[imgur]http://imgur.com/a/bQ6FK#0[/imgur]
Using the area69 searchlights code for it, so it will move around.
Pretty cool! :like:
This is cool mate!
Thanks! I only got one problem, it's derping if I put the light source into the tower. It only works if I put it over or next to it... ._. There is a command to turn off colliding (which should fix this) but it's not working for some reason. Also I have no idea how to get the coordinates around it to make it rotate... But I'll make it somehow :P
It looks epic :like: :like: :like: :like:
I love these type of mods :D
Now the light goes around for a key stroke (of course this is just to test the code lol), so only the light position is the problem. If I put it into the lighthouse, then the light beam fucks up totally :D It gets rendered partly inverted and totally unlogically. If I put it onto the lighthouse roof, then no problem with it.
Quote from: nyolc8 on October 03, 2014, 19:22
Now the light goes around for a key stroke (of course this is just to test the code lol), so only the light position is the problem. If I put it into the lighthouse, then the light beam fucks up totally :D It gets rendered partly inverted and totally unlogically. If I put it onto the lighthouse roof, then no problem with it.
Then put it on the roof :)
But then it looks derpy from close view...
Quote from: nyolc8 on October 03, 2014, 19:26
But then it looks derpy from close view...
Then don't go close, problem solved :like:
:trollface:
It's actually faster, just the video recording made it slower.
Lets add this to ct :P its epic
Why i think that nyolc will be the next mapper/scripter?
Nice work m8
I found the method to fix the problem when the light is in the tower :P also there is now the actual model of the light which rotating :D
btw it's a cleo script so you'll can install it easily.
so this is how it looks:
It's visible from everywhere (it's small but you'll see it :P):
what left to do:
- night time checking to get it work only at night
- looking into possible methods to stop script when you are really far from it or you couldn't see it (for example you are in SF)
pics: [imgur]http://imgur.com/a/cb8Tt#0[/imgur]
(also I'm testing a brand new colorcycle system mod that just released on gtaforums.com)
if you started to learn java/php/C++ youd be the next billionaire seeing as you already practically know CAD..
and if you could learn pawn and mapping youd be the next server owner (not of this one but your own)
would be a great script addition (not just cleo).
Quote from: Ethan on October 03, 2014, 22:28
if you started to learn java/php/C++ youd be the next billionaire seeing as you already practically know CAD..
and if you could learn pawn and mapping youd be the next server owner (not of this one but your own)
I learned java/php/c# in webprogramer school :P (well, I already knew 99% of php before I went to that school... :D)
Thanks :D
Btw is this possible to do in samp's pawn script? I mean... every server-side thing have small view distance... (or not?)
Quote from: nyolc8 on October 03, 2014, 23:02
Btw is this possible to do in samp's pawn script? I mean... every server-side thing have small view distance... (or not?)
Yup, its possible :)
I scaled down the light in the tower so now it looks better from very close :P
Sadly the light beam itself needs to be this far from the tower to get rendered correctly.
[imgur]http://imgur.com/a/sOpps#0[/imgur]
I made the script to work only in night, so the light turns off and the rotating also stops at day, and starts at night. I don't know if I want to make it to check distance, because as I see, the searchlights in area69 doesn't checking distance either. (I can see those from everywhere too)
After 6 and before 20 hour:
[imgur]http://imgur.com/a/UFm2v#0[/imgur]
The light beam bugs for a half sec when the light turns off... I'll try to fix that. Also I didn't even tested how it looks when it starts to work at 20h. But after these things, I may release it :P
Quote from: nyolc8 on October 04, 2014, 13:45
But after these things, I may release it :P
:'(
Btw did you modified "color cycle" (or whatever it was called) too? For me it's really bright and buggy at the heat weather
Quote from: Wizzer on October 04, 2014, 14:10
Quote from: nyolc8 on October 04, 2014, 13:45
But after these things, I may release it :P
:'(
Btw did you modified "color cycle" (or whatever it was called) too? For me it's really bright and buggy at the heat weather
Don't worry I'll release it :D
I deleted colorcyc mod, it's too bright for everyone. And I have no patient to tweak that colorcyc.dat file.
I fixed the glitch when the light stops, but there is still a littlebit glitch when the light start up. I want to fix that.Fixed :D
Quote from: nyolc8 on October 04, 2014, 15:23
Quote from: Wizzer on October 04, 2014, 14:10
Quote from: nyolc8 on October 04, 2014, 13:45
But after these things, I may release it :P
:'(
Btw did you modified "color cycle" (or whatever it was called) too? For me it's really bright and buggy at the heat weather
Don't worry I'll release it :D
I deleted colorcyc mod, it's too bright for everyone. And I have no patient to tweak that colorcyc.dat file.
I fixed the glitch when the light stops, but there is still a littlebit glitch when the light start up. I want to fix that.
Fixed :D
You just made my day :D
Some images from far view just to see it's visibility (btw you can see the area69 searchlights too):
[imgur]http://imgur.com/a/NqZu9#0[/imgur]
So I'll make some test in actual samp (I just tested it in samp debug only yet lol) and I'll release it as beta :P
Light point at lighthouse top for project 2dfx:
[imgur]http://imgur.com/a/6hhmi#0[/imgur]
It's even works on samp welcome screen:
(http://i.imgur.com/2X7kGGC.jpg)
So epic!!! c:
Would it be possible to animate the area 69 lights?
