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[WIP] The Sims MTA


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looks good man

I noticed you said You will be using the clothes also

as in are you going to

create them where they are custom items

for example without doing a bunch of code

blah blah itemID equals number blah blah CJclothes id blah blah

or are you just going to be using CJ plain out and thats it?

anyways God Bless All !!!!!!!

( Jesus Christ is Lord and Savior )

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looks good man

I noticed you said You will be using the clothes also

as in are you going to

create them where they are custom items

for example without doing a bunch of code

blah blah itemID equals number blah blah CJclothes id blah blah

or are you just going to be using CJ plain out and thats it?

Actually, I'll use CJ skin as default because as far I know, we can't set the CJ clothes to another skin.

But If one day it's possible, I'll make sure that feature will be added.

Looks very great ! That's exactly what I was expecting.

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looks good man

I noticed you said You will be using the clothes also

as in are you going to

create them where they are custom items

for example without doing a bunch of code

blah blah itemID equals number blah blah CJclothes id blah blah

or are you just going to be using CJ plain out and thats it?

Actually, I'll use CJ skin as default because as far I know, we can't set the CJ clothes to another skin.

But If one day it's possible, I'll make sure that feature will be added.

Looks very great ! That's exactly what I was expecting.

But, this means that you'll only use the CJ skin? that'll be quite weird :P.

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I have an idea about the clothes, here are the original GTA SA cj clothes: http://www.vr-gaming.com/fisiere/costumcj.zip (thanks to golanu21) . You can replace some models with cj clothes, and then use some attaching function to attach them to normal Peds. If you want me to help you, i can sort them out and replace some models, and make a list of clothes.

Clothes models need to animate with the peds, it's not just attaching models to peds, they need to deform as the ped walks.

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  • 2 weeks later...

he videos are already stabbed me in the eye.

The idea is great.

However, the graphical implementation is disastrous.

That would be the only criticism.

=> Pictures are badly placed to each other (with integers work at DXDraw)

=> The images themselves have been poorly implemented. (Gaps, over-scaling, soft edges)

=> The "Photoshop models" are strangely very pixelated. (Which version are you using? CS2?)

Especially when small improvements here are still to be seen, I will a small fan of this game mode. That is beyond question. I support everything that is new! :)

3SFH1.png

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he videos are already stabbed me in the eye.

The idea is great.

However, the graphical implementation is disastrous.

That would be the only criticism.

=> Pictures are badly placed to each other (with integers work at DXDraw)

=> The images themselves have been poorly implemented. (Gaps, over-scaling, soft edges)

=> The "Photoshop models" are strangely very pixelated. (Which version are you using? CS2?)

Especially when small improvements here are still to be seen, I will a small fan of this game mode. That is beyond question. I support everything that is new! :)

3SFH1.png

Thanks for those feedback.

=> Pictures are badly placed to each other (with integers work at DXDraw)

Don't understand what you mean by badly placed. Ergonomics?

=> The images themselves have been poorly implemented. (Gaps, over-scaling, soft edges)

Yes, sadly when I made it I didn't pay attention to these small over-scaling.

For the edges of each image, I still not understand why it happens. I've tried every solutions (image size power of 2, textureEdge to clamp as say wiki) but it would not be perfect as in the Photoshop file.

It 'll never looks like in the Photoshop. I'm trying to get closer the most of the perfection but it wouldn't be perfect.

=> The "Photoshop models" are strangely very pixelated. (Which version are you using? CS2?)

It's because I resize the picture before post it in the forum.

There is the original one ( http://puu.sh/48PA9.png )

48PA9.png

And I'm using Adobe Photoshop CS3.

Anyway thanks everybody for your support.

Regards,

FatalTerror.

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FatalTerror, you have not failed to impress me. It's absolutely phenomenal, I have a million questions to ask you and a million things to say to you. So expect a nice looong PM :)

I love this.

Thanks, i'll be happy to answer to each question ;-)

Hmm.. It's badly placed, that's right. Look at Shop and Family icons.

It's not a big deal. As I said in my previous post, it would never look the same as in the Photoshop model.

So hi there,

I've finish the world generator some hours ago and I would to share this with you.

The first thing that you can see is the dirty code that I've made.

I think it could be better and more simple with a better logic in the code.

