https://www.mixmods.com.br/2022/02/sa-vehfuncs/
This project uses plugin-sdk.
Learn how to adapt a vehicle for this mod, here: https://github.com/JuniorDjjr/VehFuncs/wiki
New vehicle features for GTA San Andreas mods
Home Page: https://www.mixmods.com.br/2018/01/VehFuncs.html
License: MIT License
https://www.mixmods.com.br/2022/02/sa-vehfuncs/
This project uses plugin-sdk.
Learn how to adapt a vehicle for this mod, here: https://github.com/JuniorDjjr/VehFuncs/wiki
By characteristic
f_extras child that has defined class and is located in bonnet_dummy will not spawn in-game. This only applies to cars that do not come with boot_dummy. Adding boot_dummy by hand will not change anything.
Meaning that if I wanted to have two types of bonnet on a car that doesn't have boot/trunk, I will not be able to do it as the bonnet will not spawn.
Tested on Elegy, Comet, Infernus and ZR350 (Infernus and ZR350 do not have a boot/trunk).
I've given up on using that russian steering mod because of how unstable it is, so is it possible to make this for vehfuncs?
and also, i've found a way also to make functioning mudflaps using the throttle rotation function
(i used the high poly model of the mudflaps that brazilian ets2 mods have, i detached each row of polygons and put their axis on top so it rotates like that, but because of the throttle function's limitation, the model flails quickly)
https://www.instagram.com/p/CFLMVnlHAXx/?utm_source=ig_web_copy_link
Not so good for performance, but can be optional, use a good LOD etc.
http://nothkedev.blogspot.com/2018/10/correct-motion-blur-for-fast-rotating.html
https://nothke.itch.io/volumetric-mesh-blur?secret=GA3D2cuKm8VJpNMu6PNA2Ei6Zl4
There's a solution in Improved Vehicle Features: Making _ok, _dam etc parts keep their RwFrame.
By more wheel dummies I mean a function that would perform same as wheel dummies from original GTA SA models. It can be used to create different wheel bases, which are useful for models that would include normal chassis and widebody chassis. Or if someone wants 10 wheels...
Bumpers and wheels, the tuning part delete all nodes for add the new ones, so the extras are deleted together.
The problem is that: There's no gear in GTA SA, It's just a looped audio. I don't know if it would be possible to create an effective gear simulation.
Multiple damage states for damageable pieces.
Can you make a part rotate when you press handbrake? Just like f_gas and f_brake, maybe f_handbrake or f_hbrake, I need it...
Sry, I didn't knew where to ask
Maybe when door is lock and/or alarm is on
e.g. map location
The problem is that: There's no gear in GTA SA, It's just a looped audio. I don't know if it would be possible to create an effective gear simulation.
Using Caracteristic.
PT - Poderia ter um sistema melhor de placas pro jogo, um que seria possível você alterar o padrão das placas do jogo por qualquer outro, e eu me refiro no caso, as combinações, você poder colocar algo como AAA1A1A num arquivo ini, iria alterar o padrão da geração dos números e letras para o padrão adotado pelo mercosul, por exemplo (Ps: se não for de mais, permitir que cada carro baixado tenha seu próprio padrão de geração de combinações das placas, algo que poderia ser feito criando um dummy e digitando o padrão nele, para ser aplicado nas placas ou em algum arquivo de configuração como handling, que você coloca o nome do carro em uma linha com alguma função especial, e o padrão de combinação logo depois do nome do carro, algo parecido com o MixSets.
Também poderia ter como melhorar a qualidade das texturas das placas, seria muito útil eu poder utilizar uma textura mais definida, com uma resolução melhorada, as originais do jogo tem qualidade muito baixa e fica bugado redimensionar as texturas. E adicionar suporte as texturas com outras formas de compressão tipo DXTn.
EN - There could be a better system of cards for the game, one that would be possible for you to change the pattern of the cards of the game for any other, and I am referring to the case, the combinations, you could put something like AAA1A1A in an ini file, it would change the standard for generating numbers and letters to the standard adopted by mercosur, for example (Ps: if it's not too much, allow each downloaded car to have its own pattern for generating plate combinations, something that could be done by creating a dummy and typing the pattern in it, to be applied on the plates or in some configuration file like handling, that you put the car name in a line with some special function, and the combination pattern right after the car name, something like the MixSets.
There could also be a way to improve the quality of the textures on the boards, it would be very useful for me to be able to use a more defined texture, with an improved resolution, the original ones in the game have very low quality and it is buggy to resize the textures. And add support for textures with other forms of compression like DXTn.
Apreciaria muito se isso tudo, ou pelos menos em partes pudesse ser feito.
I would greatly appreciate it if all of this, or at least in parts, could be done.
As the title of issue implies, adding of y and z axis rotation angle to wheel. Purely visual, so it doesn’t affect handling. It would help with making 'stanced' cars and would help with removing unintentional cambers (gotten trough modifying handling lines).
I know that it is possible to do chamber trough handling and moving of certain wheel dummy positions but that way of course affects the way car handles, not to mention it is tricky to fine tune angles.
Do i need to add parts to a car like windscreen wiper to i need to model like a wiper or not. Pls answer cause i want to make gta sa car work in vehfunchs.
