50p Posted August 11, 2013 Share Posted August 11, 2013 https://dl.dropboxusercontent.com/u/437 ... /roads.png I'll get all the roads textured tomorrow. Link to comment
xXMADEXx Posted August 11, 2013 Share Posted August 11, 2013 Wow, looks really amazing! Can't wait to see it Link to comment
GrimTheXReaperrr Posted August 12, 2013 Share Posted August 12, 2013 looks good man I noticed you said You will be using the clothes also as in are you going to create them where they are custom items for example without doing a bunch of code blah blah itemID equals number blah blah CJclothes id blah blah or are you just going to be using CJ plain out and thats it? anyways God Bless All !!!!!!! ( Jesus Christ is Lord and Savior ) Link to comment
FatalTerror Posted August 12, 2013 Author Share Posted August 12, 2013 looks good man I noticed you said You will be using the clothes also as in are you going to create them where they are custom items for example without doing a bunch of code blah blah itemID equals number blah blah CJclothes id blah blah or are you just going to be using CJ plain out and thats it? Actually, I'll use CJ skin as default because as far I know, we can't set the CJ clothes to another skin. But If one day it's possible, I'll make sure that feature will be added. https://dl.dropboxusercontent.com/u/4370616/cgi/mtasa/MTASims/roads.pngI'll get all the roads textured tomorrow. Looks very great ! That's exactly what I was expecting. Link to comment
50p Posted August 12, 2013 Share Posted August 12, 2013 https://dl.dropboxusercontent.com/u/437 ... xtured.png @FatalTerror If you have some more models request, you can PM me. I'll get you the download link later tonight. Link to comment
Castillo Posted August 12, 2013 Share Posted August 12, 2013 looks good man I noticed you said You will be using the clothes also as in are you going to create them where they are custom items for example without doing a bunch of code blah blah itemID equals number blah blah CJclothes id blah blah or are you just going to be using CJ plain out and thats it? Actually, I'll use CJ skin as default because as far I know, we can't set the CJ clothes to another skin. But If one day it's possible, I'll make sure that feature will be added. https://dl.dropboxusercontent.com/u/4370616/cgi/mtasa/MTASims/roads.pngI'll get all the roads textured tomorrow. Looks very great ! That's exactly what I was expecting. But, this means that you'll only use the CJ skin? that'll be quite weird . Link to comment
FatalTerror Posted August 12, 2013 Author Share Posted August 12, 2013 But, this means that you'll only use the CJ skin? that'll be quite weird . Yea I know, that's the only solution (I think) If I want to allow clothes in the gamemode. If someone have an idea to solve this problem, let me know. Link to comment
denny199 Posted August 12, 2013 Share Posted August 12, 2013 But, this means that you'll only use the CJ skin? that'll be quite weird . Yea I know, that's the only solution (I think) If I want to allow clothes in the gamemode. If someone have an idea to solve this problem, let me know. Shaders ftw ^.^ Link to comment
50p Posted August 12, 2013 Share Posted August 12, 2013 So here are the roads: https://dl.dropboxusercontent.com/u/437 ... pieces.png DOWNLOAD: https://dl.dropboxusercontent.com/u/437 ... _roads.zip Link to comment
Axel Posted August 13, 2013 Share Posted August 13, 2013 I have an idea about the clothes, here are the original GTA SA cj clothes: http://www.vr-gaming.com/fisiere/costumcj.zip (thanks to golanu21) . You can replace some models with cj clothes, and then use some attaching function to attach them to normal Peds. If you want me to help you, i can sort them out and replace some models, and make a list of clothes. Link to comment
50p Posted August 13, 2013 Share Posted August 13, 2013 I have an idea about the clothes, here are the original GTA SA cj clothes: http://www.vr-gaming.com/fisiere/costumcj.zip (thanks to golanu21) . You can replace some models with cj clothes, and then use some attaching function to attach them to normal Peds. If you want me to help you, i can sort them out and replace some models, and make a list of clothes. Clothes models need to animate with the peds, it's not just attaching models to peds, they need to deform as the ped walks. Link to comment
