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Akiri

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"Rouge"

My Stats
Comments:
News: 0
Downloads: 34
Videos: 0
Total: 34
Modifications: (since 07.11.2012)
Released: 18 mods
Total: 17,391 downloads
Average: 1,023 downloads
Userpage:
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Last online:
10.11.2024, 18:50
My Recent Activities
My Mods
Recent Comments (34)
Animated Aurora
akiri | 24.10.2024 | 958

Akiri
"Rouge"
Rouge
Comments: 34
24.10.2024

 Quote: june357

looks beautiful

thank you

BSOR Vegetation Mod Dynamic Light Versioin
YouCreatedHell, Rizky Aldiansyah, Akiri | 24.10.2024 | 817

Akiri
"Rouge"
Rouge
Comments: 34
24.10.2024

 Quote: Delatom_Vione

So, you removed the day and night vertex colors to achieve this result?

yeah i think dynamic lighting to better than prelighting vertex color

Increase Explosion Impact
Strs | 11.09.2022 | 4989

Akiri
"Rouge"
Rouge
Comments: 34
11.09.2022

@Andrei_Milankovitch
https://gtagmodding.com/sanandreas/explosions/
here is the ID of explosions

Increase Explosion Impact
Strs | 28.09.2020 | 4989

Akiri
"Rouge"
Rouge
Comments: 34
28.09.2020

The mothod to make two types of explosion's impact bigger:
1:download the mod
2:copy and paste the explosion.cs to get another explosion.cs file
3:using sanny builder or other tools to open the cleo file,then find"5@ == 1 ",change 1 to another number to specify another type of explosion that you want to modify
4:save the copied cleo file,so now you have 2 .cs file,each one modifis one type of explosion

Increase Explosion Impact
Strs | 28.09.2020 | 4989

Akiri
"Rouge"
Rouge
Comments: 34
28.09.2020

here is the source code,written by Strs:

----------------------------------------------------------------------
{$CLEO .cs}
03A4: "Explossion_Types"
wait 1000
//http://hotmist.ddo.jp/id/explosion.html
//https://gtagmodding.com/sanandreas/explosions/
while true
wait 0
for 0@ = 0xC88950 to 0xC89094 step 0x7C // size - 0x7C, number - 16
0A8E: 1@ = 0@ + 0x28 // (Byte) Frames from Created
0A8D: 1@ = read_memory 1@ size 1 virtual_protect 0
0085: 6@ = 1@ // (int)
if
1@ > 0
then
0A8E: 1@ = 0@ + 0x4 //+0x4 [float]: X Coord
0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0
0A8E: 1@ = 0@ + 0x8 //+0x8 [float]: Y Coord
0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0
0A8E: 1@ = 0@ + 0xC //+0xC [float]: Z Coord
0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0
0A8E: 1@ = 0@ + 0x00 //+0x00 [dword]: Explosion ID/Type
0A8D: 5@ = read_memory 1@ size 2 virtual_protect 0
0AD1: "~r~Explossion ~g~Type ~y~%i ~w~Frames ~r~%i" time 3000 5@ 6@
if and
6@ == 1 // 1 frame explossion 1 time only because some explossion like type 1 stay long it has more frames
5@ == 1 // Here you can select Explossion type which you want to make its impact bigger
then
020C: create_explosion_type 6 at 2@ 3@ 4@ //types of Explossions you add to explosion that you want to modify
end
end
end
end