Hello JuniorDjjr
i wonder if its possible to make some parts in vehicle rotate with key press ? like shooting mounted guns in heli or hydra that rotates with key i have done sparrow heli rotate minigun on it and hydra lever that go up and down left and right pedal but i want this function in vehfunc thank you
If its possible, would be cool to see the addition of more damageable pieces, for example, you could include support for the rear windscreen and side windows to break like the front windscreen does. More breakable panel options would also be cool. these could be named as so: panel_l(eft), panel_r(ight), panel_m(iddle), ideally it'd be neat to be able to have multiple instances of these in a vehicle, the script being able to pick them up as long as they are named like the text above, but with _a,b,c or _1,2,3 etc
Can you make the parts of a crane like the ones in the video have movement and can keep a vehicle stationary even with the crane moving?
It is an excellent project (VehFuncs).
Very useful for license plates: You can adapt it to use a separated model for license plates, so, who is playing that game can have your own license plate model (for example, the license plate of your country, or just the game default one).
Also useful for bikes with arms (very common on brazilian GTA modding, used by youtubers with first person mod). In this case, they can use your own arms.
Hello,,,
hey man https://drive.google.com/file/d/1XtVxsHmgNBxWV1ET0CpmIppf0xtoioZN/view yout speedo meter how can i use it as techo meter any command like example f_gas_f_dspeedo or f_dspeedo_f_gas i try them it just show 999 or all digits at same place cant understand help please thanks
So, this could play an animation when the nitro gets turned on, and undo the animation when it turns back off again. It could be used to simulate a nitro gauge, a nitro tank valve, or a button
Releted to FxsFuncs
Game Crash at Loading Screen
Installed:
Essential Pack (from Mixmods)
*SkyGFX Extended (from Mixmods)
*Cheat Menu by Grinch_ (New v3.5+)
*FxsFuncs (from Mixmods)
*ImVehFt (from Mixmods)
*GTA5 Hud by DK22Pac (from Mixmods)
If Delete any one Mod from Above*, Game Start Working..
.
.
GTA SA 1.0.0.0 US
Unhandled exception at 0x48504C41 in gta_sa.exe: 0xC0000005: Access violation reading location 0x48504C41.
Register dump:
EAX: 0x00000002 EBX: 0x005389B0 ECX: 0x882E33C9 EDX: 0x00000001
EDI: 0x00000000 ESI: 0x0177E6D8 EBP: 0x0177E674 EIP: 0x48504C41
ESP: 0x0177E658 EFL: 0x00010246 CS: 0x00000023 SS: 0x0000002B
GS: 0x0000002B FS: 0x00000053 ES: 0x0000002B DS: 0x0000002B
Stack dump:
0x0177E658: 3A4E4F41 00000000 0177E6C8 FFFFFFFF 6BEF87D8 00000000
0x0177E670: 0177E6A8 0177E698 6BEA5B33 00000002 00000000 0177E6C8
0x0177E688: FFFFFFFF 6BEF87D8 00000000 0177E6A8 0177E6C0 6BEAAE08
0x0177E6A0: 0177E6C8 6BEF87D8 0177E654 6BF0BA78 0F9C6510 0177ECC0
0x0177E6B8: 0000006D 00829B7B 0177E6CC 6BEBF5EB 48504C41 3A4E4F41
0x0177E6D0: 000A3120 0177E6D8 00000257 0F9C6510 0177ECC0 008E2C90
0x0177E6E8: 0177E600 0000006D 0177E6C8 0177E654 00000002 005C2360
0x0177E700: 00000100 008E2C90 0F9C6510 0F9C64E8 00000000 0083667E
0x0177E718: 3F800000 00000000 00000000 00000000 3F800000 00000000
0x0177E730: 00000000 00000000 3F800000 00000000 00000000 00000000
base: 0x01580000 top: 0x0177E658 bottom: 0x01780000
Backtrace (may be wrong):
=>0x48504C41 in unknown (+0x48504c41) (0x0177E654)
0x3A4E4F41 in unknown (+0x3a4e4f41) (0x0177E674)
0x6BEA5B33 in fxsfuncs.asi (+0x5b33) (0x0177E698)
0x6BEAAE08 in fxsfuncs.asi (+0xae08) (0x0177E6C0)
0x6BEBF5EB in fxsfuncs.asi (+0x1f5eb) (0x0177E6F8)
0x005C2360 _ZN10FxPrimBP_c4LoadEiiP10FxName32_t+0x350 in gta_sa.exe (+0x1c2360) (0x0177E710)
0x0083667E sub_83660B+0x73 in gta_sa.exe (+0x43667e)
Good morning/afternoon/evening, is it possible for you to make a model with a specific name have a rolling animation like this?
https://youtu.be/Vex6iJtmq3E
I think the best way to make it is just have a looping animation without any pauses
https://http2.mlstatic.com/D_NQ_NP_712301-MLB25994669458_092017-O.jpg
I'm sure it's not gonna be easy to have a code for animated textures, so this is just an idea
Thanks in advance, when you add this to vehfuncs!
Just to avoid something, not fully control maybe
Just like Active Dashboard.
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