#1 11-05-2011 12:12

KnightFighter
Registered: 11-05-2011
Posts: 8

Помогите мне с Txd Draw Function

Есть ли возможный путь, чтобы сделать TXD draw function for GTA III?

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#2 12-05-2011 12:21

Seemann
Registered: 07-08-2006
Posts: 2,156

Re: Помогите мне с Txd Draw Function

GTA III already has text draw opcodes. But only 2 text_draws in one time is allowed.

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#3 12-05-2011 12:39

KnightFighter
Registered: 11-05-2011
Posts: 8

Re: Помогите мне с Txd Draw Function

How can i write a script that draws txd texture? write me an example?

Last edited by KnightFighter (12-05-2011 12:43)

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#4 12-05-2011 17:32

Sergey81
Registered: 19-12-2008
Posts: 654

Re: Помогите мне с Txd Draw Function

@KnightFighter -

{$CLEO}
0000:
{05DF: write_memory 0x697C18 size 4 value 1000.0 virtual_protect 0   // Radardisc distance from bottom
05DF: write_memory 0x697B6C size 4 value 68.0 virtual_protect 0   // Weapon icon distance from top  /// 1000.0 if iv icons used  // 68.0 if not
05DF: write_memory 0x697B70 size 4 value 70.0 virtual_protect 0   // Weapon icon distance from right
05DF: write_memory 0x697B68 size 4 value 32.0 virtual_protect 0   // Weapon icon scale

//05DF: write_memory 0x697B74 size 4 value 1000.0 virtual_protect 0   // Weapon ammo text vetical scale 
05DF: write_memory 0x697B78 size 4 value 98.0 virtual_protect 0   // Weapon ammo text distance from top 
//05DF: write_memory 0x697B7C size 4 value 1000.0 virtual_protect 0   // Weapon ammo text distance from right
//05DF: write_memory 0x697B5E size 2 value 9504 virtual_protect 0   //    Format of Weapon Ammo (%d-%d)

05DF: write_memory 0x697B20 size 4 value 0.349999994 virtual_protect 0   // HUD Text horizontal scale
05DF: write_memory 0x697B50 size 4 value 0.75 virtual_protect 0   // HUD text vertical scale
05DF: write_memory 0x697B54 size 4 value 40.0 virtual_protect 0   // Money distance from top
05DF: write_memory 0x697B58 size 4 value 40.0 virtual_protect 0   // Money distance from right

05DF: write_memory 0x697BF0 size 4 value 53.0 virtual_protect 0   // Time distance from top
05DF: write_memory 0x697BF4 size 4 value 40.0 virtual_protect 0   // Time distance from right

05DF: write_memory 0x697B88 size 4 value 1000.0 virtual_protect 0   // Health and Armor distance from top
05DF: write_memory 0x697B98 size 4 value 1000.0 virtual_protect 0   //  Wanted stars distance from top
//05DF: write_memory 0x size 4 value .0 virtual_protect 0   //  }

16@ = -15000

while true
wait 0
0226: 1@ = actor $player_actor health
05E0: 2@ = read_memory 0x6FAD68 size 1 virtual_protect 0 //cutsc
05E6: 3@ = actor $player_actor struct
3@ += 710
05E0: 3@ = read_memory 3@ size 1 virtual_protect 0  //armour
3@ /= 2
//0092: 3@ = float 3@ to_integer
01C0: 4@ = player $player_char wanted_level
gosub @wpnpointer
//05E0: 7@ = read_memory 5@ size 4 virtual_protect 0

if
16@ <= 0
then 
0390: load_txd_dictionary 'iv_hud' 
038F: load_texture 'ring' as 1
038F: load_texture 'star1' as 4 
038F: load_texture 'star2' as 5 
038F: load_texture 'star3' as 6 
038F: load_texture 'star4' as 7 
038F: load_texture 'star5' as 8 
038F: load_texture 'star6' as 9  
03F0: enable_text_draw 1
03E3: set_texture_to_be_drawn_antialiased 1
16@ = 1
end
//05E0: 14@ = read_memory 0x8117F8 size 4 virtual_protect 0
if //or
//14@ == 0
05EE:  key_pressed 51
then
0391: release_textures
0390: load_txd_dictionary 'iv_hud'
038F: load_texture 'ring' as 1
038F: load_texture 'star1' as 4 
038F: load_texture 'star2' as 5 
038F: load_texture 'star3' as 6 
038F: load_texture 'star4' as 7 
038F: load_texture 'star5' as 8 
038F: load_texture 'star6' as 9  
end



