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Topics - nyolc8

#31
Update 2014.09.08:
- fixed collision on right side (it was too wide, caused to hit things when visually not)
- dff smaller with 2kb :P xd

My new cement truck mod:
- supports imvehft (blinkers,brakelight,reverselight,wheel)
- supports extra door script by me (bonnet,batterybox,halfpipe at rear,ladder) DOWNLOAD
- dff only 770kb
- everything re-done, or made from scratch by me.
- extras
- two colors

Control keys info for extra door script (default):
"L" - open/close bonnet
"." - open/close battery box
"K" - open/close halfpipe first half
"," - open/close halfpipe second half
"Space + ," - open/close ladder

[imgur]http://imgur.com/a/FeZ65#0[/imgur]
[imgur]http://imgur.com/a/XI5BI#0[/imgur]

DOWNLOAD
Mirror
#32
Extra Doors CLEO Script by nyolc8

UPDATE 1.1.1 (2015.04.01)
- fixed a bug which can occur with sliding components

UPDATE 1.1 (2014.09.17)
- slider parts fixed
- parts controlable while driving the car
- when SAMP chat input active, parts will not move. (optional, remove "sampcs_helper.cs" if you want to move parts while chatting)

***

This script creates the possibility to make vehicle models with more controlable parts. You just stand near the vehicle and press the specifc key to control the elements.

script supports 12 moveable parts:
- 2 left sliding object (default key: "I", "Space+I")
- 2 right sliding object (default key: "O", "Space+O")
- 2 left opening door (default key: ",", "Space+,")
- 2 right opening door (default key: ".", "Space+.")
- 2 bonnet-like door (default key: "K", "Space+K")
- 2 boot-like door (default key: "L", "Space+L")

Configuration:
You can change some options in the extra_door.ini file. Check the file for more information.

***

How to create vehicle to support this script:

1. Create a dummy for the specific part
Left Door: "dl_dummy"
Right Door: "dr_dummy"
Bonnet-like Door: "df_dummy"
Boot-like Door: "db_dummy"
Left Slider: "sl_dummy"
Right Slider: "sr_dummy"

To create the second one (which controlled by the "Space+KEY" method) from each, name it like "dl2_dummy". So put a "2" after the first two character.

2. setting the object itself
After you created the dummy, place the object itself into it, and name the object like this scheme:
"cfg_AA.A_BB_C"

AA.A = means float value, so for examle if you want to rotate a door 60 degrees, then specify it like "60.0"
BB = means the animation steps. This value changed the animation speed and smoothness as well. Setting it to "1" causes no animation at all.
C = it can be "1" or "0". This enables sound effect for that specifc part on opening/closing.

So if you want for example an extra openable door, then this is the structure:
+ dl_dummy
>> cfg_60.0_12_1

***

Version 1.1.1:
DOWNLOAD
Mirror
#33
Here's the idea:
A random AI or even static character spawns at some random places, next to the road like a real hitchhiker, with an arrow indicator over it or something, also it would appear on map too. You can stop next to the character, then a confirmation window appears, which shows you where the guy/girl want to go. You can accept or decline the "mission". It would available even while you're in a normal mission. When you deliver the guy/girl to it's destination, you would get some extra money or health(ifyouknowwhatImean). (This could be an achievement thing too.)
#34
Mod Showroom / Cement v2
August 18, 2014, 13:15
I know it's not that much yet, but started to reshape more realistically my cement truck mod. It will have more real curvy chassis. Only the hood got real work yet. I'm planning to do the hood to be opened with my new door script to make it open real (so the whole front would open up), but I'm not sure yet.

[imgur]http://imgur.com/a/SaRQC#0[/imgur]
#35
I just made this gui in photoshop, I wanted to make it a littlebit more clean.
[imgur]http://imgur.com/a/lrVcV#0[/imgur]

If someone like it, then:
Download
Install: Rename the image to "sampgui.png" then copy it to gtasa folder. (but first, make backup from original)
#36
Maps / Mapping, maybe a club base.
August 04, 2014, 19:38
Unfinished, especially near the lighttower. I just started it.

