djbozkosz

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About djbozkosz

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  1. djbozkosz

    Boz Mod

    Greenville extension old concept arts:
  2. djbozkosz

    Boz Mod

    Once again thanks Whole map:
  3. djbozkosz

    Boz Mod

    Latest screens: Next PlayStation 2 conversion: Barn Shortcut. Overall news: http://www.djbozkosz.wz.cz. Old PS2 gameplay: time: 14:50.
  4. djbozkosz

    Boz 4ds Full Manager

    From testing: [youtube:7xarl3lv] [/youtube:7xarl3lv]
  5. djbozkosz

    Policeman's Texture Name?

    Clothes: Splc01M.bmp Splc02M.bmp BnkO01.bmp Pants: Cklh13M.bmp Shoes: CBOT02M.BMP Capsule: Pouzdro.bmp
  6. djbozkosz

    Boz 4ds Full Manager

    A little progress:
  7. djbozkosz

    Boz Mod

    Second version - toughened glass: A little inspiration:
  8. djbozkosz

    Boz Mod

    Maybe final version of shattering:
  9. djbozkosz

    Boz Mod

    Hi-res shadows: calculated during learning to school exams... And some glass effects:
  10. djbozkosz

    Boz Mod

    I summarized (in Czech) description of my Boz Mod on my website: http://www.djbozkosz.wz.cz/index.php?id=modding/boz_mod. Here is English translation: Overall changes in Freeride: [ul] [li]reworked freeride scipts: speeding, gun shop[/li] [li]light auto-health[/li] [li]camera fov - for better acceleration and brake effect in the car[/li] [li]jump out of the car[/li] [li]photomode - custom camera set, save camera, etc.[/li] [li]dynamic weather and day cycle, sun ray effect, volumetric lights[/li] [li]reflective water - Water Shader (special thanks: MR F) + own water with sun reflection[/li] [li]reflective road[/li] [li]water isn't deadly now[/li] [li]draw distance is increased to three kilometers[/li] [li]sparial grass and other vegetation[/li] [li]work on road, common jumping platforms[/li] [li]various types of missions: action from Salieri, something with cars from Lucas[/li] [li]...[/li][/ul] Changes in Freeride: City: [ul] [li]new locations: Salieri's bar, Morello's bar, Italian Garden, Bertone's service, Tommy's house, aisle from Running Man mission, factory from Just For Relaxation mission (available in mission), etc.[/li] [li]cars on every car parks, some park are secured[/li] [li]subway - is linked on the old elevated railroad, from Winslet Ave in Little Italy over train station in Works Quarter, under harbor to Municipal Building in Central Island, then over Downtown to church in Oakwood and to Market Ave in Hoboken[/li] [li]countryside as background[/li] [li]...[/li][/ul] Changes in Freeride: Countryside: [ul] [li]new locations: Clarks Motel, meadows and fields which were unavailable before - around motel, farms and behind rest stop, road to the hill in the center of coutryside, hole near downhill from big bridge, Deadfall Pass - pass behind the dam, road around vineyards - both are conversions from PlayStation 2 game version[/li] [li]new city and countryside as background, patches in countryside - new forests, etc.[/li] [li]...[/li][/ul] Changes which are visible in whole game: [ul] [li]high resolution ground textures[/li] [li]HD trees + mipmapping[/li] [li]mipmapping for all buildings in the city[/li] [li]enhanced reflection for all cars[/li] [li]some more modified textures (blood, glows, particle effects, etc.)[/li] [li]inproved gun sounds, glass sounds, etc.[/li] [li]...[/li][/ul]
  11. djbozkosz

