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GTA SA Marvel Avengers - Hulk

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enjoy these pictures..  :D until now, is really nice....

C++, VB, C# & GTA San Andreas

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If you want to use some programming language, besides CLEO, then, you'll like these. what about if we move forward using other programming language? what do you need? Know some programming language. Visual Studio -any-  (recommended) or any program that can compile class library. A lot of patience & perseverance.

Working on...

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ok, I'm going to show you a little something that I've been working on. Mei Terumi InGame custom costume to do, something different...

GTA SA LOD Map Files Tutorial

what is LOD ? LOD  models are the low  level of detail  versions of the original models. This is what you see loaded far away. As you get closer to the LOD model, it should change to the original model if it has one. take note; They are Low Level Detail!! why do I did it like so?  basically I only copied the original Model. answer: THIS is a TUTORIAL. I'm teaching you how to put LOD models successfully. You need to use your SKILLS to create the Low Level Detail of your models. Why is necessary to do that? it works like is shown in the video. answer: if you do it like so, you'd screw your game, because that means that the engine will load 2 high resolution models for each model!!! use common sense, use the LOD models, only for the "base" map, there is no need to overload the game. I'll upload a Plugin, which allows to have More IMG files. To avoid your game closes. Go to my ARCHIVE (top-left side)    ->  Map Files Folder you'

Useful Snippets

here is a list of some snippets that I used... NOTE:  Snippet = part of code!              this is not a full working script! I hope this could be useful for you.... ;) GTA SA Check Car Immunities Display Car name by scm function Change Color race checkpoint Get Player MAX breath Subtract Money function Player rotate  without weapon Save objects in Memory Pool  // CLEO 4 Get Angle Between Points function Get CAR Exhaust Pipe Offset CODES

Obito KAMUI

we have more than 1 year working on this, because I stopped coding for SA. it gave us a lot of problems this thing... but finally here is... You can find it, in my ARCHIVE as Obito Kamui How to USE;   (watch video) Aim Weapon =  to aim a ped Aim Weapon + Fire Button   =  to select ped for jutsu TAB + 1   = to teleport into map TAB + 2 (or fall) = to go back  Author Notes; --by default is turned on. to turn it off, open -> obito_config.ini and change this; [MODE] value = 1 for this; [MODE] value = 0 --if you don't like to kill peds, change the "quantity" of damage that will receive the ped. [HEALTH] value = 100 --if you don't like Shader Effects, change this; [SHADER] value = 1 for this; [SHADER] value = 0 I added the skin also, it is fully compatible with my HUD-full burst. to change the skin type as a Cheat;  tobiskin or do it by your own way. WARNING: Shader Effects needs that your Graphic Card Support Pixel Sh

Wanted Level Alarm

I'm going to start uploading all those personal scripts that I ever done... :P some of them are funny, but this one, always put me nervous while I had any wanted level in game :P check it by yourself as always, you can find it in my ARCHIVE here is a preview of the code; {$CLEO} const     path_song1   = "cleo\mp3\alarm3.MP3"     path_song2   = "cleo\mp3\alarm2.MP3"     path_song3   = "cleo\mp3\alarm1.MP3" end 0000: :start wait 0 if or 8AAB:  not file_exists path_song1 8AAB:  not file_exists path_song2 8AAB:  not file_exists path_song3 then     0A93: end_custom_thread   end :main wait 0 01C0: 15@ = player $PLAYER_CHAR wanted_level if 15@ == 6 then         2@ = 6         3@ = 6         0AAC: 0@ = load_mp3 path_song1         wait 100         0AAF: 1@ = get_mp3_length 0@         1@ *= 1001                      // 1@ * 1001 sec wait         0AAD: set_mp3 0@ perform_action 1         32@ = 0         jump @loop  end [....]  if you have

HUD Naruto Ultimate Ninja Storm 3 - Full Burst [PC]

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first of all, this hud is one of my personal mods, I did this for me. but finally I decided  to release it. -sorry people, it seems that this is only compatible with WideScreens (16:9/16:10) -textures looks bad in square resolutions (4:3) (please, report me with an a screen capture of your game, to see if I can make it compatible) what do you need? CLEO 4.3.16 NewOpcodes2.0 by DK22PAC   |--->   Here ALL textures were Extracted/Converted/Edited from NUNS 3 Full Burst PC  by me (J16D) you can download the hud in my ARCHIVE (HUD full burst)

CLEO Shader API - Part 1

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I hope you understand HLSL language.. I'm not going to explain anything related to that topic, search in google for it. now to use this shaders you need; CLEO 4 Shader API plugin installed properly knowledge about HLSL knowledge about CLEO (you can find shader API in the previous post)

CLEO Shader API - Introduction

yes, exactly as it sounds. and No I'm not using MTA for this... first, the autor of this CLEO Shader-API is DK22Pac you can follow the link, and you will find basic information. unfortunately is not quite enough. :/ that's why I'm going to talk about this, in this week. here you can see what I have done with this;

$INCLUDE command

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Sometimes, is usefull to hide some part of the code, to avoid confusion, and also to make it cleaner... or to hide some important code that we will use through the code. the Include command looks like; {$INCLUDE [NAME OF FILE]} or it can also looks like; {$I [NAME OF FILE]} the $I is the same as $INCLUDE the file we are going to Include must go, in the same place, where we keep our script.cs

Declare a New Custom Variable with const-end

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let's jump directly to the example; CODE when you compile the Script, automatically Sanny builder will going to replace each custom variable ( NEW_ACTOR ) for the variable 15@ . with this, we save time. Because, in case we want to replace the variable 15@ for 10@ . then we don't have to change the variable throughout the script. we only need to declare inside const - end that NEW_ACTOR is equal to 10@ for example; we can also store a File Path, and it works in the same way as above. this works for everything. we can store coords;

Sanny Builder Syntax

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Let's talk a little bit about SB syntax, some people has asking me, why my cleo-scripts looks so different than yours?.  That's because I'm using another syntax to write the cleo script. Sanny Builder has two kind of syntax; Low Level Struct High Level Struct the difference between both are; one uses labels and the other don't. cleaner code in High Level Struct more readable in High Level Struct Low Level Struct, uses; :label  -  else_jump @label  - jf @label   -  jump @label High Level Struct, uses; while true - end while - end repeat - until for - end if - then - end if - then - else - end now, I'm going to show you how to use High Level Struct instead Low Level Struct. for example; Command: while true - end Left side: High Level Struct Right side: Low Level Struct the red lines, indicate the Flow of the Game Command: while - end Topside:  High Level Struct Underside:  Low Level Struct the blue lines, indicate the F

Sanny Builder & CLEO

In order to create CLEO mods, you need; Sanny Builder   |->  Go Official Page CLEO 4 (recomended)   |-> Go Official Page here is one of the Best tutorials ever created for CLEO mods Basic CLEO Script Tutorial there are so many, but I recomend this one. remember to keep up to date all files ;)