if
16@ >= 1
then
//////drawing
05E0: 10@ = read_memory 0x12FEC4 size 4 virtual_protect 0  //X 1920
05E0: 11@ = read_memory 0x12FEC8 size 4 virtual_protect 0  //Y 1080
//////
//////
// ////1920x1080+
//12////1680x1050
//11////1600x1200
//10////1280x1024
//9////1280x960
//8////1280x800
//7////1280x768
//6////1280x720
//5////1152x864
//4////1024x768
//3////1024x600
//2////800x600
//1////640x480
if and
10@ == 1920 //X
11@ == 1080 //Y
then
{$I iv_hud_res\1920x1080.txt}
end

  

end
//end

:wpnpointer
if
02D8:   actor $PLAYER_ACTOR current_weapon == 0
then
7@ = 0
end

if
02D8:   actor $PLAYER_ACTOR current_weapon == 1
then
7@ = 1
end

if
02D8:   actor $PLAYER_ACTOR current_weapon == 2
then
7@ = 2
end

if
02D8:   actor $PLAYER_ACTOR current_weapon == 3
then
7@ = 3
end

if
02D8:   actor $PLAYER_ACTOR current_weapon == 4
then
7@ = 4
end

if
02D8:   actor $PLAYER_ACTOR current_weapon == 5
then
7@ = 5
end

if
02D8:   actor $PLAYER_ACTOR current_weapon == 6
then
7@ = 6
end

if
02D8:   actor $PLAYER_ACTOR current_weapon == 7
then
7@ = 7
end

if
02D8:   actor $PLAYER_ACTOR current_weapon == 8
then
7@ = 8
end

if
02D8:   actor $PLAYER_ACTOR current_weapon == 9
then
7@ = 9
end

if
02D8:   actor $PLAYER_ACTOR current_weapon == 10
then
7@ = 10
end

if
02D8:   actor $PLAYER_ACTOR current_weapon == 11
then
7@ = 11
end

if
02D8:   actor $PLAYER_ACTOR current_weapon == 12
then
7@ = 12
end
return

{:wpnpointer
05E6: 5@ = actor $PLAYER_ACTOR struct
5@ += 1284  
05E0: 6@ = read_memory 5@ size 1 virtual_protect 0 
05E6: 5@ = actor $PLAYER_ACTOR struct
5@ += 1032
6@ *= 24  
000A: 5@ += 6@ // integer values
//
//0085: 4@ = 5@ // integer values and handles 
//0085: 9@ = 5@ // integer values and handles
//4@ += 8    //ammo in clip
//9@ += 12    //total ammo                            
//05E0: @ = read_memory @ size 4 virtual_protect 0
//
return
const
RING_POS_X = 19.00
RING_POS_Y = 770.00
RING_SIZE_X = 323.0
RING_SIZE_Y = 212.0
STAR_POS_X = 1500.00
STAR_POS_Y = 50.00
STAR_SIZE_X = 256.00
STAR_SIZE_Y = 32.00
WPN_POS_X = 1500.0
WPN_POS_Y = 125.0
WPN_SIZE_X = 256.0
WPN_SIZE_Y = 128.0

MONEY_X = 545.0
MONEY_Y = 35.0

TIME_X = 545.0
TIME_Y = 47.0
end
{
position 163.00 892.00 size 283.0 210.0   - 1920x1080
position 106.93 495.56 size 150.93 116.67  - 1024x600

(163.00 / 1.875 + 20) = 106.93 = RING_POS_X
(892.00 / 1.8) = 495.56 = RING_POS_Y
(283.0 / 1.875) = 150.93 = RING_SIZE_X
(210.0 / 1.8) = 116.67 = RING_SIZE_Y
}

if and
816B:   not fading 
2@ == 0
then
03F0: enable_text_draw 1
038D: draw_texture 1 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255


if and
1@ > 0
1@ <=5
then
038F: load_texture 'hlth05' as 2 
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end 

if and
1@ > 5
1@ <=10
then
038F: load_texture 'hlth10' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end   


if and
1@ > 10
1@ <=15
then
038F: load_texture 'hlth15' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end  

