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coat_in_rain
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Joined: 24 Apr 2022 Posts: 3
9 Bank Notes
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Hello,
I need help with modifying the freeride mode. What I want is that in freeride night to be raining (like in mission 09 back to nature). Secondary thing I want is for Tommy to have the coat+brown hat skin, also from mission 09.
Is it possible? I tried copying the effects from xtracted game files from mission09 to freeride night but it just crashes. And I can't figure out how to edit the .bin and .dat files.
Thank you very much for any and all help.
m. |
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Muggy
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Joined: 05 Jan 2005 Posts: 1017 Location: Sydenham London 278080 Bank Notes
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mammix
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Joined: 20 Sep 2014 Posts: 114 Location: Lublin, Poland 10618 Bank Notes
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Model - model's name is either "TommyHighCOATHAT.i3d" or "TommyCOATHAT.i3d". So when you edit your mission the best bet would be to add this line:
HUMAN_CHANGEMODEL XX,"..."
where xx is the id of Tommy actor
... is one of these models that I wrote up.
Rain, an example:
dim_frm 50
dim_act 50
dim_flt 50
stream_create 0,"sounds\09d_destt.ogg"
STREAM_PLAY 0
STREAM_SETLOOP 0,1
[these are for the sound effect, you can either delete it if you don't want, or use another sound]
weather_setparam ON,1
weather_setparam MAX_CNT,50000
weather_setparam LEN,0.8
weather_setparam WIDTH,0.03 |
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coat_in_rain
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Joined: 24 Apr 2022 Posts: 3
9 Bank Notes
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Thanks for moving, thanks for reply.
I was able to get the rain started, however it was too dense with huge raindrops so I lowered the numbers.
However, I can't get the other two things working.
HUMAN_CHANGEMODEL XX,"..." I couldn't get working at all, not sure if actor id is 0,1 or 01, nothing worked. I have exctracted models with xtractor and they are showing up as .4ds in the folder. I tried to put that instead of .i3d , but it also didn't work.
Second, I couldn't get the rain sound started. Again, my extracted sounds are in.wav, not .ogg, but either way it didn't work. I tried looking up mission 09 for reference but couldn't find anything there. Apart from constant rain sound, I would also like occasional thunder sound.
Lastly,
dim_frm 50
dim_act 50
dim_flt 50
what do these stand for?
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Frog_808
Junior Member


Joined: 13 May 2020 Posts: 26
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Hello, these three commands free up memory. The numbers must be at least as large as the number of actuators, flts or frames used in the script.
dim_frm 50 --> 50 frames can be used in this skript (a frame is a model which you want to interact with, a gun, a ligth,...
dim_act 50 --> 50 actors can be used
dim_flt 50 --> 50 flt (variables) can be used
Try out this, it worked for me:
dim_act 1
dim_frm 1
getactiveplayer 0
human_changemodel 0, "TommyBOXER.i3d"
end
// Warning: Changing models with weapons showing will produce a crash.
And this for rain:
dim_act 5
dim_flt 5
dim_frm 5
getactiveplayer 0
stream_create 0,"sounds\9_raintown.wav"
stream_fadevol 0,3000,0,1
weather_setparam ON,1
stream_play 0
stream_setloop 0,1
Posts merged together. Please, next time edit your first post.
/Mnich |
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coat_in_rain
New Member


Joined: 24 Apr 2022 Posts: 3
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Thank you very much, the skins now work.
I have another question about the rain though. It works, but I need two things worked around.
1-Script plays the rain sound on loop, but each new loop starts with a cut, which means there's always a split seckond "ksss" sound. Any way to work around this? I changed various .wav sounds of rain that I found but each has this problem
2-the rain sounds repace the original music. Is there any way to keep playing both?
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Frog_808
Junior Member


Joined: 13 May 2020 Posts: 26
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Hello, I think in this case you would first have to add the desired sound to the Objects\sound tree and then use the commands
findfram 0, "NAME OF SOUND"
sound_setvolume 0, 1
to call the sound. This is how it was done in Mission 9. There is a "Soundmaker" in the download section. Download it and try to insert the rain sounds into the sound directory first, so that you can find them in DCED2 under Objects\Sounds. I have never done this before, but I will also try. |
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