unlikely.
Are there any working links to the mod? Downloading something from moddb.com shitty mirrors has never worked and will not work in the future (servers are bourgeois, fill them with domestic ones, for whom it is not difficult).
Unfortunately, your site is overloaded with ads. Directly in the middle of the instruction a large white window emerged, without waiting for its loading (there is hardly anything good there), I closed the window with the site. You could just add the instruction to the archive with the program.
Just you do not want to correct your mistakes, do not like it - I will not remind you about them anymore. It's good that in the next release you made a simple prilight - at least some progress.
2. Instead of prilight, light sources are used through 2dfx, which is not very effective and not at all Rockstar style.
3. A copy of the main model is crammed into the LOD, which is also not in favor of the performance of the game after installing the mod.
4. On large textures, mip-map levels are not made, which has a bad effect on visualization.
Well, the mod is not bad, only not optimized - they just shoved it in and on ...
Just like any model, there is no difference, since the Kama script for each model creates its own multi-material, and you work with it. For example, for glass combined with the body, you set a new material id, add this id to the multi-material, then set its type as gta-material, set the settings, set the texture.
2. On broken doors, the material of the metal and glass of the door is the same - vehicle_generic_alloy_silver_spe.
3. On the left, dummies are inserted into the wheels, as expected, and on the right - some snot models.
PS: I recommend using 3D Max for conversion.
Post edited by xepomaht007 on 04/19/2015 at 04:16:28 PM
The editor of the "anniversary" txd with vedroids has long been accessible to everyone and everything (rummage around in the local file archive).
And in this mode, the text is displayed on top of the radar - the script is incomplete.
What is there to dig? Add files to the game archive and patch the EXE, if necessary. But the file size will be acceptable for download and storage. Judging by the screenshots there is a new content compared to the original mega by 50, and 1220 is flooded. Say no to infringement of the rights of users with slow Internet.
Post has been editedxepomaht007 01/05/2015 at 22:55:05
Actually, RW formats in their virgin form do not support any "locks". It has long been noticed that if DFF or TXD has broken sections (RW Analyze highlights them in red or even crashes with an error when trying to open a file), then memory leaks first appear in the game, and then the memory overflows (the authors of such "mods" traditionally they blame the adjusters' limit, and not that the files are simply corrupted) and the vindovoz kills the game process (accordingly, the users of the mod suffer, and not those who will try it).
Similarly, if you insert the left sections (as in this lesson), then this is purely protection from noobs, because For an experienced person who has read articles on RW formats in gtamodding.ru, it will not be difficult to guess what is wrong there.
This script was exclusive for one well-known Khokhlyatsky site. From 09/17/14 to 11/15/2014.
The Open component script could also have been posted - not bad.
The same is for collisions - again, an excessive number of triangles, despite the fact that 10 times less is needed there.
Post edited by xepomaht007 on 11/04/2014 at 17:21:19
Prilight monochromatic on all models, just hastily painted over and merged.
Textures without mip-map levels. Somehow, everything is not completed yet, as if some kind of alpha version.
Post edited by xepomaht007 on 07/11/2014 at 09:39:46 AM
Yes, maybe the Heron again stole the source code from Majestic, as he had previously stolen from Dagueron and the LCS Team members.
Meant the iPad.
The converter from AK-73 will convert them automatically. A few seconds and ready.
In a max script, this is very simply done. The same is true for the hierarchy under the specific version of the GTA. Who needs it, he will write. Although it is easier to just build the converter in OFIO, getting ready for export to DFF model directly in 3D Max.