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Weapon pickups with lighting

Adler
post Jan 30 2011, 02:25 AM
Post #21


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Can't! Dunno what the problem is! pinch.gif

And if I do then I can't use Ryosuke's missiles anymore...


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ThirteenAG
post Jan 30 2011, 07:25 AM
Post #22


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+1. Ryosuke's missiles is the first of the reasons why i not using cleo4. Realtime map/mouse fix is the second cool.gif
Also i hope this mod can be possible to make cleo3-compatible. And i hope Alien eventually fix all compatibility bugs too.

This post has been edited by ThirteenAG: Jan 30 2011, 07:26 AM
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DK22
post Jan 30 2011, 04:19 PM
Post #23


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From: Liberty City, Shoreside
Joined: 15-July 10



@Deji:
I tried it (bit-clearing), but it don't work for money.dff. So I decided to replace the unused pickup (gta3_bonus) with money model.
And I changed the script (I rewrited it). I destroyed original pickups and created objects. Then I going throu the pool of dyn-objects and checked was it picked or no. Yeah, sounds not vey good (and noob method maybe), but it works more stability then previous script.

I also made a real "landing" on the ground - an object has the same XY angle as the ground under it.

This post has been edited by DK22: Jan 30 2011, 05:18 PM
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Deji
post Jan 30 2011, 07:42 PM
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Oh nice. Would like to find out how you did that smile.gif Ground angle has always been something I've needed to obtain in some way.


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Adler
post Jan 31 2011, 02:22 AM
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lol ground angle... I think a real easy way is to attach a car and let it fall on the ground then find the angle of the car, but let's hope DK's method is better. tongue.gif


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Deji
post Jan 31 2011, 05:17 AM
Post #26


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I've been doing a lot of work on GTAG v2's database. I've figured that 05FF and similar opcodes test whether the actor is within an angled area. Those "height" and "depth" claims are completely wrong.

But since I've done so much work on the GTAG v2 Database, I won't be making any more updates to the current one until GTAG v2 is up wink.gif


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methodunderg
post Feb 8 2011, 03:36 AM
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- Message Deleted

This post has been edited by methodunderg: Feb 8 2011, 04:14 AM
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DK22
post Feb 13 2011, 07:54 PM
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Hi.

This post has been edited by DK22: Dec 23 2011, 12:56 AM
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Deji
post Feb 14 2011, 10:15 PM
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It's good.. you need to make sure there's nothing in vicinity of where you are creating the objects, though.. because cars are being replaced by pickups for me.


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DK22
post Feb 19 2011, 06:28 PM
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I think that opcode IsAnythingInCube wouldn't help, have you any ideas?
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methodunderg
post Jun 5 2011, 06:12 AM
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QUOTE (DK22 @ Feb 20 2011, 06:28 AM) *
I think that opcode IsAnythingInCube wouldn't help, have you any ideas?


I've seen v2.0 on your blog; when are you going to release? Looks much better !

I'm finding the game crashes, when I jump out of the car during mission, to go pickup weapon or money off someone that I've done a drive-by on, or a ped I've run over in the car.

Might be a conflict with other scripts; anyone else having the same problems?
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DK22
post Jun 5 2011, 04:46 PM
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Yeah, I'm working on real weapon-drop.
And I don't want to speak about 1.0/1.1 problems, 'cause 2.0 is coming.
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uokka
post Nov 22 2011, 04:11 PM
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Hey DK, hope you dont mind..
I've read some topic on Sanny Builder Forums some time ago, about using 2D shadows as light reflection.
Combined with Wessers fix for the world coords lag and some code of 'Turn Inticators' mod, I was able to create me a 'vehicle_TailLight' script. Now that I got your gta_iv_lights script from an inofficial source (cant download from / register on the russian website, google translator messes things up) I noticed you are using the exact same thing.