    The Titanic Mod

    Cooling system while baking lightmaps:
  12. djbozkosz

    Boz 4ds Full Manager

    Standard object to sector converter implemented.
  13. djbozkosz

    Boz 4ds Full Manager

    In material types I discovered flag which changes drawing of environment texture. Exported models from Zmodeler have only overlay mixing. But If you add 0x00000400 (in file 00040000) to material type, result will be additive environment mapping. Env ratio will be ignored, but I doesn't matter, because you can use whole range of brightness. Eg for sun reflections on the cars. This is better than old overlay type, because when you set the env ratio to 1, diffuse texture will be invisible.
  14. Hi, I wrote a short tutorial, how to create valid destructible objects. Requirements: Zmodeler, Mafia World Editor and some Hex Editor At first, something about this objects: These models have levels of destruction, which are stored in separate models with "_cn" suffix. Eg: my_model.4ds - non destructed model my_model_c1.4ds - first level of destructed model my_model_c2.4ds - second level of destructed model ... to n as: my_model_cn.4ds - n level of destructed model, where n is integer number greater than 0 In mission, model must be placed as Model Object and to it must be linked primitive collision(s) (eg. XTOOB) with material 41. Then, on hit event, the model will be changed to ..._c1 and its subobjects will be physical. Practise: 1. In Zmodeler create repaired model (objects can be merged to one) and export it into models folder. Note: If you're changing some old model, which can has lightmap (eg. xbarel 1.4ds, etc.), change name of old object in the model. 2. Then create destroyed object (1st level) with separated parts to own objects in the model. Export model to models folder with same name and suffix _c1. If you're creating more levels, objects through the models must have identical names. Note: dummies in the _cn models aren't importamt. 3. Open mission in Mafia World Editor and insert new Model into scene2.bin file. 4. Create XTOOB colision and link (Parent value) to Model object. Set material to 41. 5. Save mission and close MWE. 6. Then, you have to specify physics properties into _cn models for every object. Every object in the model can have parameters string, which is located behind object name. Before text string is byte with legth of follow string (hex value), which you have to correctly calculate (look at picture). Follow list describes physics parameters: Physics parameters are bordered by ; character. Standard physics have three parameters: M, N and I M: mass in kilograms N: type of physics - some unknown values, like: 15, 17, 22, etc... I: sound (identical as in BScriptView for Physical Objects) - 0: grenade - 1: box - 2: barrel - 3: recycle bin - 4: sign - 5: paper box - 6: wood - 7: metal plate - 8: small gun 1 - 9: small gun 2 - 10: wood plank - 11: metallic thing - 12: big gun - 13: light on car Example: ;M200N22I13; with length: 0C (in hex) There are some extra parameters: X: special - 1G: glass - 1H: hydrant - 1EF: explosive with fire and light These params are alone in the definition, eg: ;X1G; ;X1EF; etc. X with value destribes resistance on next destruction level, eg: ;X200M50I2N22+; + as suffix is obligatory to link model to next _cn level. Objects in the _cn models must have identical names. . (dot) have unknown function Z: object will be solid - without physics At the end, some expamples of physics definitions: Model.object child | raw hex data | length of string, string @HQobr02.Box01 | 063B6E31355A3B | 06 ;n15Z; busta_c1.Object01 | 103B583130304E31374D313030302E2B3B | 10 ;X100N17M1000.+; busta_c2.Box01 | 0B3B4D3130304E313749363B | 0B ;M100N17I6; busta_c2.Object01 | 0A3B4D32304E313749363B | 0A ;M20N17I6; dopravni5b.stozar | 0A3B4D33354E323149343B | 0A ;M35N21I4; dopravni5b.~~lamp1 | 0B564F4C422C307831392C4D | 0B VOLB,0x19,M dopravni9B_c1.Cylinder01 | 0D3B4D31303030304E323249373B | 0D ;M10000N22I7; dopravni9B_c1.Mesh01 | 053B5831483B | 05 ;X1H; dopravni9B_c1.Mesh02 | 0C3B4D3230304E32324931333B | 0C ;M200N22I13; kos01_c1.odpadky01 | 0A3B4D33304E333349333B | 0A ;M30N33I3; PHbox01.PHbox01 | 093B4D3135304E31353B | 09 ;M150N15; PHbox01.Object01 | 053B5831473B | 05 ;X1G; PHbox01.Object02 | 0A3B4D35304E313549313B | 0A ;M50N15I1; popel01.popel01 | 0F3B583130304D3130304E323249323B | 0F ;X100M100N22I2; popel01_c1.popel01 | 0B3B4D3130304E323249323B | 0B ;M100N22I2; xbarel 1_c1.barel 1 | 0F3B583230304D353049324E32322B3B | 0F ;X200M50I2N22+; xbarel 1_c2.barel 1 | 0A3B4D35304E323249323B | 0A ;M50N22I2;