if and
1@ > 15
1@ <=20
then
038F: load_texture 'hlth20' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
1@ > 20
1@ <=25
then
038F: load_texture 'hlth25' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
1@ > 25
1@ <=30
then
038F: load_texture 'hlth30' as 2 
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
1@ > 30
1@ <=35
then
038F: load_texture 'hlth35' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
1@ > 35
1@ <=40
then
038F: load_texture 'hlth40' as 2 
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
1@ > 40
1@ <=45
then
038F: load_texture 'hlth45' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
1@ > 45
1@ <=50
then
038F: load_texture 'hlth50' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
1@ > 50
1@ <=55
then
038F: load_texture 'hlth55' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
1@ > 55
1@ <=60
then
038F: load_texture 'hlth60' as 2  
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
1@ > 60
1@ <=65
then
038F: load_texture 'hlth65' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
1@ > 65
1@ <=70
then
038F: load_texture 'hlth70' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
1@ > 70
1@ <=75
then
038F: load_texture 'hlth75' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
1@ > 75
1@ <=80
then
038F: load_texture 'hlth80' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
1@ > 80
1@ <=85
then
038F: load_texture 'hlth85' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
1@ > 85
1@ <=90
then
038F: load_texture 'hlth90' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
1@ > 90
1@ <=95
then
038F: load_texture 'hlth95' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end
          
if
1@ > 95
then
038F: load_texture 'hlth100' as 2
038D: draw_texture 2 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

///////drawing armor
if and
3@ > 0
3@ <=5
then
038F: load_texture 'armr05' as 3 
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end 

if and
3@ > 5
3@ <=10
then
038F: load_texture 'armr10' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end   


if and
3@ > 10
3@ <=15
then
038F: load_texture 'armr15' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end  

if and
3@ > 15
3@ <=20
then
038F: load_texture 'armr20' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
3@ > 20
3@ <=25
then
038F: load_texture 'armr25' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
3@ > 25
3@ <=30
then
038F: load_texture 'armr30' as 3 
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
3@ > 30
3@ <=35
then
038F: load_texture 'armr35' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
3@ > 35
3@ <=40
then
038F: load_texture 'armr40' as 3 
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
3@ > 40
3@ <=45
then
038F: load_texture 'armr45' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
3@ > 45
3@ <=50
then
038F: load_texture 'armr50' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
3@ > 50
3@ <=55
then
038F: load_texture 'armr55' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
3@ > 55
3@ <=60
then
038F: load_texture 'armr60' as 3  
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
3@ > 60
3@ <=65
then
038F: load_texture 'armr65' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
3@ > 65
3@ <=70
then
038F: load_texture 'armr70' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
3@ > 70
3@ <=75
then
038F: load_texture 'armr75' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
3@ > 75
3@ <=80
then
038F: load_texture 'armr80' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
3@ > 80
3@ <=85
then
038F: load_texture 'armr85' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
3@ > 85
3@ <=90
then
038F: load_texture 'armr90' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end

if and
3@ > 90.0
3@ <=95.0
then
038F: load_texture 'armr95' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end    
          
if
3@ > 95.0
then
038F: load_texture 'armr100' as 3
038D: draw_texture 3 position RING_POS_X RING_POS_Y size RING_SIZE_X RING_SIZE_Y RGBA 255 255 255 255
end
                



//////////////////drawing weapons/stars/money

if
4@ == 1
then
038D: draw_texture 4 position STAR_POS_X STAR_POS_Y scale STAR_SIZE_X STAR_SIZE_Y RGBA 255 255 255 255
end

if
4@ == 2
then
038D: draw_texture 5 position STAR_POS_X STAR_POS_Y scale STAR_SIZE_X STAR_SIZE_Y RGBA 255 255 255 255
end

if
4@ == 3
then
038D: draw_texture 6 position STAR_POS_X STAR_POS_Y scale STAR_SIZE_X STAR_SIZE_Y RGBA 255 255 255 255
end

if
4@ == 4
then
038D: draw_texture 7 position STAR_POS_X STAR_POS_Y scale STAR_SIZE_X STAR_SIZE_Y RGBA 255 255 255 255
end

if
4@ == 5
then
038D: draw_texture 8 position STAR_POS_X STAR_POS_Y scale STAR_SIZE_X STAR_SIZE_Y RGBA 255 255 255 255
end

if
4@ == 6
then
038D: draw_texture 9 position STAR_POS_X STAR_POS_Y scale STAR_SIZE_X STAR_SIZE_Y RGBA 255 255 255 255
end