Anyways, here is what I did to make those two tail light shadows fade intensity (independently from each other) when the ground distance increases:
SANNY

while true
    if
       Player.Defined(0)
    then
        if and
            Actor.Driving($PLAYER_ACTOR)
            84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle
            84A7:   not actor $PLAYER_ACTOR driving_boat
            89AE:   not actor $PLAYER_ACTOR driving_train
            not actor.DrivingVehicleType($PLAYER_ACTOR #VORTEX)
        then
            03C0: 0@ = actor $PLAYER_ACTOR car
            0A97: 1@ = car 0@ struct
            {
        // - Is taillight intact? (found on sannybuilder forums)
        // - Dunno how to check if lights are active, though.            
            0A8E: 2@ = 1@ + 0x5A0 // int
            0AA8: call_function_method 0x6C2130 struct 2@ num_params 1 pop 0 3 3@
            0AA8: call_function_method 0x6C2130 struct 2@ num_params 1 pop 0 2 4@
            if OR
                3@ == 0
                4@ == 0
            then
            }

        // - Get vehicle coordinates offset of rear light (Method from 'Turn Inticators' mod by Den_spb)
            0A8E: 2@ = 1@ + 0x22 // int
            0A8D: 2@ = read_memory 2@ size 2 virtual_protect 0 //model index
            2@ *= 4
            2@ += 0xA9B0C8
            0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0 //CModel
            2@ += 0x5C                                        
            0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0 //vehicle struct
            2@ += 12
            0A8D: 7@ = read_memory 2@ size 4 virtual_protect 0 //x offset
            2@ += 4
            0A8D: 8@ = read_memory 2@ size 4 virtual_protect 0 //y offset
            2@ += 4
            0A8D: 9@ = read_memory 2@ size 4 virtual_protect 0 //z offset
            
        // - Create extra light coronas, as like those which appear when breaking
            0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 7@ 8@ 9@
            if
                847A:   not actor $PLAYER_ACTOR driving_bike
            then                                                        
                04D5: create_corona_at 1@ 2@ 3@ radius 0.15 type 0 flare 0 RGB 120 0 0
            end
            if
                not 7@ == 0.0
            then
                7@ *= -1.0
                0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 7@ 8@ 9@                                    
                if
                    847A:   not actor $PLAYER_ACTOR driving_bike
                then                                                        
                    04D5: create_corona_at 1@ 2@ 3@ radius 0.15 type 0 flare 0 RGB 120 0 0
                end
            end
            
        // - Create light reflection on ground, decreasing intensity at increasing hight
            8@ -= 0.05                
            0811: 0@ = actor $PLAYER_ACTOR car_nosave
            for 20@ = 0 to 1
                if
                    not actor.DrivingVehicleType($PLAYER_ACTOR #FIRELA)
                then
                    7@ *= -1.0
                    0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 7@ 8@ 9@
                    02CE: 11@ = ground_z_at 1@ 2@ 3@                    
                    050A: 12@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 1@ 2@ 11@
                    if
                        not 12@ > 5.0
                    then
                        0087: 13@ = 12@ // (float)
                        13@ -= 3.4
                        13@ *= -1.0
                        13@ *= 2.0
                        
                        12@ += 0.23
                        if
                            not 0.0 >= 12@
                        then
                            0087: 10@ = 7@
                            if
                                7@ > 0.0
                            then
                                10@ -= 0.1
                            else
                                if
                                    0.0 > 7@                
                                then
                                    10@ += 0.1
                                else
                                    20@ += 1                        
                                end
                            end
                            
                            13@ *= 10.2
                            0092: 13@ = float 13@ to_integer
                            if
                                13@ > 250
                            then
                                13@ = 250
                            end
                            
                            if
                                not 13@ >= 0
                            then
                                13@ = 0
                            end
                            
