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Everything posted by rolie
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yeah absolutely, The AI is just unbelievable in f.e.a.r. Game devs are just making games looks nice and not really spending the same time on AI. Just seems like they think adding more health points is the same. Crysis looks awesome but was still suffered from a weak AI.
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I just got TeamFortress2, I got 1 free guest pass, PM me your steam email address if anyone wants a free guest pass.
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I'm looking good MP game, I just find AI too stupid in any single player games except for f.e.a.r. I'm gonna try team fortress 2, it seems arcady and don't have to worry dumb AI.
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Bored out of mind, looking a good pc game to play. Tried Left4dead thought it looked good but got old quickly.
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I'm only updating the field.fsh file to have the new logos. So just email them to me when finished.
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Well I'm just the trendsetter round here. Everyone said Zmod was a pain and now we have a more stadium modders. And I mod with my socks raised up to keep circulation to my brain.
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The stadium datafile values override the main datafile values. You can also add other main datafile lines into the stadium datafile, further customizing the way the stadium handles/looks or even plays. For instance: 0xb38e54d3= This Line is the header for the various cams throughout the game. This value is found in both datafiles. They each have a slightly different way of listing the corresponding values. For instance in the aao1nite Stadium datafile it lists the FOV value under ;51. The same value in the main dafile lists it ;53. So it's always a good idea to check that header (0xb38e54d3) for figuring which values go where. After the 0xb38e54d3 heading. There is a list of the cameras: bullpen, random pans, start cams etc. The ones listed in the stadium datafile are customized and different than the main datafile. These camera lines usually come in pairs. A START cam and an END cam line. The camera pans in the stadium are completely random. Meaning it chooses form the list under 0xb38e54d3. It makes testing a camera a major pain. Instead of restarting the game just to find the camera I figured a more convenient method. I inserted the following values from the main to stadium's datafile. 0xe29ba5b9 79<PanDefensiveIntro.cam1> 0xe29ba5b9 79<PanDefensiveIntro.cam1> This camera is used when showing fielder locations. It is always shows during gamestarts. After that value I placed the containing values inside 0x51c0a35 79<Pan01.cam1> 0x51c0a36 79<Pan01.cam2> This makes a easier to locate cams and test them out. Pan01 has a header value of 2.223 and Pan02 a value of 2.419. This will slightly rotate the camera to the left. But there is major clipping going on. We can move that black clipping by moving the camera setting the way you want. Also before adding new line I had to add the heading first than apply the new lines. 0xb38e54d3 115 2... That first value had to edited to 2 beacause there were 2 lines in that section
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No go, I tried adding an extra actor by adding <HomeDugoutActor06> but nothing changed in game. I aslo tried duplicating one of the actor lines and changing some locations but still showed same thing. I wondering if there is something in the main datafile or some other file contaiing that info and also which player is on the list.