[imgur]http://imgur.com/a/eGxnk#0[/imgur]
#37
latest version: 1.4.2
changes:

- bugfix: opcode error/crash fix

1.4.1
changes:

- bugfix: engine brake only worked if you enabled airbrake
- bugfix: engine brake volume was the same as airbrake volume
- bugfix: engine brake sound doesn't stopped when you hold down brake, and engine brake even played when the truck stopped and started to going in reverse.
- NEW FEATURE: smoke when engine starts up (suggested by abeceda)

1.4
changes:
- renamed global variables
- CLEO 4.0 included to fix jakebrake sound problem

1.3
changes:
- code optimalization -> smaller script file size
- package contains required cleo plugins

1.2
changes:
- airbreak, jakebreak sounds (volume can be changed, also with "0.0" it can be disabled)
- you can set less smoke when going forward
- you can specify on what vehicles you want to run the script

1.1
changes:
- both script rewritten, completely new structure, now they should use much more less resources.
- less smoke comes in reverse

diesel_smoke.cs features:
- black smoke on accelerating from diesel vehicles
- smoke only comes if truck stopped or truck going slowly (configurable maxspeed in diesel_smoke.ini file)
- you can specify excluded vehicle models in diesel_smoke.ini file (for example if you want smoke on Roadtrain but not on Petrol Tanker truck, then you can exclude Petrol Tanker truck model and then it won't ommit black smoke. Handy if you have some modern truck mod and you don't want black smoke on it.)
- You can specify the particle effect to be used as diesel smoke in diesel_smoke.ini file.
- Smoke (but not that much as going forward) when reversing (can be disabled in diesel_smoke.ini file)
- Airbreak, Jakebreak sounds, you can specify volumes
- you can set more or less smoke
- you can set on which vehicles you want to run the script

bad_engine.cs features:
- cars ommiting black smoke on accelerating when they conditions are below of the specified value (configurable in bad_engine.ini)
- You can specify the particle effect to be used as diesel smoke in bad_engine.ini file.

The two script works without eachother, so if you don't like one of them, you can just delete it.

Requires CLEO 4.0, on newer versions, audio (and maybe other things) will fail.

Requires these CLEO(4) plugins:
- IniFiles.cleo
- IntOperations.cleo (I'm not sure)
- newOpcodes.cleo (also plugin.dll in root gtasa folder)

(These CLEO plugins are should be there by default.)

The effect.fxp and effectPC.txd files are from "active dashboard", but effect.fxp is modified by me, to make the diesel smoke more real, also made some other effects better then it was (reduced/removed crazy-high values for some particles).

Images:

[imgur]http://imgur.com/a/T5Ls8#0[/imgur]

Video:


(the door opening part is not yet released)

DOWNLOAD
Mirror

Bad engine script: Download mirror 1 | Download mirror 2
#38
Update: fixed a folder placement which caused game crashing (thanks abeceda for the report). I just put the folder to wrong place when I made the package... :-[ Now it should work without crashing.

DOWNLOAD

These are the files that I use for my graphics:
Download
IVF NOT included.

INFO:
These are NOT made by me, I just use them, modified them for my taste.

- ENB setting is partly made by me (don't know where I downloaded the original from, sorry)
- all mods configured for my taste
- far light coronas are there for WC and for MC too.

What changes:
- sunflare
- lights reflection on ground
- enb shadows,reflection on cars
- far draw distance
- grass, vegetation in samp (with samp_fix)
- better smoke effect, smoke stays much more longer
- lights to various objects
- far light coronas
- NEW: black smoke for about a second on accelerating on diesel vehicles
- etc...

Install:

1. Make backup from these files:
- gtasa.exe
- /models/effectsPC.txd
- /models/effects.fxp
- vorbisFile.dll
- vorbishooked.dll

2. Copy the "to_gtasa_folder" content into your gtasa game folder.

3. Import dff files from "dff_into_gta3.img" folder to your gta3.img with "Alci IMG editor". (these dff files adding light coronas for bridges - blue lights to SF bridge and in WC - and stuff)

4. start up samp_fix, then start samp and play the game, press F12 while in game to enable vegetation and sun. (you can configure what you want, in samp_fix)
#39
Mods / [Release] RoadtrainV2 by nyolc8
July 25, 2014, 17:36
My modded-modded roadtrain :D

- totally re-shaped
- IVF (steering wheel, lights, fan)
- better cornering (not much but noticable)
- interior, enterable
- two colors
- colored rims
- driver shader with "/boot" command

Note: I found many bugs today (I fixed those), so handle this as a beta. May contain more bugs. If you find any bugs, please let me know.