Quote from: Wizzer on October 04, 2014, 16:42
So epic!!! c:
Would it be possible to animate the area 69 lights?
Thanks :)
There is already a mod for that: http://gtabyartginpl.blogspot.hu/2013/08/searchlights-in-area-69.html (http://gtabyartginpl.blogspot.hu/2013/08/searchlights-in-area-69.html)
But I don't know if it's work in samp or not.
I'll test if this searchlight thing can be used backward (so to light upward), if yes, I'll make other things too with this searchlight :P
Fuckyeah, it works for upwards too:
[imgur]http://imgur.com/a/9kmci#0[/imgur]
So I can make lights for the dam, or for buildings, or something, to get nice light effect for them. Also I can make them move on paths too.
Ideas? :D
edit: it can be wide too:
[imgur]http://imgur.com/a/5JroX#0[/imgur]
just to see it works on CT server too :P
(http://i.imgur.com/pCk8Njf.png)
This is so sweet nyolc, awesome job.. would be cool to have area 69 and lights on military base plus the lighthouses
I'll recreate this light at the top of the pyramid casino thing:
image1 (http://onlineslots-games.net/wp-content/uploads/2013/10/hdvegas.jpg)
image2 (http://www.bestfreejpg.com/wp-content/uploads/2014/08/las_vegas_night.jpg)
Quote from: nyolc8 on October 04, 2014, 20:13
I'll recreate this light at the top of the pyramid casino thing:
image1 (http://onlineslots-games.net/wp-content/uploads/2013/10/hdvegas.jpg)
image2 (http://www.bestfreejpg.com/wp-content/uploads/2014/08/las_vegas_night.jpg)
Cant wait!! O.o
Quote from: Ethan on October 03, 2014, 22:28
if you started to learn java/php/C++ youd be the next billionaire
I'm a billionaire?
Quote from: Hobo on October 04, 2014, 20:34
Quote from: Ethan on October 03, 2014, 22:28
if you started to learn java/php/C++ youd be the next billionaire
I'm a billionaire?
I know one of them, Can i be a billionare too?
Quote from: Chewbacca on October 04, 2014, 20:54
Quote from: Hobo on October 04, 2014, 20:34
Quote from: Ethan on October 03, 2014, 22:28
if you started to learn java/php/C++ youd be the next billionaire
I'm a billionaire?
I know one of them, Can i be a billionare too?
Nope since you know only one you can be a Killionare
Pyramid light, initial test script:
[imgur]http://imgur.com/a/TLHVX#0[/imgur]
I'll make some light to project 2dfx to get better look from far view. Sadly the cleo script generated light corona (the light point) only appears from closely.
added 2dfx lights for better far view:
[imgur]http://imgur.com/a/e3aan#0[/imgur]
edit, more images:
[imgur]http://imgur.com/a/Y8D18#0[/imgur]
Looks so awesome! :like:
Thanks :)
Merged the two scripts, so only one .cs CLEO file doing the lighthouse light and the pyramid light.
your draw distance is so awesome
I have no words how epic it looks.
I'll add more lights for this (I have the exact plan), but now I basically can't continue the work on it because there are some "X-files" thing going on with the code lol.
But don't worry, I'll release it somehow if I can't do it how I want. (If I can't make all lights into one script, then I'll release them as seperate script)
edit: script works in SP but not in samp... in samp, for some reason multiple animated lights getting bugged. In SP they work fine. So... sadly I can't make what I wanted.
[imgur]http://imgur.com/a/hqTZv#0[/imgur]
I just want something that gets rid of the clouds altogether.
Ive tried something called skybox but that seems like it disables all the weather anywhere you go.
You have two options to remove the "low" clouds:
- edit timecyc and make all clouds invisible by changing the alpha value of them one by one (pain in the ass work)
- replace the cloud texture in particle.txd with an empty png file
I searched for some solution by scripts but I didn't found anything.
Quote from: nyolc8 on October 08, 2014, 11:26
You have two options to remove the "low" clouds:
- edit timecyc and make all clouds invisible by changing the alpha value of them one by one (pain in the ass work)
- replace the cloud texture in particle.txd with an empty png file
I searched for some solution by scripts but I didn't found anything.
I dont know how nor want to try and edit timecyc, but what do you mean by empty? just open the file in paint.net and delete everything and then resave?
Quote from: Ethan on October 08, 2014, 19:05
Quote from: nyolc8 on October 08, 2014, 11:26
You have two options to remove the "low" clouds:
- edit timecyc and make all clouds invisible by changing the alpha value of them one by one (pain in the ass work)
- replace the cloud texture in particle.txd with an empty png file
I searched for some solution by scripts but I didn't found anything.
I dont know how nor want to try and edit timecyc, but what do you mean by empty? just open the file in paint.net and delete everything and then resave?
Yes, just an empty transparent image file.
great, when I load a transparent image into the txd using TXD workshop and go to save it, the program freezes... lmao
After you put the image into the txd, select it in the txd editor, press ctrl+p, and check use alpha, then make sure that the second text input (under name of the texture) contains the texture name and an "a" after it without any space. Then check compressed (it will say under that "dxt3" I think), and OK. Then save the txd.
did that and it still freezes after saving it is about 80% done.. and this is TXD workshop v 4.ob, the newest one I have
I have 4.5
:like: :like: :like: