Του αρέσει 1 αρχείο
955 σχόλια
35 βίντεο
3 Ανεβάσματα
29 ακόλουθοι
12.768 λήψεις
@JoyLucien Major improvements to be uploaded soon. I'm not a fan of the fake looking warp into vehicle of Trainers. I tried my best to make entry, spawn, and exit more natural and more immersive. Also added more code to fix vehicles that spawn broken. Need to prepare documentation and then will upload.
https://www.youtube.com/watch?v=WyR03iQm-m8
@JoyLucien HI and thanks. Yes I'm working on that. I'm not at all a fan of spawning directly into the vehicle and yes I've noticed this undesired behaviour. One of the reasons it happens is that each vehicle goes through a "fix this mod" method which automatically replaces missing parts. This happens with the 296GTB in the video which is incredibly screwed up at spawn because of its vertices/modkits.
I'm currently working on fixing this but I want it to be immersive. This poses 2 problems. One is the camera position because I want the player to walk to the vehicle and the camera prefers a static position. The second issue is once more with the "fix this mod" method. The issue here has to do with synch vs asynch, not just yielding the script, so that things are done properly and smoothly.
Once more thanks for capturing this and I'll release an update soon....hopefully.
@Anas0133 Thank you and thanks for the feedback, suggestions, and encouragement.
@JoyLucien The script is still very much in its infancy. There were quite a few challenges to overcome and that has been accomplished. The script now has both external and internal sprites/images and the autofix is a nice addition although i might add a fade in and a fade out.
I'm not sure I understand your comment about the person should be placed immediately in the vehicle. To be honest I never thought of that because the priority was with the menu system. Can you clarify?
As for maintaining orientation and initial velocity, well that's best done without a menu - best done cycling through the cars with a key press.
Finally, the purpose of this script was customization. No script or trainer allows you control categories, subcategories, and display names (without editing meta data). Anyway I'm definitely open to suggestions but not sure what you're suggesting.
Watch the new video displaying banner images like Ferrari badges/logos. User can add their own images for each category they define.
https://www.youtube.com/watch?v=r-lDoPH_QSM
Script now has easy to follow instructional video. Also check out how the video was made with this amazing script:
https://www.gta5-mods.com/scripts/the-amazing-video-presentation-tool
@light_cone3716 Sorry if the pics were misleading. The pic previews are real mods, the full screen presentation images are wallpapers of image shot by professionals with real cars. I've never seen a C44 mod for GTA V.
@JoyLucien If you're interested, here is a snippet of code from the for loop, which illustrates the algorithm, but the entire code is over 200 LOCs not including the hundreds of lines to spawn the peds fully customized.
Vector3 textureRes = Function.Call<Vector3>(Hash.GET_TEXTURE_RESOLUTION, SpriteLibrary, spriteNames[i]);
float scaleX = textureRes.X / GTA.UI.Screen.Resolution.Width;
float scaleY = textureRes.Y / GTA.UI.Screen.Resolution.Height;
// Calculate the position of each sprite
int column = i % totalColumns; // Column index
int row = i / totalColumns; // Row index
// Calculate sprite positions
float spriteX = (column * (spriteBaseWidth + horizontalSpacing)) + (spriteBaseWidth / 2);
float spriteY = (row * (spriteBaseHeight + verticalSpacing)) + (spriteBaseHeight / 2);
@JoyLucien The algorithm itself is pretty imple. Your variables are the number of rows, the number of columns, the texture resolutions (width and height), the space between rows, and the space between the sprites in columns. That as simple as it gets. With respect to scrolling with the mouse wheel, well there are controls for that as well, but it entails replacing rows as you scroll. I'm sure it can be done with dot net as well. Lots of math, but none of it too complex.
I haven't done any research on z order in this context and I doubt there is any documentation. What I did, thanks to your suggestion, of creating this kind of menu isn't common - I've never seen it done before. Getting back to your question regarding sprites:
The sprites/images in a texture dictionary can be implemented in 3 ways. An existing vanilla ytd, a user defined ytd with the vanilla ytds, and finally a user created dlc.rpf. I've done and tested all 3. The default behavior for the mouse here is that it will correctly be in the foreground. I don't know if you noticed, but I changed the cursor style as it hits the target coordinates.
The sprites/images, external, on a HDD or SSD, in folders or subfolders, have an issue with the mouse. It goes underneath the sprite and consequently can't be seen. There is likely a way to change the z-order, I hope, but again I have not researched it because I'm not going any further with this menu approach. This script will never be mainstream, which is why I call it professional, because it requires work and the ability to edit text files which many here would not understand given they download the dumbest mods possible - mods to delete mods and mods to manage mods (nobody uses symbolic links except me????)
Once more thanks again for your suggestions and insights. Helps fuel creativity.
@JoyLucien Thanks. I cheated. I used a ytd library instead of external images. This is because I haven't found any documentation regarding z order. The ytd sprite and the external customsprite have very different behaviours. Aside from the z-order issue, the ytd (library) sprite uses 0 to 1, while the customsprite uses a 1280 x 720 base.
I don't have the energy to go back to this script, which is customsprite based, and figure out the z-order. Also, the code to space images vertically and horizontally is a huge PITA. Given that categories (subfolders) can have hundreds of images, this would require lots of math and lots of programming to handle different quantities etc. There are ways ofc, but I'm burned out from scripting right now - largely because I can't find any documentation and everything is done thru experimentation.