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[Vehicle Modifications] Would it be hard to...



  • Hey guys!

    How hard would it be to create a truly custom dynamic dashboard for plane models?

    Or maybe I'm getting ahead of myself - How does it work. The altitude and airspeed indicators? Which files control their behavior? Which functions are used?

    I've created a few measurements of aviation related metrics and would love to be able to implement them into the game.
    And I'm not talking about a retexture, but instead an entire redesign.

    Anyways, I'm looking forward to your responses!



  • Take for example, angle of attack, engine temp, oil pressure, and others.

    I'd like to implement such dials and gauges into the game with different functionality. Do you guys think this can be done?



  • Last example:
    Notice the cockpit in the AS-350 Ecureuli helicopter has updated display, but it's static?

    Or any plane or helicopter mod?

    What would it take to make the gauges on a modded / vanilla vehicle, dynamic?



  • @Wetter42 i'd say it's possible but very extremely slim. no one would probably even attempt to do it. the game came out 7 years ago on pc and only now there's a vehicle (car) functions mod implemented



  • Yes, but that doesn't mean people will stop modding the game. In fact, as time goes on, more and more people will discover more and more stuff. I have a number that's dynamic and if anyone knows how I can turn that into a new dial / meter, please let me know!



  • @Wetter42 Well, I believe that the process by which this is done is by using scaleform.

    Using as an example the scaleform called "AIRCRAFT_DIALS" used to display aircraft information, you can easily use it, however you cannot change the appearance of the elements.

    look:

    alt text

    code:

    using GTA;
    using GTA.Math;
    
    namespace Autorotation_maneuver
    {
        internal class Class1 : Script
        {
            public Class1()
            {
                var scaleform
                    = new Scaleform("AIRCRAFT_DIALS");
    
                var player
                    = Game
                        .Player
                            .Character;
    
                var position
                    = player
                        .AbovePosition;
    
                var rotation
                    = player
                        .Rotation;
    
                Tick    += (o, e) =>
                {
                    scaleform
                        .Render3D(position, rotation, new Vector3(1.6f, 1f, 1f));
                };
    
                Aborted += (o, e) =>
                {
                    scaleform
                        .Dispose();
                };
    
                KeyUp   += (o, e) =>
                {
                    switch (e.KeyData)
                    {
                        case System.Windows.Forms.Keys.OemMinus:
                            {
                                scaleform
                                    .CallFunction("SET_DASHBOARD_LIGHTS", true, false, false);
                            }
                            break;
                        case System.Windows.Forms.Keys.Oemplus:
                            {
                                scaleform
                                    .CallFunction("SET_DASHBOARD_LIGHTS", false, true, false);
                            }
                            break;
                    }
                };
            }
        }
    }
    


  • Thanks for the resource (and great to see you buddy!) But there HAS to be a way; Everything has a file and I know it lives somewhere, we just gotta figure out WHERE it lives!


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