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I'm trying to figure this beast out. A lot of it was learning how the main datafile works from the hundreds of threads here. Each section has header that list the various uses of each line. Like 0xb38e54d3 is found in probably all of them and lists what each value does. Values are separated by a semi colon and the number and value number. LINE DESCRIPTIONS <AwayDugoutCornerFrontLeft> <HomeDugoutCornerFrontLeft>controls y plane(height) for dugout players <bullpen_home_1_pitcher_camera_01.StartCam><bullpen_away_1_pitcher_camera_01.StartCam> bullpen cam update 24 BodyPart1 23 TargetObject <home_bullpen_static><away_bullpen_static> - bullpen camera view <HomeDugoutActor00> <AwayDugoutActor00> location of dugout players 6 in each team <HomeOnDeckCircle><AwayOnDeckCircle> on deck batter camera <home_manager_01><away_manager_01> manager camera <HomeBullpenMoundLeft> <HomeBullpenMoundRight> <HomeBullpenPlateLeft> <HomeBullpenPlateRight> <AwayBullpenMoundLeft> <AwayBullpenMoundRight> <AwayBullpenMoundLeft> <AwayBullpenPlateRight> bullpen mounds and plate locations HEADERS aa01nite 0xb38e54d3 aa01nite 0x149ef3d8 OTHER DATAFILES datafile 0xb38e54d3 datafile 0xe29ba5b9 79<PanDefensiveIntro.cam1> 0xe29ba5ba 79<PanDefensiveIntro.cam2> MORE INFO Coordinate system difference between Oedit and Zmod/3dsmax values (o)X=(z)X flipped = (-1)·(x 0.01) (o)Z=(z)Y·(0.01) (o)Y=(z)Z ·(0.01) I think some of the angles like pitch & heading are given in radian measure. angle in radians = angle in degrees * Pi / 180 http://marian.creighton.edu/~besser/javascr/raddeg.html radian degrees: 0 first base 0 = 0 30 between 1st & 2nd pi/6 = 0.52359877559829887307710723054658 45 second base pi/4 = 0.78539816339744830961566084581988 60 between 2nd & 3rd pi/3 = 1.0471975511965977461542144610932 90 third base pi/2 = 1.5707963267948966192313216916398 180 reverse first base pi = 3.1415926535897932384626433832795 210 reverse 1st & 2nd 7pi/6 = 3.6651914291880921115397506138261 225 reverse second base 5pi/4 = 3.9269908169872415480783042290994 240 reverse 2nd & 3rd 4pi/3 = 4.1887902047863909846168578443727 270 reverse third base 3pi/2 = 4.7123889803846898576939650749193 360 full first base = 2·pi = 6.283185307179586476925286766559
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1989 downloads
Citizens Bank Park 08 WS version v2.0 Oct 13, 2008 To install: copy to data/stadium folder ____________________________________________________ THANKS! Pirate, Zach, Hardcore Legend, Wrigleyville33, The Madcap ____________________________________________________ CBP park, nothing too fancy here. New field, hitter's eye, homplate area ads. etc Just a little update for playoff time. I know there's a ton more work needed. Pirate was the original modder and I used some of Zach's work in progress. Still trying to piece most of it together. ________________________________________________ CHANGELOG v2.0 October 22,2008 HarcoreLegend updated Baseline wall and rotating ads New CF wall modeling New updated and accurate Outfield Ads World series field logo v1.4 October 13, 2008 Fixed/Retextured Missing Liberty Bell Added new sky texture to day version Fixed rail texture (fshed white artifacting) v1.2 Oct 10, 2008 Fixed missing missing bullpn mound Deleted grass texture on warnng track Lowered base of brick wall behind homeplate Fixed/animated crowd texture v1.1 Oct 9, 2008 Optimized crowd texture a little bit. ________________________________________________ Performance issues try turning down AA to 2x in your video card settings feel free to use or rip anything you want. You have the freedom. don't ask -
4472 downloads
HDR_Bloom_Mod_MVP_v1 August 4, 2008 ________________________________________________________________ To install: Copy d3d8.dll to MVP directory Copy enbseries.ini to MVP directory Choose from 4 different settings. Preview images for each type incliuded to turn on/off ingame hit Shift+F12 To uninstall just delete the two files form your MVP directory. compatible with MVP 04 and 05+ versions ________________________________________________________________ HUGE THANKS! Vorontsov Boris Ivanovich for ENBSeries v0.005 DX8 beta http://boris-vorontsov.narod.ru gtguy01 for this discovery ________________________________________________________________ Description- Enables Bloom effect in MVP games. Aimed at making the game more realistic and less cartoony in my opinion. I tried to optimize all the comfig and remove unused effects. Change log version 1 4 different configs A. Kccitystar- Good overall