    
 
////////////////////////////weapon icons///////////////

if
7@ == 0
then  
038F: load_texture 'unarmed' as 13     
038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255
//15@ = 0
end


if
7@ == 1
then  
038F: load_texture 'bat' as 13     
038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255  
//15@ = 0
end

if
7@ == 11
then  
038F: load_texture 'grenade' as 13     
038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255  
//15@ = 0
end

if
7@ == 12
then  
038F: load_texture 'deton' as 13     
038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255   
//15@ = 0
end


if
7@ == 10
then  
038F: load_texture 'molotov' as 13     
038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255  
//15@ = 0
end

if
7@ == 2
then  
038F: load_texture 'colt45' as 13     
038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255 
//15@ = 0
end


if
7@ == 4
then  
038F: load_texture 'shotgs' as 13     
038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255  
//15@ = 0
end


if
7@ == 3
then  
038F: load_texture 'mcr_uzi' as 13     
038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255  
//15@ = 0
end

if
7@ == 6
then  
038F: load_texture 'm4' as 13     
038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255  
//15@ = 0
end

if
7@ == 5
then  
038F: load_texture 'ak47' as 13     
038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255  
//15@ = 0
end



if
7@ == 8
then  
038F: load_texture 'rocket' as 13     
038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255      
//15@ = 0
end

if
7@ == 9
then  
038F: load_texture 'flame' as 13     
038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255   
//15@ = 0
end


if
7@ == 7
then  
038F: load_texture 'sniper' as 13     
038D: draw_texture 13 position WPN_POS_X WPN_POS_Y scale WPN_SIZE_X WPN_SIZE_Y RGBA 255 255 255 255   
//15@ = 0
end     



{if 
15@ == 1
then
wait 0
//05DF: write_memory 0x697B6C size 4 value 68.0 virtual_protect 0   // Weapon icon distance from top  /// 1000.0 if iv icons used  // 68.0 if not
else
wait 1
//05DF: write_memory 0x697B6C size 4 value 1000.0 virtual_protect 0   // Weapon icon distance from top  /// 1000.0 if iv icons used  // 68.0 if not
end }


///////////////////text
05E0: 12@ = read_memory 0x941554 size 4 virtual_protect 0 // money
05E0: 13@ = read_memory 0x95CF70 size 2 virtual_protect 0 // time
//05E0: 14@ = read_memory 0x95CF70 size 4 virtual_protect 0 // time
//if
//5@ == 0
//then
//03F0: enable_text_draw 1
045B: draw_text_2numbers MONEY_X MONEY_Y GXT 'MONE' numbers 12@ 12@  // ~1~:~1~
//end
045B: draw_text_2numbers TIME_X TIME_Y GXT 'TIMM' numbers 13@ 14@  // ~1~:~1~





































   

end    

     
 end

Last edited by Sergey81 (12-05-2011 17:33)

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#5 13-05-2011 10:25

KnightFighter
Registered: 11-05-2011
Posts: 8

Re: Помогите мне с Txd Draw Function

@Sergey81. Thank you very much!!!!

Offline

#6 13-05-2011 11:18

KnightFighter
Registered: 11-05-2011
Posts: 8

Re: Помогите мне с Txd Draw Function

Wait, the game crashes and where can i get the txd? can some one help?
cry=(:wow::rolleyes:
Подождите, игра вылетает и где я могу получить TXD? может кто-нибудь помочь?

Offline

#7 13-05-2011 19:37

Sergey81
Registered: 19-12-2008
Posts: 654

Re: Помогите мне с Txd Draw Function

@KnightFighter - http://dl.dropbox.com/u/13992625/gta/IV … 2final.rar
IV_Hud_for_GTA_III_1_2final.rar - beta_stuff.7z

Offline

#8 29-06-2011 01:53

VintProg_Pro
Registered: 17-06-2010
Posts: 153

Re: Помогите мне с Txd Draw Function

Вы что тут все по английский писать стали?

1. Не нужно заниматься археологией.
2. Считается хорошим тоном отвечать на том же языке, на котором задан вопрос.

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