                            0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 10@ 8@ 0.0
                            016F: create_shadow_type 3 rotation 0.0 size 12@ 255 13@ 0 0 at 1@ 2@ 3@                            
                        end
                    end
                end
            end
        // - Create flash light to illuminate peds and vehicles
            //8@ -= 0.35
            //0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 8@ 9@
            //09E5: create_flash_light_at 1@ 2@ 3@ RGB_mask 120 0 0 radius 3.0                  
        end
    end
    003D:    
end


And implemented into your script:
SANNY

...
CAR_LIGHT_INTENSITY = 150 // Èíòåíñèâíîñòü ïðîåêöèè (0-255)
...
CAR_LIGHT_R = 0x40 //R
...
CAR_LIGHT_OFFSET_FROM_DUMMY_X = 0.15 // Ñìåùåíèå ïðîåêöèè ïî îñè Y îòíîñèòåëüíî îãíÿ.  âåðñèè 1.0 ýòîò ïàðàìåòð áûë ðàâåí 0.0, ÷òîáû ïðîåêöèÿ ïðè ñêîðîì äèæåíèè íå "óõîäèëà" î÷åíü äàëåêî
CAR_LIGHT_OFFSET_FROM_DUMMY_Y = 0.3 // Ñìåùåíèå ïðîåêöèè ïî îñè X îòíîñèòåëüíî îãíÿ.
...
shadowIntensity = 0x96 // Èíòåíñèâíîñòü ïðîåêöèè (0-255)
...

SANNY
// Car Lights
if
    0AE2: 3@ = random_vehicle_near_point 0.0 0.0 0.0 in_radius SEARCH_RADIUS find_next false pass_wrecked true
then
    repeat
        0441: 30@ = car 3@ model
        0AB1: call_scm_func @isModelBikeOrQuad num_params 1 model 30@ store_to 21@
        0AB1: call_scm_func @isModelTrailer num_params 1 model 30@ store_to 22@
        if or
            22@ == true
            21@ == true
            0A01: model 30@ car
        then
            0A97: 10@ = car 3@ struct
            0A8E: 30@ = 10@ + 0x584
            0A8D: 30@ = read_memory 30@ size 4 virtual_protect false
            
        // - Is taillight intact? (found on sannybuilder forums)
        // - Dunno how to check if lights are active, though.            
            //0A8E: 2@ = 10@ + 0x5A0 // int
            //0AA8: call_function_method 0x6C2130 struct 2@ num_params 1 pop 0 3 4@
            //0AA8: call_function_method 0x6C2130 struct 2@ num_params 1 pop 0 2 6@
            if //OR
                //4@ == 0
                //6@ == 0
                08B7: test 30@ bit 2
                //Actor.InCar($PLAYER_ACTOR, 3@)
            then
                0A8E: 30@ = 10@ + 0x22    
                0A8D: 30@ = read_memory 30@ size 2 virtual_protect false    
                mul(30@, 4)                                                              
                inc(30@, 0xA9B0C8)                                                                    
                0A8D: 30@ = read_memory 30@ size 4 virtual_protect false        
                inc(30@, 0x5C)                                                          
                0A8D: 30@ = read_memory 30@ size 4 virtual_protect false
                inc(30@, 0xC)
                0A8D: 14@ = read_memory 30@ size 4 virtual_protect false
                inc(30@, 4)                                                          
                0A8D: 15@ = read_memory 30@ size 4 virtual_protect false
                inc(30@, 4)                                                        
                0A8D: 16@ = read_memory 30@ size 4 virtual_protect false

                //dec(15@, CAR_LIGHT_OFFSET_FROM_DUMMY_Y)
                
                // UOKKA'S EDITS..
                for 17@ = 0 to 1
                    14@ *= -1.0
                    0407: store_coords_to 11@ 12@ 13@ from_car 3@ with_offset 14@ 15@ 16@
                    02CE: 4@ = ground_z_at 11@ 12@ 13@                    
                    050A: 6@ = distance_between_XYZ 11@ 12@ 13@ and_XYZ 11@ 12@ 4@                    
                    if
                        not 6@ > 5.0
                    then
                        0087: 7@ = 6@ // (float)
                        7@ -= 3.4
                        7@ *= -1.0
                        7@ *= 2.0
                        