bloom, not too bright, default saturation setting. Colors truest to original. Reccomended if you want to keep colors as modders intended. B. gtguy01- similar to my rolie setting with slightly less bloom and dark gamma correction C. rolie- The setting I like at the moment. A lot of Gamma correction darkening and no overstauration. Kinda blends all the differnet colors of different mods. D. rolie2- This is kind of mixture of KC's setting and mine. Think of it as KC's version with the no saturation setting on. E. your settings please experiment and share your configs. From readme_en.txt SYSTEM REQUIREMENTS: Videocard with support of Shader Model 2.0 or better. Videocards in the list below may fit: GeForce 6100, 6150, 6200, 6600, 6800, 7300, 7600, 7800, 7900, 8500, 8600, 8800; Radeon 9500, 9550, 9600, 9700, 9800, 300, 600, 700, 800, 850, 1300, 1600, 1800, 1900, 1950, 2400, 2600, 2900, 3850, 3870. I can't guarantee that mod will work on all of them by many reasons (different drivers, hardware reduced versions and just because not tested myself). ENBSeries (current version) will not run at all or will not work properly if hardware by any reason not support minimal requirements of the mod. Videocards with lower shader versions capable to work in theory, but they are too slow, no sense. Videocards of new generation (DirectX10 compatible) in common cases works much faster in this mod, than their performance equivalents in DirectX9 games. The requirements to videomemory size are very high, depends from screen resolution and antialiasing, for example without antialiasing in a mode 1024*768 it cost 64 Mb of videomemory, and for 1280*1024 106 Mb are necessary. Operative memory and processor play an insignificant role, though all should be balanced. -
3907 downloads
Welcome to the Zmod stadium tutorial. This guide will cover some basic and advanced techniques to modify or create MVP2005 stadiums. A large portion of this guide was compiled by browsing the mvpmods forums. Special thanks to the following modders: Pirate, CC720, Sean 0, Hyman, MarlinsMY, the Big O and PaulW for sharing their knowledge. The first few pages list the required resources. You should download, install or just extract these before getting into the good stuff. So grab a cup a joe or some caffeine and lets begin this journey. Print this out, read it on the toilet, at work or at school. The video tutorial follows each of the chapters. I've outlined the steps in the chapters. Some other tutorials not included in video are in the reference section. You can pan the video hard right to mute the music. Download and install the tools below before proceeding to videos. -
3852 downloads
to install: move "dodgday.big" and "dodgnite.big" to MVP Baseball 2005datastadium directory move "dodgday.txt" and "dodgnite.txt" to MVP Baseball 2005data directory to install select screens (optional): move "la.fsh" , "lan.fsh" , "screens.bat" and "eazip.exe" to MVP Baseball 2005datafrontend directory double click "screens.bat" >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> THANKS! ChicagoCubs720, Sean O, Pirate, MarlinsNY LADodgers, Bigbully, MVP23, Guildster, Hory version 1 - everything remodeled and retextured main changes- new foul territory, 3dcrowd, dugouts, seating, suites, pressbox, field, animated ads fixes- night version lighting tools abused- zmodeler 2, oedit, oiftool2007, ordtools, zmod1 oif plugin, eazip, nfshtool Photoshop, illustrator, ultraedit, textpad, open office calc, directory opus,faceGen modeller gmod,xnview foobar pm me or post in dodger stadium thread if you find any bugs and I'll try to fix them. feel free to use or rip anything you want. You have the freedom. don't ask -
5558 downloads
click on installMe.exe > click on Path button > select your MVP2005 folder (not your mvp2005 data folder) Click install, thats it. Make sure you extract the installer and the lib folder. Version 1.0 - new sky and stars background / new flags / dirt warning track / new walls (calicolts from last year) /new pavilion rooftop, new hand rails, put "dodgers .com" behind home plate with oedit. / p.a. speakers, tree colors / new operating scoreboard R.H.E / new jumbotron/ new Stadium Club/ Dugouts / True Blue Sign in left / All ads in high resolution / LA logo behind homeplate / adjusted many colors / Calicolts retired numbers/ vendors/ grass / Think Blue sign / etcShoutoutz > Calicolts for many textures, FuzzOne for installer , Cartersyard, Bigbully, Pirate for oedit tutorial, the Mod squad -
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