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Cool Neon lights (please read)


Skyliner

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Hi folks!

First of all, greetings to you all, this is a very cool forum and I love it. :worship: I'll cut the introducing and get to the point of topic. :rolleyes:

I was in GTA modding scene for a 4 years or so, and my main goal was to remix the Vice City into a mixture of FNF, NFS and GTA Gameplay. As far for now, I mangaged it in a way (GTA Vice City 2007 is the TC, look it up), but there is still one thing that annoys:

-Lights on cars can't be edited so easily. :mellow:

You guys all heard about BTTF mod? Look at this pic here:

http://media.moddb.com/images/mods/1/9/8553/69683.jpg

You can see that at the back of Delorean there are multiple light sources coded inside of main.scm. They probbably trigger when the car hits the desired speed.

Now the point is, WHAT ARE THE OPCODES, because scatter particle at car_ofsset x y z doesn't work, I tried it... :unsure: It keeps crashing.

So, if there are any coders on this forum, and I do believe there are, look at my sketchup for coding NEON lights on to car:

:neon

wait 0 ms

if

player PLAYER_CHAR defined

player near car model (ie) #sabretur range 30.0 30.0 15.0 *1

jump_if_false $not_near

(the neon part)

create_light R G B @ car (sabretur) offset x y z *2

:not_near

return

*1 this opcode does not exist, it's just a sketch to understand what I am trying to produce here :)

*2 this line above will be multiplied x16, 8 light sources on the left of a car, and 8 on the right, all coded to as where light sources coordinates should be positioned.

Here is the picture how all that should look like:

enb2010_1_18_20_49_35-1.jpg

Now I could use some help with codding, but please, this would be a major breakout, you would be able to make multiple neon colors for every car, or create drawings on them that flash during the nights, it would be very beautiful :blush::clapping:

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  • 2 months later...

Is there a way to code them? YES!!! :thumbsup:

All i did is made an object that has 2DFX attributes, which are actually multiple light sources that correspond as to where neon glow SHOULD LIGHT! Take a look:

enb2010_3_16_6_13_9.jpg

So step-by-step in "shorts" would be:

-create a dff object with very small polygon numbers. (up to 12)

-edit it in Zmodeler so that it's material is 100% translucent (invisible)

-no need for creating .txd file aswell, bcz our object will be transparent and will use no textures, only materials.

-in object definition put the generic where texture object should be, like this:

objs

5630, n2osign, stuff, 1, 300, 0

5631, skyneon, generic, 1, 60, 0

5632, supneon, generic, 1, 60, 0

5633, rx7neon, generic, 1, 60, 0

5634, neon350, generic, 1, 60, 0

5635, mfi_bridge, fun_island, 1, 300, 0

5636, LOD_bridge, fun_island, 1, 3000, 4

5637, neonh2, generic, 1, 60, 0

5638, neosuki, generic, 1, 60, 0

5639, neoscan, generic, 1, 60, 4

end

*bolded objects are neon dff's.

-create 2dfx light sources for your object like this one I made for Nissan Skyline R34:

5631, 0.81, 0.62, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, 0.49, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, 0.36, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, 0.23, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, 0.09, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, -0.05, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, -0.21, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, -0.35, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, -0.5, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.81, -0.65, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, 0.62, -0.8 , 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, 0.49, -0.8 , 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, 0.36, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, 0.23, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, 0.09, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, -0.05, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, -0.21, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, -0.35, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, -0.5, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.81, -0.65, -0.8, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.45, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.3, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.15, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.0, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.15, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.29, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.43, 2.3, -0.78, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.34, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.22, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.1, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.02, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.14, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, -0.26, -2.23, -0.65, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.3, 0, 0, 1, 1, 0, 0

5631, 0.265, -1.07, 0.462, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.16, 0, 0, 1, 1, 0, 0

5631, 0.265, -1.156, 0.434, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, 0.265, -1.257, 0.395, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, 0.265, -1.354, 0.359, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, 0.265, -1.449, 0.323, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, 0.265, -1.543, 0.287, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, 0.265, -1.651, 0.248, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, -0.265, -1.07, 0.462, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.16, 0, 0, 1, 1, 0, 0

5631, -0.265, -1.156, 0.434, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, -0.265, -1.257, 0.395, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, -0.265, -1.354, 0.359, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, -0.265, -1.449, 0.323, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, -0.265, -1.543, 0.287, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

5631, -0.265, -1.651, 0.248, 0, 0, 255, 100, 0, "coronastar", "boats_01", 100, 0.5, 0.11, 0, 0, 1, 1, 0, 0

-create a polygon-less collision inside of coll library which has the same name as your IDE that loads your object(s) (ie, mine IDE is named stuff.IDE, and so is the stuff.COL)

-make them all load properly inside of gta-vc.dat

-make a thread inside main.scm that will load&move your neon-object when you are driving a particular car. (needs a loop)

-I will not paste the code here, as it is big, and it's my own creation from ground 0, also needed me a 2-3 days to make it work as expected. (maybe I will, if you really like my work)

I think that's all. ;)

Now, look for these screenshots of all the car neon's I created for the past few weeks:

th_enb2010_3_16_6_11_28.jpg th_enb2010_3_16_6_15_45.jpg th_enb2010_3_16_6_16_9.jpg th_enb2010_2_17_13_56_21.jpg th_enb2010_2_17_13_57_56.jpg th_enb2010_2_17_13_59_14.jpg th_enb2010_2_17_14_2_55.jpg th_enb2010_2_17_14_4_10.jpg th_enb2010_2_17_14_3_2.jpg th_enb2010_2_17_14_6_42.jpg

Edited by Skyliner
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