                        6@ += 0.23
                        //6@ += 0.43
                        if
                            not 0.0 >= 6@
                        then
                            // using multiply ground distance to fake intensity fade.
                            //7@ *= 11.0
                            7@ *= 9.0
                            0092: 7@ = float 7@ to_integer
                            if
                                7@ > 255
                            then
                                7@ = 255
                            end
                            if
                                not 7@ >= 0
                            then
                                7@ = 0
                            end
                            
                            0087: 8@ = 14@
                            if and // Åñëè íå ìîòîöèêë è íå êâàäðîöèêë
                                21@ == false
                                22@ == false
                                14@ <> 0.0
                            then    
                                if
                                    14@ > 0.0
                                then
                                    dec(8@, CAR_LIGHT_OFFSET_FROM_DUMMY_X)
                                else
                                    inc(8@, CAR_LIGHT_OFFSET_FROM_DUMMY_X)
                                end                                    
                            else
                                inc(17@)
                                8@ *= -1.0
                            end
                            6@ /= 4.0
                            0063: 15@ -= 6@
                            0407: store_coords_to 11@ 12@ 13@ from_car 3@ with_offset 8@ 15@ 16@
                            005B: 15@ += 6@
                            6@ *= 4.0
                            
                            {
                            0174: 4@ = car 3@ Z_angle
                            if
                                4@ > 180.0
                            then
                                4@ -= 180.0
                            else
                                4@ += 180.0
                            end
                            div(4@, 57.2957795)
                            }

                            
                        // - change offset_ShadExp to offset_Handman
                        // - Single headlight (like on Bikes) would be nice!
                            //0A8C: write_memory 0x707A1F size 4 value 0xC40404 virtual_protect true

                            // 1 = Car shadow          
                            // 2 = Bike shadow
                            // 3 = Hand/Man          
                            // 4 = Heli shadow
                            // 5 = Headlights on road
                            // 6 = Blood
                            // 7 =
                            //016F: create_shadow_type 5 rotation 4@ size 6@ CAR_LIGHT_INTENSITY 7@ CAR_LIGHT_G CAR_LIGHT_B at 11@ 12@ 13@
                            016F: create_shadow_type 3 rotation 0.0 size 6@ CAR_LIGHT_INTENSITY 7@ CAR_LIGHT_G CAR_LIGHT_B at 11@ 12@ 13@
                        end
                    end
                end

                // DEFAULT..
                {
                if or // Åñëè ìîòîöèêë èëè êâàäðîöèêë
                    21@ == true
                    22@ == true
                then    
                    016F: particle 3 rot 0.0 size CAR_LIGHT_SIZE_BIKE CAR_LIGHT_INTENSITY CAR_LIGHT_R CAR_LIGHT_G CAR_LIGHT_B at 11@ 12@ 13@
                else
                    016F: particle 3 rot 0.0 size CAR_LIGHT_SIZE CAR_LIGHT_INTENSITY CAR_LIGHT_R CAR_LIGHT_G CAR_LIGHT_B at 11@ 12@ 13@
                    mul(14@, -1.0)
                    0407: store_coords_to 11@ 12@ 13@ from_car 3@ with_offset 14@ 15@ 16@                          
                    016F: particle 3 rot 0.0 size CAR_LIGHT_SIZE CAR_LIGHT_INTENSITY CAR_LIGHT_R CAR_LIGHT_G CAR_LIGHT_B at 11@ 12@ 13@
                end
                }

            end
        end            
    until 8AE2: not 3@ = random_vehicle_near_point 0.0 0.0 0.0 in_radius SEARCH_RADIUS find_next true pass_wrecked true
end