[imgur]http://imgur.com/a/66ZJb#0[/imgur]

DOWNLOAD
Mirror
#40
Mod Showroom / Roadtrain v2 work started
July 20, 2014, 14:55
So the main change in this v2 is that the whole truck scale and sizes will be changed to make it more realistic. I think the default rdtrain is way to bulky and too wide. It's just not realistic... so I make it to like this (only the front scales changed yet):

[imgur]http://imgur.com/a/WOsen#5[/imgur]

Other plans:
- IVF
- sleeper(with interior) and non-sleeper version
- refine/change everypart of the truck to make it more realistic
#41
People who use vehicle that have extras, could select the desired "extra" for that vehicle with /rm command.

For example if the player have original artic1 and he want a specific ad on it's side: "/rm artic trailer 1 extra4"
Blue: command
Red: vehicle name
Orange: extra part ID or name

So in this example the player could choose which logo he want on that trailer. But this is just an example, it would be also handy for people with mods, and on any cars with extra parts.

(I don't know if this possible in samp scripting, just came into my mind because now I'm spamming /rm over and over again to get desired extra part. I think it would be useful for other people too.)
#42
Mods / nyolc8's mods
July 17, 2014, 14:32
Truckpack
[spoiler]
Download

Note for Linerunner:
There is an only dff changing version for people who useing texture hacked exe to get chrome in SAMP. If you using a simple exe, then you need to use the dff and the txd too from the linerun_chrome folder.

[imgur]http://imgur.com/a/SM5vs#0[/imgur]
[/spoiler]




Tampa
[spoiler]
Download

IVF compatible

[imgur]http://imgur.com/a/JAOHD#0[/imgur]
[/spoiler]




AT-400
[spoiler]
Download

Notes:
Because of the last two bugs I recommend ONLY LIFT UP IF NOBODY ELSE ON THE PLANE ALSO DON'T CARRY ANY VEHICLE INSIDE!!!
When the plane is on the ground then no problem carrying other people or vehicle.

[imgur]http://imgur.com/a/zQq1n#0[/imgur]
[/spoiler]




Christmas truck
[spoiler]
Download

[imgur]http://imgur.com/a/ft1jH#0[/imgur]
[/spoiler]




Coach
[spoiler]
Download

IVF

[imgur]http://imgur.com/a/Chjpl#0[/imgur]
[/spoiler]




Elegy
[spoiler]
Download

IVF

[imgur]http://imgur.com/a/P5OGl#0[/imgur]
[/spoiler]




Flatbed, Barracks
[spoiler]
Download

[imgur]http://imgur.com/a/0vpZR#0[/imgur]
[/spoiler]




Policepack 1
[spoiler]
Download

[imgur]http://imgur.com/a/8pzXH[/imgur]
[/spoiler]




Caprice pack
[spoiler]
Download

IVF

[imgur]http://imgur.com/a/omyNa#0[/imgur]
[/spoiler]




Towtruck
[spoiler]
Download

[imgur]http://imgur.com/a/Kd8lM#0[/imgur]
[/spoiler]




Trashmaster
[spoiler]
Download

[imgur]http://imgur.com/a/kMSHP#0[/imgur]
[/spoiler]




Tuned petrol and trailer
[spoiler]
Download

IVF

[imgur]http://imgur.com/a/auLq3#0[/imgur]
[/spoiler]




Cabover Petrol tanker
[spoiler]
DOWNLOAD
Mirror


Roadtrain friendly edition, download: mirror1 | mirror2

Linerunner friendly edition, download: mirror1 | mirror2

IVF

[imgur]http://imgur.com/a/VwGfa#0[/imgur]
[/spoiler]




14in2 trailer
[spoiler]
Download
Mirror

IVF

[imgur]http://imgur.com/a/HvgkR#0[/imgur]
[/spoiler]
#43
Update 2014.07.31:
- fixed white curtain in sleeper
- fixed the rivets on front

Update 2014.07.18:
- fixed transparency glitch on cabin windows
- fixed transparency glitch on steering wheel axle
- cabin windows transparency tweaked

Here it is:
- IVF compatible (blinkers,breaklights,foglights,reverse lights,steering wheel)
- sleeper cabin enterable from back
- some extra parts
- two colors
- screen images are easy replacable with txd editor
- cables can be lifted with "/boot" command.
- extra cabin illuminated all the time (diffuse lightning)
- same physics as original petrol
- small filesize (dff is 684Kb)

[imgur]http://imgur.com/a/VwGfa#17[/imgur]

DOWNLOAD
Mirror

Roadtrain friendly edition, download: mirror1 | mirror2

Linerunner friendly edition, download: mirror1 | mirror2

knows issues:
- if you are on an additional mapping (for example: Wet County) the camera won't zoom in if you go inside your truck. Don't ask why... :| :D
#44
Mods / ENB water fix for SAMP!!!
July 12, 2014, 15:09
I just found this today on some gta site (will find it again to link the site here too) and it should fix the ENB water effect on SAMP. Can anyone test this? It's just an asi script. I tested and didn't worked for me. SAMP just crashed on loading screen. Maybe because I have some exe/mods that doesn't compatible with this. If it's working for someone, please share your game exe version and mods that you used.