If you have free time and want to contribute, you can here:

https://github.com/WilliamDASILVA/thesimsmta-worldgen

(Thanks again 50p for 3D models)

  
  
-- Generate world 
addCommandHandler("pos", 
function(player, cmd) 
    local x, y, z = getElementPosition(player) 
    outputChatBox(x..", "..y..", "..z) 
end) 
  
  
World = { 
    objects = {} 
} 
  
  
  
function World.generate(dimension) 
    if dimension then 
        for k = 0, dimension do 
            if k%2 == 0 then -- Si la ligne est une ligne est pair 
                for i = 0, dimension do 
                    if i == 0 then 
                        -- createObject(2671, -15,13.5, 50, 0, 0, 180) 
                        if k == 0 then -- Si le coin, on met un qui tourne 
                            createObject(2671, 
                                                    i*(-15)-15, 
                                                    (13.5*k)+13.5, 
                                                    50, 
                                                    0,0,180 
                                                    ) 
  
                        else -- Si ce n'es pas un coin, on met un T 
                            createObject(2674, 
                                                    (( i*15)-15)-15/2, 
                                                    (15*k)+6, 
                                                    50, 
                                                    0,0,90 
                                                    ) 
                        end 
                    -- elseif i == dimension then 
                        -- outputDebugString("Last"..i) 
                    else 
                     
                        if i%2 == 0 then 
                            if k == 0 then -- Si c'est le premier de la ligne, on met le T 
                                createObject(2674, 
                                                    (( i*15)-15)-15/2, 
                                                    6, 
                                                    50, 
                                                    0,0,180 
                                                    ) 
  
                            else -- Sinon, c'est que c'est un dans le milieu alors on met on + 
                                createObject(2672, 
                                                    (( i*15)-15)-15/2, 
                                                    ((k*15)+6), 
                                                    50, 
                                                    0,0,180 
                                                    ) 
                            end 
                             
                            if i == dimension-1 then -- Creation du dernier T de la ligne 
                                if k == 0 then 
                                 
                                else 
                                 
                                    createObject(2674, 
                                                        (i*15)+7.5, 
                                                        (k*15)+6, 
                                                        50, 
                                                        0,0,270 
                                                        ) 
                                end 
                            end 
                        else 
                            -- routes verticale 
                            createObject(2673, 
                                                (i*15)-15, 
                                                (k*15), 
                                                50, 
                                                0, 0, 90 
                                                ) 
                                                 
                        end 
                         
                        if k == 0 then -- Si dans la première ligne et dans la dernière colone, on met un qui tourne 
                            if i == dimension then 
                                createObject(2671, 
                                                        (i*15)-15, 
                                                        13.5, 
                                                        50, 
                                                        0,0,270 
                                                        ) 
                            end 
                        end 
                    end 
                end 
            else -- Sinon, la ligne est impair 
                for i = 0, dimension do 
                    if i%2 == 0 then -- Si c'est pair 
                        if i == 0 then 
                            createObject(2673, 
                                                    0+((i*15)+1.5), 
                                                    (k*15)-1.5, 
                                                    50, 
                                                    0, 0, 0 
                                                    ) 
                            -- On crꥠaussi celui qui est au point 0 
                            createObject(2673, 
                                                    (-15)+(-13.5), 
                                                    (k*15)-1.5, 
                                                    50, 
                                                    0, 0, 0 
                                                    ) 
                        else 
                            createObject(2673, 
                                                    0+((i*15)+1.5), 
                                                    (k*15)-1.5, 
                                                    50, 
                                                    0, 0, 0 
                                                    ) 
                        end 
                    else -- Impair, on met rien 
                         
                    end 
                end 
            end 
        end 
    end 
end 
  
function World.resStart() 
    World.generate(9) 
end 
  
  
  
--[[ Events ]]-- 
addEventHandler("onResourceStart", getResourceRootElement(getThisResource()), World.resStart) 

There is the actual result:

Regards,

FatalTerror.

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Nice to see some progress. For generating maps, I'd use some sort of tile based system like in some old games (mainly 2D games, eg: Mario Bros). It'd be easier for you to edit the maps later. To do that, you can have tiles of size 15x15 (if I remember correctly, that's the size of X junction), then just place specific model in specific tile with rotation if necessary.

This is my map creator for my flash game (the final project in college):

level_creator_grid_based.png

To save the maps you can use tables:

-- 0 = empty space; could be replaced with grass (15x15 plane with texture of grass) 
-- 1 = straight road 
-- 2 = X junction 
-- 3 = corners 
-- 4 = T junctions 
map = { 
    { 3, 1, 1, 1, 4, 1, 1, 1, 3 }, 
    { 1, 0, 0, 0, 1, 0, 0, 0, 1 }, 
    { 4, 1, 1, 1, 2, 1, 1, 1, 4 }, 
    { 1, 0, 0, 0, 1, 0, 0, 0, 1 }, 
    { 3, 1, 1, 1, 4, 1, 1, 1, 3 }, 
}; 

As you can see it's simple to edit maps. You could replace each number in this table with another table { tileNumber, rotation }, so that you know that you need to rotate that specific tile.

If you need to you could replace 0 with flat plane to create grass. You can google how such system is made if you don't understand, but it'd be much easier for you to edit maps in the future.

These are just my suggestions. If you need any more models just give me a shout. Good luck with the project!

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