Slammer Posted August 23, 2013 Share Posted August 23, 2013 Good job do you have a forum yet? Link to comment
krischkros Posted August 23, 2013 Share Posted August 23, 2013 he videos are already stabbed me in the eye. The idea is great. However, the graphical implementation is disastrous. That would be the only criticism. => Pictures are badly placed to each other (with integers work at DXDraw) => The images themselves have been poorly implemented. (Gaps, over-scaling, soft edges) => The "Photoshop models" are strangely very pixelated. (Which version are you using? CS2?) Especially when small improvements here are still to be seen, I will a small fan of this game mode. That is beyond question. I support everything that is new! Link to comment
FatalTerror Posted August 23, 2013 Author Share Posted August 23, 2013 he videos are already stabbed me in the eye.The idea is great. However, the graphical implementation is disastrous. That would be the only criticism. => Pictures are badly placed to each other (with integers work at DXDraw) => The images themselves have been poorly implemented. (Gaps, over-scaling, soft edges) => The "Photoshop models" are strangely very pixelated. (Which version are you using? CS2?) Especially when small improvements here are still to be seen, I will a small fan of this game mode. That is beyond question. I support everything that is new! Thanks for those feedback. => Pictures are badly placed to each other (with integers work at DXDraw) Don't understand what you mean by badly placed. Ergonomics? => The images themselves have been poorly implemented. (Gaps, over-scaling, soft edges) Yes, sadly when I made it I didn't pay attention to these small over-scaling. For the edges of each image, I still not understand why it happens. I've tried every solutions (image size power of 2, textureEdge to clamp as say wiki) but it would not be perfect as in the Photoshop file. It 'll never looks like in the Photoshop. I'm trying to get closer the most of the perfection but it wouldn't be perfect. => The "Photoshop models" are strangely very pixelated. (Which version are you using? CS2?) It's because I resize the picture before post it in the forum. There is the original one ( http://puu.sh/48PA9.png ) And I'm using Adobe Photoshop CS3. Anyway thanks everybody for your support. Regards, FatalTerror. Link to comment
ming99 Posted August 25, 2013 Share Posted August 25, 2013 OMG, this is the best script! i like it also i like to play the sims Link to comment
Mefisto_PL Posted August 25, 2013 Share Posted August 25, 2013 Hmm.. It's badly placed, that's right. Look at Shop and Family icons. Link to comment
qaisjp Posted August 31, 2013 Share Posted August 31, 2013 FatalTerror, you have not failed to impress me. It's absolutely phenomenal, I have a million questions to ask you and a million things to say to you. So expect a nice looong PM I love this. Link to comment
FatalTerror Posted August 31, 2013 Author Share Posted August 31, 2013 FatalTerror, you have not failed to impress me. It's absolutely phenomenal, I have a million questions to ask you and a million things to say to you. So expect a nice looong PM I love this. Thanks, i'll be happy to answer to each question Hmm.. It's badly placed, that's right. Look at Shop and Family icons. It's not a big deal. As I said in my previous post, it would never look the same as in the Photoshop model. So hi there, I've finish the world generator some hours ago and I would to share this with you. The first thing that you can see is the dirty code that I've made. I think it could be better and more simple with a better logic in the code. If you have free time and want to contribute, you can here: https://github.com/WilliamDASILVA/thesimsmta-worldgen (Thanks again 50p for 3D models) -- Generate world addCommandHandler("pos", function(player, cmd) local x, y, z = getElementPosition(player) outputChatBox(x..", "..y..", "..z) end) World = { objects = {} } function World.generate(dimension) if dimension then for k = 0, dimension