Download the fix


edit:
WORKS! Just turn off flickr.asi to get it work!


edit2: okay, it's really buggy, for me it randomly works and randomly dissapears, also it affects the whole game visual somehow... maybe it's just because some of my mods...
#45
Mod Showroom / Petro reloaded
July 11, 2014, 13:35
Just came into my mind... This is just an 5-10min work, just to show my idea. I just deformed my petro mod. I would make it nicely don't worry :D
[imgur]http://imgur.com/a/LI1Ao#0[/imgur]
[imgur]http://imgur.com/a/T31ri#0[/imgur]
#46
Update 2014.07.17:
- License plate lightning.

[imgur]http://imgur.com/a/RFPzm#0[/imgur]

Download


So this is my latest mod, 14 trailers in 2 trailers. How is it works? Trailers randomly changing it's content on reload/respawn. By this we can have 14 trailer variation on just two trailer. Made to match the game original graphics. If you waiting for ultra-mega-highpoly models, you gonna have a bad time...
The 14 trailer pack is just ~2 Megabytes! So it's performance friendly.

This is what you get by replacing the two trailers:
[imgur]http://imgur.com/a/HvgkR#0[/imgur]
(almost all images made without enb, sorry for some dark image, it got night in the game while I did the screenshots)

Known issues:
- trailers rear sometimes starting to "vibrate" sideways very-very little.
- trailer legs go through roadtrain rear a little when doing sharp cornering, sorry I had to move the legs forward.
- 3axle trailer wheels making skidmarks on the ground when cornering, it's because of the extra axle.

DOWNLOAD
Mirror

Enjoy!
#47
Mods / Truckpack by nyolc8
January 17, 2014, 16:02
Because the truckpack topic got deleted (a mod/admin locked it for some random reason and then it got removed in forum cleaning) and many of you guys requested the link, I recreated the topic to be able to download it.

Download: https://mega.co.nz/#!Ht4nmCSK!dF2k8AuihHdGSSDRT12VCVNKpEo6teiNW5J4vQcYa1M

I'll post images and stuff when it gets updated (don't know when).
#48
Mods / artict1 long(v2) by nyolc8
December 13, 2013, 14:03
artict1 v2 - some modifications since v1:

-longer (wheels moved backward too, collision modified too)
-made the side shape cleaner (less poligons)
-rearranged rear bumper area
-double-bar side bumpers, spare wheels behind side bumpers
-every wheel got it's own fender now
-re-uvmapped extras (ads) textures
-fixed a bug: artict1 looked like artict3 when you looked to it from far (LOD)
-useless (not visible) poligons removed
-ads/no_ads versions

[imgur]http://imgur.com/a/u0Xyx#0[/imgur]

UPDATE:
-rearbumper area modified again
-axle types: 2axle, 3axle, splitted 2 axle
-ads/no_ads version of each axle type

[imgur]http://imgur.com/a/tqieh#0[/imgur]


Download
#49
Mods / [Release] Christmas truck by nyolc8
December 10, 2013, 18:00
[imgur]http://imgur.com/a/ft1jH#0[/imgur]

-every light works without any mod needed
-animated lights
-christmas lights are always on
-petro and artict1

Download

Remember it's made just for fun, so I won't do anything more with it :P
#50
GTA & SA-MP / New ENB being developed for GtaSa
December 06, 2013, 10:52
I just found this thing at enbdev site and I thought I share the info: http://enbseries.enbdev.com/forum/viewtopic.php?f=2&t=2592
It's a few days old enb that is only for testing purposes. As you can see in the topic the dev guy even updated it since then. It doesn't contains any effects beside shadows, depth of field (and new lensflare-like effect), and (I tested and) it's pretty laggy for me, but nice to see that enb is not over for gtasa. With 0.158, anything was transparent in samp, but with this 0.238 beta everything appears again in samp. Hoping for some good release... :D
#51
Basically cut my modified copcarru half, and made the middle section longer, removed police things, and started to make rear doors. It will have some differences from copcarru, but I only worked on this ~30-50min yet.
[imgur]http://imgur.com/a/TW0bA#0[/imgur]