// Emergency lights projections
for 0@ = 0xC3E058 to 0xC3EF58 step 0x3C // ïåðåáîð êîðîí
    0A8E: 8@ = 0@ + 0x38 // Óêàçàòåëü íà Entity(èãðîâîé ñóáüåêò), ê êîòîðîìó ïðèöåïëåíà êîðîíà
    0A8D: 1@ = read_memory 8@ size 4 virtual_protect false
    0A8D: 28@ = read_memory 0xB74494 size 4 virtual_protect 0 // Óêàçàòåëü íà ïåðâûé ýëåìåíò â ïóëå òðàíñïîðòà
    0A8D: 28@ = read_memory 28@ size 4 virtual_protect 0  
    0A8D: 24@ = read_memory 0xB74494 size 4 virtual_protect false
    inc(24@, 8) // Ìàêñèìàëüíîå êîë-âî ýëåìåíòîâ â ïóëå òðàíñïîðòà
    0A8D: 24@ = read_memory 24@ size 4 virtual_protect false  
    mul(24@, 0xA18)
    005A: 24@ += 28@          
    if and // Åñëè äàííûé Entity - àâòîìîáèëü...
        002D: 1@ >= 28@
        8025: not 1@ > 24@
    then
        0AEB: 7@ = car_struct 1@ handle
        0441: 30@ = car 7@ model
        if or
            0A01: model 30@ car
            30@ == #COPBIKE // HPV1000
        then
            0A8E: 8@ = 0@ + 0x0
            0A8D: 21@ = read_memory 8@ size 4 virtual_protect false // X ïîçèöèÿ êîðîíû
            inc(8@, 4)
            0A8D: 22@ = read_memory 8@ size 4 virtual_protect false // Y ïîçèöèÿ êîðîíû
            inc(8@, 4)
            0A8D: 23@ = read_memory 8@ size 4 virtual_protect false // Z ïîçèöèÿ êîðîíû
            0A8E: 8@ = 0@ + 0x2C
            0A8D: 4@ = read_memory 8@ size 1 virtual_protect false // Red  
            inc(8@)
            0A8D: 15@ = read_memory 8@ size 1 virtual_protect false // Green
            inc(8@)
            0A8D: 6@ = read_memory 8@ size 1 virtual_protect false // Blue  
            if
                23@ > 0.2
            then
                if
                    0137: car 7@ model == #COPBIKE // HPV1000
                then
                    if and // Åñëè ýòî íå êîðîíà ïåðåäíåé ôàðû
                        21@ < 0.2
                        21@ > -0.2
                    then
                        continue
                    end
                end
                
                // UOKKA'S EDITS..
                0407: store_coords_to 19@ 10@ 11@ from_car 7@ with_offset 21@ 22@ 23@ // Ïîëó÷àåì ìèðîâûå êîîðäèíàòû                    
                02CE: 5@ = ground_z_at 19@ 10@ 11@                    
                050A: 5@ = distance_between_XYZ 19@ 10@ 11@ and_XYZ 19@ 10@ 5@                    
                if and
                    not 5@ > 10.0
                    0ABD:   vehicle 7@ siren_on
                then
                    5@ += 0.23
                    if
                        not 0.0 >= 5@
                    then
                        // using multiply ground distance to fake intensity fade.
                        5@ *= 2.0
                        if
                            5@ > 255.0
                        then
                            5@ = 255.0
                        end
                        if
                            not 5@ >= 0.0
                        then
                            5@ = 0.0
                        end
                        
                        0073: 4@ /= 5@
                        0073: 15@ /= 5@
                        0073: 6@ /= 5@
                        
                        016F: create_shadow_type 3 rotation 0.0 size shadowRadius shadowIntensity 4@ 15@ 6@ at 19@ 10@ 11@
                    end
                end