do if k%2 == 0 then -- Si la ligne est une ligne est pair for i = 0, dimension do if i == 0 then -- createObject(2671, -15,13.5, 50, 0, 0, 180) if k == 0 then -- Si le coin, on met un qui tourne createObject(2671, i*(-15)-15, (13.5*k)+13.5, 50, 0,0,180 ) else -- Si ce n'es pas un coin, on met un T createObject(2674, (( i*15)-15)-15/2, (15*k)+6, 50, 0,0,90 ) end -- elseif i == dimension then -- outputDebugString("Last"..i) else if i%2 == 0 then if k == 0 then -- Si c'est le premier de la ligne, on met le T createObject(2674, (( i*15)-15)-15/2, 6, 50, 0,0,180 ) else -- Sinon, c'est que c'est un dans le milieu alors on met on + createObject(2672, (( i*15)-15)-15/2, ((k*15)+6), 50, 0,0,180 ) end if i == dimension-1 then -- Creation du dernier T de la ligne if k == 0 then else createObject(2674, (i*15)+7.5, (k*15)+6, 50, 0,0,270 ) end end else -- routes verticale createObject(2673, (i*15)-15, (k*15), 50, 0, 0, 90 ) end if k == 0 then -- Si dans la première ligne et dans la dernière colone, on met un qui tourne if i == dimension then createObject(2671, (i*15)-15, 13.5, 50, 0,0,270 ) end end end end else -- Sinon, la ligne est impair for i = 0, dimension do if i%2 == 0 then -- Si c'est pair if i == 0 then createObject(2673, 0+((i*15)+1.5), (k*15)-1.5, 50, 0, 0, 0 ) -- On crꥠaussi celui qui est au point 0 createObject(2673, (-15)+(-13.5), (k*15)-1.5, 50, 0, 0, 0 ) else createObject(2673, 0+((i*15)+1.5), (k*15)-1.5, 50, 0, 0, 0 ) end else -- Impair, on met rien end end end end end end function World.resStart() World.generate(9) end --[[ Events ]]-- addEventHandler("onResourceStart", getResourceRootElement(getThisResource()), World.resStart) There is the actual result: Regards, FatalTerror. Link to comment
50p Posted August 31, 2013 Share Posted August 31, 2013 Nice to see some progress. For generating maps, I'd use some sort of tile based system like in some old games (mainly 2D games, eg: Mario Bros). It'd be easier for you to edit the maps later. To do that, you can have tiles of size 15x15 (if I remember correctly, that's the size of X junction), then just place specific model in specific tile with rotation if necessary. This is my map creator for my flash game (the final project in college): To save the maps you can use tables: -- 0 = empty space; could be replaced with grass (15x15 plane with texture of grass) -- 1 = straight road -- 2 = X junction -- 3 = corners -- 4 = T junctions map = { { 3, 1, 1, 1, 4, 1, 1, 1, 3 }, { 1, 0, 0, 0, 1, 0, 0, 0, 1 }, { 4, 1, 1, 1, 2, 1, 1, 1, 4 }, { 1, 0, 0, 0, 1, 0, 0, 0, 1 }, { 3, 1, 1, 1, 4, 1, 1, 1, 3 }, }; As you can see it's simple to edit maps. You could replace each number in this table with another table { tileNumber, rotation }, so that you know that you need to rotate that specific tile. If you need to you could replace 0 with flat plane to create grass. You can google how such system is made if you don't understand, but it'd be much easier for you to edit maps in the future. These are just my suggestions. If you need any more models just give me a shout. Good luck with the project! Link to comment
glowdemon1 Posted September 3, 2013 Share Posted September 3, 2013 Good luck, I'm looking forward to play on a server like this, this looks really awesome. Link to comment
Keilbritschn Posted September 4, 2013 Share Posted September 4, 2013 Thats amazing . Wish you good luck. Cant wait ^^ Link to comment
qaisjp Posted September 4, 2013 Share Posted September 4, 2013 You can use shaders to have indefinite clothes and you can use shaders to shade the ethnicity of the player. Arran, myself and some other guys were talking about this in IRC, you've got indefinite possibilities. Link to comment
50p Posted September 4, 2013 Share Posted September 4, 2013 I'm hoping for another video soon :> @A Concerned Citizen, As far as I remember you can't use shaders on CJ's clothes. I might be wrong and it has been fixed but the last time I tried it didn't work. Link to comment
RainBow Posted September 6, 2013 Share Posted September 6, 2013 I figured out how to do it, and its not the simplest thing, but I'm willing to show you how. Link to comment
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