plan:
-one big antenna on roof
-new wheels
-black(or darker silver) grill
-imvehft lights
-bar under doors
-dark windows
-(maybe) extra reflectors at front bumper
-illuminated rear plate
-thin second color line at side
#52
Mods / [Release] Coach modified by nyolc8
November 29, 2013, 14:42
So here it is:
-totally reshaped chassis
-two colors, the whole chassis paintable, rims getting primary color
-added openable/damagable rear bonnet (/boot)
-extra indicator lights
-interior lights
-see throught windows
-imvehft lights
-scratch-made rims
-2nd axle have double wheels
-slightly modified collision (now the collision is not wider than the actual chassis)
-illuminated rear license plate and front service table (controlled by headlights)
-other small parts

[imgur]http://imgur.com/a/Chjpl#0[/imgur]

Download
#53
There are 3 "Tierra Robada" named fuel stations now, and I think it can be confusing (and it confused me a lot of time). My suggestion (if possible) is to rename them to:
- Las Barrancas
- Tierra Robada
- El Quebrados

(+1 I also suggest to rename the valley fuel station from "Red County" to "The Valley")
#54
Mods / [Release] AT-400 modified by nyolc8
November 21, 2013, 11:17
So here it is, the at-400 modified by me:
-full interior
-plane accessible throught the front gear (just one jump on the wheels and then run into the plane)
-player won't fall down to the ground when exiting from the plane (so you can walk back into the plane throught the door if you want)
-player can walk throught the emergency doors to the wings
-added many extra lights, modified the stock beacon lights
-vertex lightning

[imgur]http://imgur.com/a/zQq1n#0[/imgur]

"bugs" (restriction of game engine):
-in some weather conditions(or maybe with some timecyc), the interior gets "super-bright"
-only the second color gets applied (to the logos and to the lines)
-if you carry another player with the plane, it gets bugged and the other player "brakes" and damages the plane which leads plane to crash into the ground
-if you carry a motorbike (or anything) on the plane, the plane can randomly explode

Because of the last two bugs I recommend ONLY LIFT UP IF NOBODY ELSE ON THE PLANE ALSO DON'T CARRY ANY VEHICLE INSIDE!!!
When the plane is on the ground then no problem carrying other people or vehicle.

Download
#55
I made some random (dark style) screenshots, I'm still in love with the far lights (project 2dfx) mod :D
[imgur]http://imgur.com/a/7HYXG#0[/imgur]
(I know I should turn off chat, but I made these without thinking :D)

I'll post my screenshots in this topic from now.
#56
I think the weather report command should work something like this:

Examples:
/13 ?bonecounty -->  Weather Report Request @ bonecounty
/13 rainy  -->  rainy Weather @ Bone County

so with "?" in the front it would be the "asking command", and without it, it would be the "answer command", and the answer command would have the player's place who wrote it.

I think it would be more understandable for new players, and also it would be easy and fast to use this command.

Basically almost nobody use this now because it doesn't contain place, so it's basically useless. It's more easy to report weather now with /h than with the actual /13 (which is made for weather) command... ::)
#57
Mod Showroom / My newest experiment
October 31, 2013, 15:56
I just managed to make lighted numberplate, which DOESN'T require any additional script or mod or texture!
It turns on/off with the lights like it should.

[imgur]http://imgur.com/a/LZACV#0[/imgur]

I'll modify my mods to include this.
#58
Mods / The caprice-like pack +CopcarVG
October 14, 2013, 12:10
So here are the caprice look-a-like cars updated and also premier, and copcarvg updated as well.

[imgur]http://imgur.com/a/omyNa#5[/imgur]
(images made in mta without enb and without imvehft)


- all cars imvehft compatible
- copcarla have a "searchlight" which can be enabled (imvehft - foglight)
- all cop cars have different branding to make them more different
- taxi sign lights up (imvehft)
- better light textures with imvehft
- more light turns on even without imvehft
- added many stickers to the cars
- slightly modified rims (the chrome in the middle)
- managed to add tall antennas/aerials to the cop cars without any camera problem

Download
Just replace the dff and txd files.
#59
Mod Showroom / This will come after coach
October 13, 2013, 19:16
[imgur]http://imgur.com/a/IiXB1#0[/imgur]

- enterable
- body front, body rear, wings reshaped
- engines repositioned, and reshaped
- it will be retextured (it will get an airline brand, new seat textures, new interior textures)
- door will be smaller (more realistic)
- trying to make it imvehft compatible with landing reflectors (imvehft registers the dummys but it don't want to work...)