Reply To: Mafia II – Taxi Ride

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May 6, 2012 at 1:53 pm #11913

I’d love to see a full working’ date=’ proper Taxi, BTW, look in the “Balls&Beans” FMV, the full detailed Taxi, even with the counter on the dashbaord, is in that file, if you can pull the high detailed Taxi from that file, and replace it with the lower detailed model that cruises the city, and made it all function, that would be 10 stars! :cheer:[/quote’] 

[hide]yep,did my search and found it thx , it is Quicksilver_Windsor_Taxi_HIGH_interior00, I can probably pool the model out of the file, but then what can I do with it, taking it out will destroy it for the game, as you’ll loose collision and lightmap, it ‘ll be nice in 3ds max thats about all, so no point doing it, I can try to use it ingame from the fmv do, with script, it is fmv0700a_2.sds that got its secret.[/hide]

 

if failed, it is still possible to swap at least 3 textures from it onto the actual taxi wink.png” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/wink@2x.png 2x” width=”20″ height=”20″>

 

 

But well all that is ‘finalisation’, the important part for now is that I need to learn:

 

[ul]

[*]how to unload properly all the thing from memory, icons function …etc

[*]how to get position of the nav marker on map, for the cab to follow the track, if I want to use other thing than the actual destination menu.

[*]The phone as well as to be learn, to call the cab. activate phone and script from a call, store the Taxi number,..etc

[*]how to stop a car type in the street by doing an animation

[*]…

[/ul]

 

With a simple menu or actuall keybind, the mod is already working and could be released, but doing it right is going to add a few months onto it I think sick.png.5e18d4558e116e768dc9391ac4b6df84.png

But hey, that’s why I signed in for 👿