                // DEFAULT..                    
                {
                0407: store_coords_to 19@ 10@ 11@ from_car 7@ with_offset 21@ 22@ 23@ // Ïîëó÷àåì ìèðîâûå êîîðäèíàòû                  
                016F: add_shadow_type 3 rotation_factor 0.0 shadowRadius shadowIntensity RGB 4@ 15@ 6@ at 19@ 10@ 11@
                }

            end
        end
    end
end


Well ehm, I would say, this is a request biggrin.gif


--------------------
My english is just perfekt. I am only not sure, whether I it rightly utilize..
. . .
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DK22
post Nov 24 2011, 03:59 PM
Post #34


Member

Posts: 197
From: Liberty City, Shoreside
Joined: 15-July 10



@uokka
Thats an old code... I rewrited it. I made that tailights use one shadow, not two. And it has unique texture, not just round.

And I used Wesser's code too.
But I believe that shadow, created in CAutomobile::preRender wouldnt go away from car on high speed.

Also, these shadows are not 2D. They created with im3DRender.
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uokka
post Nov 24 2011, 07:56 PM
Post #35


Actually living entity

Posts: 143
From: Earth
Joined: 15-January 11



yeah, I saw your video.. Those new tail light textures are looking good smile.gif The Break lights and Reverse Gear lights are also a nice feature. I hope you will also manage to check if the lights are turned on..

Well youre the man, and I have no idea what you just said.. biggrin.gif
However, wouldnt it look much more realistic if using two shadows, as the vehicles having two tail lights?
Would also be an advandage to GTA IV.. in my opinion.

With Wessers fix (if were talkin bout the same code here), the tail light textures are not laggy at all for me. No texture falling behind. smile.gif
QUOTE
And I used Wesser's code too.
But I believe that shadow, created in CAutomobile::preRender wouldnt go away from car on high speed.

Ehm, thats what Wessers fix fixes, right? confused.gif
Sorry I dont know anything about memory structure and stuff.. happy.gif

This post has been edited by uokka: Nov 24 2011, 08:42 PM


--------------------
My english is just perfekt. I am only not sure, whether I it rightly utilize..
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DK22
post Nov 24 2011, 09:43 PM
Post #36


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Posts: 197
From: Liberty City, Shoreside
Joined: 15-July 10



Its something hard - to check if baclights are turned on (actually, - to check if vahiclelights_on texture is active). Because when camera is on front of a car, then game sets the state "off" for backlights. You can simply check this - just get in car, then try to rotate camera around car. And when you will look to the side of car, you could see how the game changes "vehiclelights_on" to "vehiclelight_off".

Btw vehiclelights_on/off are textures which used by lights in active/non-active state. For original vehicles, they could be find in vehicle.txd.

And also I wanted to make that rear stop-lights are used only when break pedal used. I mean I wanted to make 2 types of lights, stop-lights and nightly backlights, which work indepenentially.
But I can't find needed things in .exe. Maybe Deji could help...

And yes, thats Wesser's fix. But just remember - the same shadow creates as headlight for player's vehicle, and it looks like really attached to that vehicle. (but really its not attached - it created in world coors too).

Two tailights would be more realistic, but I dont think it will be so nice in SA game.
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uokka
post Nov 24 2011, 10:43 PM
Post #37


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Posts: 143
From: Earth
Joined: 15-January 11



Thanks for quick reply..
So you couldn't find a workaround for those limitations, yet.

I used some code which checks if the tail lights are intact (not damaged), so the light reflection would not be turned of when you look at the car from the front. (But I think the tail lights are not even damageable.. tongue.gif )
The downside is that the light reflection is visible at any time for any vehicle.. Even if the engine is turned off and no driver is sitting in the car.

Anyways, what about checking if theres a driver, the engine state and the day time? Still not perfect, but maybe a step foward.


Im looking foward to your version 2.0, and I will defenetly edit it to use two lights, for my personal preference.. smile.gif
Give it a try some time, Im sure you'll like it.


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