[SCRIPT] [RELEASE] [WIP] - Grand Theft Space
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@tall70 Oh wait,why not make the one for the rich factory owner dude which you can find in the movie "Elysium" ?
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@tall70 I'll have a look at the videos and try and understand what can be done
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@FoxtrotDelta thanks, another thing is, doors open and close after animation puts me in seat, instead before entering animation...if you might have any idea
ha, another fun bug....plane is in three pieces (using wings) so it explodes into that, but that creates bug when it explodes 1st time, new spawned plane looses floating capability, if i try land on water it just sinks. Sometimes they start floating again, but most time only after game restart....However solid body version of this always floats after explosion and new model spawns.
IDK maybe it's because of grouped collision for walk in interior split in 3 pieces
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@JRod well, this is my first attempt of scratch model and that base shape took me about 2 weeks of free after work time. I can't do any requests.
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This just looks so ridiculously good lol awesome to see the game used as a base for something so scratch built as this @sollaholla
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I agree, maybe gta5 space can have little tiny solar system build into it with couple planets, gravity controled by script and ships with walk in interior, so we can have small star citizen like experience
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Is someone here who could help me bring the Shuttle Launch complex into the game? I don't really want to do it as prop, but maybe someone knows a way
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@SkylineGTRFreak Wich is your idea? If you don't want use as prop the launcher, exists one alternative: The biggest vehicle never made in GTA series. In essence, the Shuttle Launcher is a Mobile Launcher builded in a Vehicle Assembly Building (VAB).
I really never tested wich is the limit of dimentions for a vehicle in GTA V (Maybe present issues by the game physics and mass).
If you need a prop, I can help.
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@sollaholla How is it hanging ?
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@SkylineGTRFreak yu get a low detailled model of the launcher right ? may you could send it to me then i'll see if i can modif it a bit if that openable with Zmod, or at least it will give me the dimension needed so i could try other thing
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@SkylineGTRFreak What's wrong with bringing it in as a prop?
Also there's no other way currently. Well you could bring it in as a vehicle but that would be ridiculous lol.
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@JRod Pretty good.
I'm making the mod based on xml, so people can write their own solar systems and stuff. We'll see how it goes. I'm loving it so far.
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@Oskar it doesn't "feel" right. LODs aren't really a thing and eeeh. I'd rather have such a big model as something else than a prop.
@Shaezbreizh yea, I'll try to upload it tomorrow or the day after.
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@SkylineGTRFreak Well it works and I think LODs should work too. And once real map mods are possible it should be fairly easy to convert the map.
Map models and props are both just 3D models, so why not?
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@Oskar True, props can use LOD (Until 5 but with 2 or 3 is enought). We just need include them it in the hierarchy with the respective node flags.
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@SkylineGTRFreak ok
also i saw " I'd rather have such a big model as something else than a prop. "
not sure to understand ( sorry for my english skill xp) but the size don't really matter , and prop are not only a post, a bin or whatever, it can be huge landscape, build, etc
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What do you guys think about working with something like this? This way you can expand on the scenes / solar systems and add more stuff. It's extremely unfinished but I'd like to know what you guys think. Also, an in-game editor would be nice, but these are large scale models we're working with so I'll try to think of something, but this seems good to me ¯_(ツ)_/¯
This is the unfinished moon surface xml:
<?xml version="1.0" encoding="utf-8"?> <CustomXmlScene xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <!--Always remember to specify the spacedome model!--> <SpaceDomeModel>spacedome</SpaceDomeModel> <!--Check http://www.dev-c.com/nativedb/func/info/740e14fad5842351 for more details.--> <GravityLevel>1</GravityLevel> <UseGravity>true</UseGravity> <!--Set the surface flag to true, so the script knows that this is a surface.--> <SurfaceFlag>true</SurfaceFlag> <!--This is the next scene that will load once we leave the surface.--> <NextSceneOffSurface>EarthOrbit.xml</NextSceneOffSurface> <!--We are going to set the players rotation to face the earth when we leave the surface.--> <SurfaceExitRotation> <X>0</X> <Y>0</Y> <Z>270</Z> <!--This makes us face east, which is the direction to the earth.--> </SurfaceExitRotation> <!--In this instance I'm using the surface as an orbital that's just static with no rotation. This is an easy way to setup the moons surface! :D--> <Orbitals> <OrbitalData> <!--You can give an orbital an empty name so that it won't be shown with the custom Space Mod UI in game. ;)--> <Name></Name> <Model>moon_surface</Model> <!--We don't really need to move the surface that much, just enough so the player is standing on top.--> <OriginOffset> <X>0</X> <Y>0</Y> <Z>-1</Z> </OriginOffset> <!--Setting this to -1 will make sure that we never load a new scene when near the origin of the surface.--> <ExitDistance>-1</ExitDistance> </OrbitalData> <OrbitalData> <Name></Name> <Model>earth_small</Model> <OriginOffset> <X>0</X> <Y>3500</Y> <Z>750</Z> </OriginOffset> </OrbitalData> </Orbitals> <LockedOrbitals> <LockedOrbitalData> <Model>sun_small</Model> <Offset> <X>0</X> <Y>-5000</Y> <Z>750</Z> </Offset> </LockedOrbitalData> </LockedOrbitals> </CustomXmlScene>
Think of it like map-editor. This will give people to make extensions of the mod, just plop in your xml and then boom, you have a new solar system / scene / galaxy.
Also today I worked closely with the flight system, giving it a more free experience (of course you can only go so low and so high) but it feels almost like star wars with the P-996 LAZER haha.
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@sollaholla Pretty useful and with the easy usage of XML for the interested people in create mod expansions, great work man!
The props pack with the astral objects compilation is almost done. In saturday I'll send you the pack.
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@Rarefacer Looking forward to it, just message me bro.
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@Shaezbreizh @Oskar so... Would this work as prop(s)?
https://www.turbosquid.com/3d-models/launch-complex-39a-3d-max/940585
I mean theoretically the crawler could be made into a vehicle, the tower as one prop, the ramp as another, etc... Would be cool.
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@SkylineGTRFreak The main problem I see in it being a prop, are the colliders. Unless you spent hours covering it with primitive box colliders, it might not be possible to export collisions for it. Collisions have to stay under a certain amount of faces / vertices. Theoretically, you could split the collisions and model into separate pieces and then re-build it with code. But that's a long shot, right?
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@sollaholla well, I always make the collisions from scratch (for my vehicles at least, so I'd Do the same here. IMO the col doesn't have to be that detailed for this anyway (as in covering every step, guardrail, etc)
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@sollaholla @SkylineGTRFreak Hey man, nice project you got here. Do u guys want to make props and use then with map-editor? My english is not very good, if I understood it right, do u need help to add collisions to the props, right?
Check this project I'm working on, maybe I can help in the collisions.
Watch the last video on the topic, all made with Map-Editor.https://forums.gta5-mods.com/topic/5048/wip-brazilian-favela
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@SkylineGTRFreak It should work if the collisions aren't too detailed!