Jump to content

rt2

Members
  • Content Count

    16
  • Joined

  • Last visited

Community Reputation

0 Neutral

About rt2

  • Rank
    Square

Details

  • Gang
    FFA
  1. rt2

    "skin" tutroial?

    kams script for 3ds max. - Gotcha. 2000 poly mark - Understood. 512^2 - understood. default ped textures are 128x256. - Loud and clear, There's a happy compromise between what you're capable of making, and what GTASA typically looks like. - understood from my work with Dawn Of War Modding.
  2. rt2

    [REL] race_huntbot

    Thankyou good sir, this information has been most helpful. I cannot share with you enough the appreciation at your work and its capacity to be able to give me ideas for the MTA:SA engine. I will study teh scripting harder and see if I can find a way to create the aforementioned ideas. Thankyou very much.
  3. rt2

    MTA:SA 1.3 Themes?

    thanks for bringing me up to speed Andromeda. I really appreciate it. In my noob understanding I thought that the maps/skin/scripts could be loaded into a folder on the client.
  4. rt2

    "skin" tutroial?

    I am curious about the creation of "Skin" in GTA:SA/MTA:SA. I have a few ideas about skins that would be fun. and dynamic enough to use the zombie scripting, but not as zombies. What is the poly roof for the skin creation? What is texture max size and parameters? What import programs are used for MTA:SA Have 2ds max 6/7/8 milkshaps blender deep exploration POV raytrace Have gimp PSP 7 Photoshop cs? Fireworks MS Paint Have win 7 Vista Xp many of them 98 95 many linux versions over the past decade or so. Have notepad Hex many of gcf explorer Doing Dawn of war mod
  5. rt2

    MTA:SA 1.3 Themes?

    what if a map pack was made available for download? would the server be able to recognize the patch in the client? I got dodgy G3 dsl. I am noob and don't understand server client needs that well yet, or at all. using 7zip max compression? For large DL, I go to internet cafe and DL it to thumb drive to bring home. I have had to do this a lot in Dawn of war modding as the compressed mods are around 1Gig.
  6. Great mod, leaving me with plenty of questions about how to modify the scripts for many other AI mods. Zombie Cash script was great thanks. As a noob I have to ask is the script able to be modded for zombies to carry weapons for a BF2 style of play? Are the Zombie able to capture flags to allow zombies to spawn in that region like is done in BF2 style? As well as ideas around zombies capturing sections of SA and overtaking the map, IE CTF against zombies. Spawning randomly is good, but this addition would slow down the randomness and give a better gameplay.
  7. rt2

    MTA:SA 1.3 Themes?

    With regards to using SA a a BF2 Map, would you have to use the towns and installations and certain notable buildings as flags in a ctf style of gameplay? t6hat way there would be an unending area to try and overtake control of, meaning games wouldn't finish in an hour. and possibly setting the team death limit in the 10s of thousands, Also on this scale the armour version would be more appropriate also.
  8. rt2

    [REL] race_huntbot

    As a noob, I must as the question if this could be used with a hire interface in some locations in the MTA:SA map, to hire bounty hunters for other players? Can multiple hunters run simultaneously? Can the Bounty humters be based on different vehicles/peds depending on the amount you pay for the bounty? Could you use bounties from several different faction in MTA:SA, when AI is included more affluently. IE Hitman ped Ballas Bounties, Ballas single ped/Ballas Car with 4 peds/Etc... Police person/police biker/police cars/choppers/SWAT Military service officer ped/humvee with peds/Attack
  9. rt2

    MTA:SA 1.3 Themes?

    I'm working on DOW at the moment, used max 6/7/8... which version of max are you trying to use the BF tools with? The tools are bound to be calling on maxscript from a certain version of max. I was thinking of a way to integrate the maps into SA main map, and the best way I could think of was having the carrier have doors that would lead you to the maps, where you would spawn on the carrier, Wake island much? Also it might be possible to have a transport plane in MTA:SA that could go through a "circle" in the air around SA and have it parachute you into the none sea maps. Alternately you
  10. rt2

    MTA:SA 1.3 AI Enabling

    As a noob, I have to ask if the ai uses the paths and the amount of paths is substantial due to the size of the map? I might be smart to use the gps mod to gather co-ordinates for paths, Is there s way to refer to ai and paths from the GTA:SA game set?
  11. rt2

    MTA:SA 1.3 AI Enabling

    Okay an expansion of that. Would I be able to load ViCE city Map with a marker on the ocean? I am assuming like the GTA:SA we can load Maps in MTA:SA, with objects and interactivity inside?
  12. rt2

    MTA:SA 1.3 Themes?

    Hitman contracts? For MTA:SA would be excellent as a list of hit scrips that could be cycled through on random Persons. MIB? I see a suit and a setup might just be a new set of weapons and Models for aliens? XCOM? a set of armored persons that are responsible for the removal of a series of alien invaders. These are just questions as I am still new to this engine modding through MTA:SA.
  13. Just a couple of themes I was wondering if people had attempted as resources for MTA:SA. ArmyMen? as Immature as it may seems the same type if controls are in the MTA:SA 1,3, and I have a good group of gamers that would like to explore this new interface with the ArmyMen theme. Syndicate? Trench-coat, beret wearing cyborg enhanced humans. As some of the Gang gameplay would be useful for this if you could upgrade your Gang to a set of weapons. If the AI could be able to chose weapon based on range and target, Vice city Map? Yes I have played Vice city through and I was wondering if this map
  14. rt2

    MTA:SA 1.3 AI Enabling

    Is there a way to use the ai for people and vehicles as used in GTA:SA? Further is there a way to enable all shops used in GTA:SA? I have the zombie script and a few mates with good pcs, And I wanted to try a bit of left for dead SA style. Like wise and try a bit of Need for speed SA. I see counterstrike module and wanted to try a full counterstrike SA. Etc.... Once again thank you for any time.
  15. rt2

    Co-op MTA:SA 1.3

    thank you very much.
×
×
  • Create New...